Wednesday, 22 April 2015

Teaching Your Dog To Read


Players: Paul A, Peter, James, Phil, Rachel, Sarah, Gareth II, Paul D, Dan, Tash, Andy, Jon, John




Apparently the best way to get a dumb beast to learn something new is to make simple, repetitive commands in an authoritarian tone, and to periodically reward it with treats. And the best way to punish ill behaviour is also with a stern voice, which makes me wonder that the only difference between the two is the tasty snacks. Does this then mean that fat dogs are smarter dogs, or simply better behaved? And what does this have to say about our own inept attempts at explaining games at IBG? Come to think of it, I don't think I can remember the last time I played a game without there first being a rules explanation for the benefit of at least one person at the table. What does it all mean then? As usual, I have no idea beyond enough rambling to fill the preface to this week's blog with a tenuous link to some rules explanations of debatable clarity at this evening's club night. Here we go then!

 
Deep Sea Adventure (thanks Paul A)




We started with Deep Sea Adventure, which was so awesome there were two copies. Undoubtedly fun, even as I was drowning mere feet from the surface. (It is uncanny that you can turn your diver about, figuring "plenty of time to get to the surface" and then watch the air vanish in a flash.)



 
 7 Wonders

On arrival I was greeted with a choice of jumping into a game of Kingdom Builder that had just got underway, Replacing James in Greenland but halfway through what looked to be a long and dense rules explanation, or to add yet another player to a burgeoning game of 7 Wonders. Seeing as Paul A had neglected to bring along any tasty treats with him I opted to lead whatever faction it is that gets extra resources in this popular set collecting game. Having said some things in the week's Q&A that seemed to stir up no small amount of defensiveness it was of course predictable that I would have an hilarious failgame by doing almost the opposite of what I usually do, whilst Tasha stormed to a convincing victory by (yes that's right) playing lots of green and not much red at all. Excuse me now while I get back to this pot that urgently needs a bit more stirring...
Tasha: 80 gazillion, John, Gareth II, Sarah, Andy: something respectable, Dan: egg on my face.
 

Time of Soccer 
 




Another run out for the young lad, coming off the bench again to dazzle with his twinkle toes and nutmeg the defenders before chipping the goalie with a nice stepover (or something) At the end of ninety minutes with another sixty minutes overtime it was Spain 1 Germany 0 in the footie game designer cup, they were all over the moon and sick as parrots in this game of three halves. 
Tasha admitted to a certain pervading sense of cluelessness regarding some of the game elements, specifically coaches and endgame scoring, and although he started with the equivalent of Ronaldo, Ronaldo, and Ronaldinho in attack his rather leaky defence was his ultimate undoing. Dan and Andy (who had been paying closer attention to the rules) had a more balanced approach with Andy focussing on a better scout and stronger team in the early game and Dan utilising coaches to get the most out of his second rate long-ball hoofers. The league was close right to the finish with Andy just pulling away in the penultimate game to take the honours and Dan struggling in an awful season finale to be pipped into third place by one of the neutral teams despite having been league leader for most of the game. 
Both Dan and Tasha were knocked out of the cup in the first round but then Andy managed to throw it all away in the final to some lower league team that had slain every giant before it.
Andy was this seasons Chelsea and Dan was typical old Arsenal, whereas Tasha did his best to emulate the mighty Scunthorpe.



Kingdom Builder (thanks Jon)



After last week's question about abstract games, Jon was reminded how much he enjoyed this one. Paul was a reasonably easy recruit and Phil & Rachel were given little choice by Jon.
The mission cards were: build a large settlement area; connect location hexes; build 3 settlements in a row.
Phil and Rachel hadn't played before, but got the gist pretty quickly. Paul spread out from the middle of the board and quickly joined up 2 areas of settlements, joining several location hexes in the process. Rachel had 2 big areas but was putting down settlements at a rate of knots, having 4 special ability tiles that enabled her to place extra tiles.
Phil found himself a little spread out in a couple of different areas, but managed to place next to all the citadels. Jon had a plan to join lots of locations together, but failed when Paul and Phil both cut him off - let's pretend it wasn't on purpose...
Rachel finished the game whilst the other players still had plenty of settlements left. As expected, Paul had won (although not by as any points as was expected) and the other 3 players couldn't have been closer.
Awesome game that is going in the bag again next week, whatever any of the naysayers nay-say...
Paul 56; Jon 49; Rachel 48; Phil 48




Greenland 

We have a trio of reports for the first landing of Phil Eklunds big Essen release from last year. By the way, what on earth is going on in that box cover? What is that Walrus doing to that poor man??

Paul A:
Greenland is an absolutely archetypal Eklund piece and I think I got only a few rules wrong. James had little fun but was a good sport about it, Peter accumulated huge piles of loot and walked away with the game. I teetered on the edge of extinction several times but tamed a husky, failed to hunt a seal and left some hardy Eskimo descendants in North America. So, a typical game. 

Peter:
 Paul did a fantastic job of explaining a rules-dense reasonably unintuitive game. Greenland is pretty epic in terms of its ambition and the story it tells. It demands a few plays to get to grips with it, first play is really about learning. I can see how it can lead to frustrations when you hit an insurmountable wall as James did. And I only won as I remembered a rule which you told us, but which you subsequently forgot (fire is worthless at the end)!
I'd love to play again one day. 


But a slightly less enthusiastic tone from James:
Played Greenland with Paul and Pete...
lets cut to the chase... I didn't enjoy the game much... And as it took about 3 hours from end to end it was pretty much the whole evening (apart from a quick copy of games of spyfall at the end that were fun as ever )
I'm pretty sure I played badly... That's almost guaranteed true. It felt like the dice were screwing me early, but in retrospect I can see how a better analysis of the initial setup and I couldve have strategised differently to improve my chances.... But I don't get to play games enough to allow games of this length enough of a learning curve so I can start to enjoy the game... If I need to get several games of a 3 hour game under my belt before it starts to make sense then it's not for me...
Way too much dice luck required, difficult to plan ahead as the event cards were ruthless, about twice a long as it should be for the experience, and quite repetitive as well... It has a few nice ideas such as the glacier movement across the board that restricts options as the game progresses, but not enough to rescue the faults...
I read another review that covers similar ground to me and so saves me having to type more. I suspect this guy had the same experience as me...

Quote:
I too struggled with the length of this game. We played a 3-player game with 3 very experienced gamers, and while it was our first play, it took nearly 2.5 hours.
The game boils down to little more than trying to roll triples over and over while deciding which card you actually have a shot at acquiring on your turn. And once you get ahead, you inevitably get smashed down (or watch your opponent get smashed down through no action of your own) by a nasty event card.
Manage to roll triples on your turn? Great. You just earned 8 VPs. Even after all your modifiers you failed to roll a single one? Great. You just wasted an entire turn, and you likely have some elders and hunters die.
I just don't see the appeal to this sort of game IF it's going to take 2 hours. If this was a 30 minute filler, wonderful. I could understand. But to slog through a game as punishing and swinging as this one for 120+ minutes... no thanks.
Ps. Sorry Paul... I know you love this game !! Don't hold it against me



Also played this evening: Spyfall


IBG Q&A
On our Boardgamegeek guild page James has initiated an open Q&A session with a new question each week. Feel free to play along at home, and even if you are not a regular IBG attendee you are more than welcome to join in with your own answers!

Last weeks question: "Slightly different approach to this weeks question... but I thought it might be fun as everyone likes to make lists…

Rank the 10 games below from most to least favourite and feel free to add some comments to explain yourself.
• Dominion
• Ticket To Ride
• Kingdom Builder
• Machi Koro
• 7 Wonders
• Agricola
• Carcassonne
• Nanuk
• For Sale
• Small World
(and yes I have picked very different games, but all are amongst the most played at the club over the last few years, or well-known enough that most people have had a chance to play them)
"

Get ready for some controversy this week folks!



John B: "Interesting list as it includes my favourite ever game and also the game I consider to be the worst in the BGG top 550 (At least of the ones I have played)
1. Kingdom Builder (About as perfect as a game can get. Simple rules, quick play time, massive re-playability, and much deeper game play than is at first apparent)
2. 7 Wonders (pretty much matches the same criteria as Kingdom Builder, but with a bit less variety and depth)
3. Dominion (I wish they had not released the expansions quite so fast, as I could not keep up. Hardly played it since Seaside, though I have been playing it a lot online since they included it in the card games humble bundle)
4. For Sale (Great little filler that does not outstay it's welcome)
5. Ticket To Ride ( I am counting this as the whole family as I don't much care for the base game, there is not enough going on for me. The later additions of tunnels, ferries and all of the expansion maps are much more attractive to me)
6. Agricola (I appreciate it's a good game, but I have not played it enough to ever be able to not spend 95% of the game trying to feed my family. I must have built some of the worst farms ever built. I don't feel I need to ever play it again now I have Caverna, much more fun and I can build pretty good farms with it)
7. Carcassonne (It's OK, but if I want a tile laying game I'll choose Alhambra over it every time.)
8. Machi Koro (Never played it due to my general dislike of most of the hot Japanese games I have played. Put it 8th as I really dislike the other two games.)
9. Nanuk (Just really not my type of game)
10. Small World gulp (my comments on BGG for this 'game', 'Exciting entertaining and fun are just three of the words I would never use when talking about Small World. Boring, turgid and dull come much more to mind. Dreadful excuse for a game.') "



Dan: "Can I rank Nanuk first and everything else as a zero..? Actually that's a bit harsh, I do quite like some of these.

Let me put you on speed-dial!
Nanuk: This goes top because it is simply awesome. Every game I've played has been filled with riotous laughter, groans, and taunts as the hunt cards are slowly flipped over. It's more than a great game, it's a great time, and in the context of this list Nanuk has six fish and two Inuksuks in hand and is going to bluff out of your fish hunt just because.

I like you but let's just stay friends, m'kay?
Agricola: What's this you say? Angrikoala so high up the list? Is this man feeling alright? What does this mean for all of sanity's sake??
Well, I've played far more of this than many of you might imagine despite only sitting down to it twice at IBG and my chronic condition of cube-allergy. I find that there is an awful lot wrong with the game but the core design is still great despite the intervening years, multitude of ever more ridiculous bonus decks, and Uwe's determination to redesign into ever more complicated games with even less compelling themes (coming soon: "Lamppost" the economic lamp placement game about bringing light to obscure Bavarian country lanes). Agricola is a good solid game, and I can understand it's popularity.
7 Wonders: You can totally script this game. I'm certainly no expert but I do tend to score highly and win a lot, and I'm starting to feel like I am just cranking the handle on this one these days. Collect the green cards. Build your Wonder in the early game. Focus on money above production. Exploit free builds. Respond to military aggression rather than instigating it. And so on, and so on, etc.

Let's do lunch sometime.
Carcassonne: I really think the base game needs the traders tiles and the builder meeple to come into it's own, every other bit of expansion material can go in the bin where it belongs. But I much prefer Carc: The Castle which distils everything great about the superior two player game and turns the dial up even higher with new mechanics tailored around direct head-to-head play. So I'm ranking Carc lower than it probably deserves because I think that offshoots from the base game have outgrown the parent design.
Ticket To Ride: Similar to Carcassonne above, once you've sampled the European, Nordic, or (my favourite) Asian versions the base game just seems so flat and uninvolving by comparison.
Small World: My kids like to play this sometimes, I think it's nice but a bit procedural. I've never really felt the sabre-rattling tension that usually comes with Dudes-on-a-Map games when playing this. The strategic choices of troop placement and movement are very limited and the timing of when to go into decline has always seemed terribly obvious, so it's all a bit thin in the end.

Don't call me; I'll call you...
Machi Koro: This one just doesn't jive with me at all. I'd consider giving it another whirl with the Harbour Expansion that people are raving over.
Dominion: I think Dominion is okay when played at a really good pace, but slow games are total torture. I didn't like any of the expansion decks that were foisted upon me either, and ultimately found the gameplay to be very lightweight and repetitive. It's telling that the entire concept of Dominion was based on a mechanic used in CCGs and has now gone full circle by becoming a simple mechanic in other board/card games.
For Sale: This filler had a few outings in the early days of the club. It's okay I guess but I think we just played it right out of it's limited scope to entertain, and there doesn't seem to be a spark that has kept it going as a regular filler.

Sorry, what was your name again?
Kingdom Builder: Haven't played it and don't have the inclination to do so. "



Noel: "Happy days a list..
Kingdom Builder - enjoyed loads of plays of this at the club. Lots to think about and quick playing.
For Sale - top filler and family game
Agricola - Still to play the 'live' game (with Phil and Andy) but enjoy the basic game on the iPad
Nanuk - I agree with Dan!
Ticket to Ride - havent played this for a while but keen to do so again
Carcassone - havent played this for a while and sort of keen to do so
Machi Koro - enjoyed it initially but samey and a good start kind of kills the game
7 Wonders - dont know the game well enough to have any interaction with other players and always seemed a bit clunky for a gateway and rather play something else with proper gamers
Dominion - rather play Trains
Small World - rather play anything"



Paul M: "1) Carcassonne
Instantly pick-upable and with many levels from friendly play with kids to viciously competitive play with boardgame elders!

2) Agricola
Again not tricky to pick up and with different levels of complexity. Two player with all the cards being devilish while four players with no cards just plain satisfying

3) 7 Wonders
One of the first boardgames I bought. A lovely concept with quick gameplay. The only issue being a lack of two player option and many more than three players leaves you subject to luck in terms of who you sit next to and what their strategies are.

4) Ticket to Ride (but play the Europe version!)
Simple, colourful and fun. The Europe version is less competitive as bridges allow you to use other people's routes.

5) Small World
I think playing this against Jon left me traumatised. The way he manipulated my friend and ally Arturo to rally against me was devastating

6) Dominion
I've just not played this one enough to compete at the club. I.e. Gareth trounced me multiple times in the Botanist! (Whoops that was R&KBGs)

7) For Sale
This one just doesn't do it for me. Theme not fun enough and gameplay too simple.

Don't know these at all:
• Kingdom Builder
• Machi Koro
• Nanuk"



Gary: "1. Agricola - just the dog's bollox (if a bit mentally exhausting)
2. Kingdom Builder - very clever and very replayable
3. Dominion - though only with lots of expansions mixed in
4. 7 Wonders - I like it with three when it is pretty tactical, with more it's much more random but it gets marks for playing up to so many
5. Carcassonne - I agree that the builders expansion is essential. Also a great iPad game
6. Ticket to Ride Europe - there is not a lot to it but it is good for a quick iPad game
7. Machi Koro - it is ok, but very overrated
8. For Sale - only played once and Didn't leave much of an impression
9. Smallworld - only played on iPad when it is ok but I don't have any desire to play in person

Never played or even heard of Nanuk!
"


Paul A: "1. For Sale: it's a game design I admire and the only one of the "buy stuff with which you buy stuff" games that I feel works. Or at least that I can play competently.
2-5. Ticket To Ride, Kingdom Builder, Carcassonne, Small World: a.k.a. "games i play on my tablet while on the way to work". All simple, elegant games which just enough depth to engage, not so much as to frustrate. If that sounds like damning with faint praise, it isn't.
6. Machi Koro: didn't think much of MK basic, but the Harbour expansion has opened it right up into an interesting and vicious game. Maybe too vicious - the last game I played, one of my opponents rage-quit. It can be very unfair ...
7. Dominion: I think it's a very clever game ... that I haven't played a lot. Hardcore Dominion players have turned me off the game a bit, but I appreciate the idea of the game and wish I could play it with other newbies.
8. 7 Wonders: I should really like this more, because there's good flexibility in the game, it ends in a fixed amount of time, it's reasonably balanced. But I always look for something else when it's suggested.
9. Agricola: I had a terrible first two games of this early on and have never gone back. Belatedly, I've come to realise that maybe the game isn't that bad, but it's impossible to get a play of it against opponents who aren't beard-stroking mumblers who have memorised all possible strategies. Hence, no fun for a neophyte and I can't be bothered getting good at a game just to enjoy.
Haven't played: Nanuk"



Soren: "Spooky - this (quoting Paul A) almost exactly matches my opinions - saves me a lot of typing.

Let us play casual, incompetent Dominion - and my Galaxy Trucker rethemed version is much better than the medieval or whatever crap the real theme is supposed to be."



Peter: "What a great selection of games you chose to rank.
1. Agricola - Inspiring and perspiring. This is stress defined.
2. Dominion - With a bunch of expansions and a completely random kingdom card draw this game really has unlimited re-playability and is never even remotely the same twice over. Amazing.
3. Ticket To Ride - So apparently innocent and simple, so actually evil and cut-throat. Africa map is insanely nasty.
4. 7 Wonders- there are not many good Euro-games for 6 or 7 players that don't have a ton of down-time, but this is a great exception.
5. Machi Koro - A hugely entertaining game. Those asshole dice!
6. Kingdom Builder - wonderful, fast and always interesting
7. Carcassonne - I know people who play this aggressively but I like to play passively and communally on a Sunday afternoon in front of a roaring fire. A relaxing game.
8. For Sale - terrific, elegant and clever. And in its original format available in the smallest of card boxes, ideal for taking everywhere.
9. Small World - Not a fan
10. Nanuk - Never heard of it."



James: "• Ticket To Ride
The base game is one of the lesser interesting variants, but still the best gateway game out there. Got me into the hobby, and never fails to hit the mark with newer gamers
• 7 Wonders
Great design, one of the better games of the last 5 years… Reminds me I really need to get the last expansion as it played really well when we tried it at Essen.
• Carcassonne
Never enjoyed this initially face to face… but on the iPad it’s one of the best. After overdosing on the iPad I’m now playing the boardgame again with my son and enjoying it immensely … need to include the River and a few of the expansions to add complexity.
• Machi Koro
Better with the adapted rules, big hit with everyone I’ve played with… Simple rules, cute game-play… really love this game.
• For Sale
One of the best fillers, really needs 5 or 6 thought to shine, so doesn't always get played
• Small World
A game of psycology when played with more than 2… it’s important not to get dragged into unnecessary battles. Jon seems to excel at this… never trust him EVAR !
• Nanuk
Great end of evening filler, but I do prefer other social games over this… resistance, saboteur, spyfall, one night werewolf, diamant etc.
• Dominion
Introduced a genre but one of the least interesting variations now that many other games have improved on the basis mechanic. I prefer Trains, Arctic Scavengers, Paperback etc… unlikely to ever play this again.
• Agricola
Didn't enjoy this when played... but I'm sur eI'm missing something and need to give this another try. I’m with you Paul in wanting to play this with other newbies to avoid being thrashed by the experienced crowd… Let’s have game sometime at the club arrrh
• Kingdom Builder
Nah. Really jsut a varioation on Go with some pictures of a landscape and a few cards... A dry themeless abstract… much prefer Through the Desert for this kind of experience as it also has cute camels… don’t understand all the love."



Neil: "For me I'd happily play Ticket To Ride (excepting the US map), Machi Koro, Agricola, Carcassonne, Nanuk and For Sale every day of the week. They're so different I don't find it sensible to rank them.
Machi Koro got so much hype that it didn't stand a chance. It's never professed to be anything other than a dice rolling, set collecting, light game. It has gorgeous artwork and everyone's involved on everyone else's turn, simple. The Harbor rules have extended game play hugely and make it maybe a little long now but I'll defend it forever. You should have been with us in the hotel in Essen when James first cracked it open, such a treat, especially as the majority of his Japanese games became rebranded Ferry games.
Of the others the two fillers are genius, For Sale is brilliantly simple and stands way ahead of most fillers in that you can try and win the game rather than just going with the luck. Nanuk is a great crack, great fun, works so well with a large number of idiots goading each other on, always happy to finish a night off with this one.
Love the variations of both Ticket to Ride and Carc. Little tweaks here and there and they make for some great games with 2, 3, 4 or 5. Some lovely versions; Switzerland, Nordic & Africa for T2R, and The Castle, New World and Hunters for Carc.
The Gric: I'd marry Rosenberg tomorrow. We could live somewhere in the backwaters of Germany and play games all day long. No doubt the sex wouldn't be up to much but you can't have everything I guess.
Kingdom Builder. I was SO anti this after my first few plays and then bought it and into it. Still wouldn't rush out to play it though. For me there is a pretty huge first player advantage - maybe I've just played against Noel too often - and then too much luck for me in a game that I think takes itself too seriously. I like the abstract/solitaire nature of it, but how someone who's played so many games loves it as much he does I don't comprehend! He's usually spot on with his opinions too, sorry John!
Haven't played either of the others. Traded away Small World having sorted all the fiddly bits. Prefer the Trains theming of my deck builders too so can't imagine trying Dominion.
Imagine if we all agreed on the order and there was world peace.. right, back to dreaming of Uwe. "



Paul D: "I love the idea of the list James - maybe you can do some more of these? My take on it is as follows, having bubble sorted them. However there are no games on this list that I'd shy away from playing - I like them all and have certainly enjoyed every one of them.
1 - Ticket To Ride
Such a simple, classic, elegant game I love it. Al;ways a bit different, good amount of jostling for position. Played it with my 72 year old Aunty and she enjoyed it (although did insist on spreading all her cards over the table) and I could easily play this with some hard core gamers and no complaints.
2 - Kingdom Builder
I struggle to see how people don't love this game, but each to their own, even the misguided ones! Loads of variety, good interaction, simple rules but a huge amount of depth. Simple and beautiful too.
3 - Machi Koro
I agree that this game has its flaws, but at its best it's hard to beat for a lightweight intro / semi thinky. Great design. And I like Japanese stuff. Better with the expansion and I'm sure possible to get round the flaws.
4 - Carcassonne
Another utter classic. I've only played a few variations of this but it just works. Love the look of the map when it's finished too. And I REALLY liek the city expansion (much more than hunters and gatherers).
5 - 7 Wonders
Nothing to say about this that hasn't already been said apart from that I like it.
6 - Agricola
I don't give this game enough kudos, or play time (don;t tell Andy or Phil I said that). It is a great game but I don;t usually find on a wednesday that I have the brain space to give it the attention that it deserves.
7 - Dominion
Very good, but probably usurped by Trains for me, especially with Rising Sun, so I doubt I'll play it too much again, but hey, that doesn't mean it ain't a fine game.
8 - Small World
I'm terrible at this game. Never come close to winning. Even more so than normal. It is a game I enjoy but I'd enjoy it even more if it wasn't for the fantasy theme, which I now a lot of people love.
9 - Nanuk
Lots of fun and I enjoy it, but very light hearted so I'd rally only play it after an evening of other stuff, and then not every week. But good all the same.
10 - For Sale
Good, but it's a filler. "



Natasha: "All-time classics: 1st equal:
Agricola
This game changed the hobby. Puerto Rico pioneered the idea that you can play your own game and build a tableau that you can enjoy, without worrying overly much whether you won or not. But, you know, the abstraction wasn't total. For instance - you ship for points. In Agricola - the shift was completed. It's a game where you can have fun building a farm, feeding your family and generally creating stuff, and be utterly crap, and have a great time, and after consulting the abstract scoring chart, have precisely 3 seconds of "oh well" because you lost. It is the daddy of that whole genre of games, now, where the winner is obscured, unless you know where to look. On the flip side, for advanced players, you can still be brilliant and satisfied with your game and lose - because someone else optimised their cards better than you, and there's no shame in it. This is a measure of greatness in a game. "I played fantastic and lost, and I'm cool with that, let's play again some time." Awesome. Something for designers to aspire to.
Ticket to Ride
This game changed the hobby, too. How many millions sold? If there's a game that can finally sweep Monopoly from the supermarket shelves it's this one. It is the single best gateway game I have ever played. It is simple and fun and doesn't outstay its welcome and (like Agricola) has that concealed victory condition thing going on which means you can be losing like crazy and still enjoy it. I have never played it with a non-gamer who didn't like it. Gamers will often "meh" at this, and from a gamer perspective there is an awful lot wrong with it, but damn, it is the never fail gateway game, and for that it's a 10+ bravo, well done from me.
3rd place: 7 Wonders
Love this game, don't agree with Dan that it is "solvable", strongly consider that to be groupthink and wish him luck with his strategy against some of my friends. Quick and dirty with depth. V strong.
In the middle:
Nanuk (great fun party game and a great example of its genre)
Kingdom Builder (like playing a spreadsheet, which, don't get me wrong, is enjoyable)
For Sale (not sure it is humanly possible to be any worse at this game than me, but I can be a "big man" and say it's OK)
Machi Koro (like Wrigley's - it's chewy and passes the time but after a while it suddenly, all-at-once, loses its flavour)
Dominion (I'm going to say - best with 2? And you don't hear me say that very often)
The "Uma Thurman" award for everyone says you're fit and sexy and the hottest and bestest actress evah but I just don't get it: Carcasonne
Last place and I hope you die in a fire: Small World
Vinci and me are down the pub, and Small World is NFI. "



Jon: "As I own most of these games, I thought that I’d better throw my inconsequential thoughts into the ring…
Ticket to Ride
Assuming we're not just talking about the original game (which is probably one of my least favourite of the series), this stands out for me as the great 'gateway-plus' game. I can play several of the maps with serious gamers and have a very satisfying experience, or play Europe with my 2 young daughters and have an equally fun time. And Switzerland / Nordic are great with 2-players, so not a bad choice to play with the wife either!
Kingdom Builder
Where's the love, people??? With the expansions (Nomads and Crossroads) thrown in, I think that this is almost a perfect 45 minute game. It has huge variety, and although it is basically an abstract dressed up in a pretty frock, I don't care - I enjoy it!
Small World
With the right crowd, this is a fantastic game for all manner of devious trash talking. And with the Tales and Legends expansion, it ascends to an even higher plain.
7 Wonders
Few games play so well and quickly with any number of players up to 7. After the first (rather confusing) game, it can be played really quickly and, despite what others say, there are a number of ways to win the game, with a focus on Science being only one of them! Looking forward to trying the Cities expansion which adds a bit of interaction with players other than your immediate neighbours.
For Sale
I played this with my kids for the first time last week, and it reminded me of just how brilliant this old filler is. Quick to explain (don’t bother explaining the second half of the game until you get there); tricky bidding decisions; very little luck; and some nice psychological decisions in the second half. The perfect filler in my book.
Carcassonne
One of the first 'proper' games that I played, and it still brings immense satisfaction to play it with family, friends and non-gamers alike. Needs the Inns & Cathedrals, and Traders & Builders expansions to really shine and I probably prefer the Castle and City versions more than the base game, if truth be told.
Machi Koro
Well I bought it recently so I must like it a bit! Definitely better with the expansion and the “10 deck” rule, although I admit it does need the odd house-rule to stop things freezing up at the beginning. Still tends to end with someone building a specific engine then getting exactly the roll that they need to score big bucks in one go, but as long as you go into the game knowing what to expect, then it’s really enjoyable. Lovely artwork too.
Nanuk
I really enjoy this game, but it is very ‘crowd-dependant.’ With the right crowd it can be an awesome experience, with loads of trash talk, outrageous claims, cheers at the appearance of polar bears and much laughter. With a less-engaged group, it tends to fall apart a bit, because the actual game can’t really hold its own weight outside of the personalities of the players. Then again, neither can many similar bluffing games (Resistance / Mayday Mayday / Saboteur), so it’s probably not the game’s fault…
Dominion
When it first came out (yes I was alive then…) this was enormous, and rightly so, because of the novel ‘deck-building’ mechanism. However, the lack of any theme, and repetitive gameplay reduced it to an i-Pad distraction for me (I play it more than any other game on the i-Pad due to the speed that you can play when it’s in an electronic form). And, as others have noted, Trains has become Dominion 2.0, and I’d happily play that every week….
Agricola
When this first came out, I really enjoyed my first few games (the ‘family’ variant without a lot of the cards) with Barry and Gareth, as we explored it together. However, when all the cards got introduced, my brain couldn’t cope with all the choices and it became a bit of a mental chore to me. I think that says more about me than it does about the game, though, which is a superb design. But then along came the 2-player Agricola: ACBAS. Now that is a game that really does float my boat!"

 

This weeks question: "We all like to win, but what games do you play, that you love to play, but could care less about winning….. (obviously for Paul, this is every game… else he’d never turn up )

Wednesday, 15 April 2015

At the bottom of the deep blue sea, sea, sea

Players: Paul A, Soren, Peter, Paul D, Dan, Phil, Jon


With the particularly fine sunny weather it was a predictably quiet night for gaming at the Apprentice, although the downstairs bar was in contrast absolutely heaving with Chelsea fans. We continued the football theme upstairs amidst a developing SMS bromance between two of our regulars (how sweet). Join us as we recount an evening filled with square balls, cubist cubic cubes, beasts, dungeons, and naughty scamps in wetsuits.



Welcome to the Dungeon 

Wherein I proved that guts and glory do not always go hand in hand. I think we may have broken the game with five players, but I had the decency to annihilate both the Warrior and the Rogue in fairly quick succession to get the player balance back to four. I ducked out with the game balanced between Soren and Paul A, both with a treasure yet sporting a wound, and so will allow Paul A to enlighten us as to the means of the eventual victors magnificent triumph...


This anglo-ization of the provocatively named Dungeon of Mandom is great fun, although I'm in agreement that 5 players is probably too much. Soren got suckered into entering the dungeon multiple times but managed to trick his way through (with a healing potion) to eventually take the win. 


Peter would like to add...
Welcome to the Dungeon was so good I immediately bought a copy. And I never even got to fight. Great game. Soren impressively seemed to know just when the monsters were defeatable and deserved his victory.



Cubist


Despite his recent rant against abstracts, Soren decided to bring along this abstract game about... erm... abstracts.Once again Paul A is on hand to tell us how it went...

Cubist has some similarity to Blueprints, in that you are rolling dice and trying to build shapes, except these are "cubist masterpieces" not "buildings". However it adds on sufficient complications and twists (a shared masterpiece, storing dice, buying special abilities) to make the game much more interactive and interesting. Enjoyed this a lot. Of course, Soren has immediately decided to trade it.

Peter also offers us his thoughts:  
Cubist was an interesting game. You build stuff with dice and building stuff is always an enjoyable activity in a game. But “Dice rolls sure are Assholes!” is most certainly true. My poor performance of 4 points vs Philip on 19 and Soren and Paul on around 12 must also have an element of incompetence thrown in, but the game is very satisfying to play however badly you play it. Paul spent a good deal of the game waiting for a 4 which he so desperately needed. Meanwhile I just enjoyed building a tower it turned out I had no chance of ever using. Dice rolls, they really are assholes.
 

Beast Bar (thanks Peter!)

Beasty Bar is particularly good when played in the advanced variant with reduced cards. That way it lasts around 20 minutes, just perfect. The intro game uses all the cards and runs a little long for its value, but I enjoyed it nonetheless. Soren won on the tie break through some earlier strong Skunk action. Good Skunk action is always a benefit in Beasty Bar.
According to Paul A, this has a cracked out theme (animals tying to get into heaven) but is a nice if chaotic "take that" card game.


Deep Sea Adventure 

Paul A tells us that the Cubist table finished with a Japanese hipster game from PeterD that was called something like "Deep Sea Divers Sure Are Assholes". The premise is that you are divers, trying to scavenge treasure from below. The treasure gets better the deeper you go but you are all sharing the same air supply. (Economics, I guess.) So it's a strange kind of shared push-your-luck game. We were all sufficiently imprudent / dickish such that almost every diver drowned. Also very fun and would play very differently with different numbers of players.

Peter is again on hand to provide us with with some further insight, including the proper name for this game...

Deep Sea Adventure should actually have been given the name Paul gave it. There is meta-game stuff going on where you can cooperatively dive deep together, or you can screw your fellow divers by taking early treasure and using up the shared oxygen and watching the others dive deep with little chance of getting back. Soren opted for the latter strategy to great effect. Paul and I were diving down unencumbered by treasure, meanwhile Soren was taking every shiny thing he saw. The result: oxygen was running out fast but Soren was so weighed down by his treasure he actually ground to a complete halt, a sad death drowning under the weight of his haul. Paul & I had been too greedy, diving too deep in an attempt to snap up the high value stuff, but Soren’s great intakes of oxygen saw us die deep in the ocean.
So you’d think on the second and third dives we would have learnt. Wrong! The second dive played out just like the first.
By dive three Paul had the good judgement to be less greedy and turned around early enough just to make it back to the sub before the air ran out. And he was the only one on all three dives to get a diver back. Just the one. But enough to get his treasure home. All the rest of the glistening stuff is sadly lying on the floor of the ocean.
Most entertaining.




Time of Soccer


...in which Jon proved that he can indeed make snappy decisions under pressure, although not necessarily good ones; Paul disproved the theory that sitting to his left is advantageous; and we once again got the end scoring wrong (although the end result would still have been the same)
This is one of those games that I want to like more than I probably really do, and it has a distinct whiff of a being over-designed. There is a lot of really clever stuff in there and it is most certainly the closest thing to a football management sim in boardgame form that there is, however there is also an awful lot wrong with it at the same time. Driving the cars around to buy stuff is convoluted, brain-burny, and has absolutely jack-all to do with the football theme. It's not that it's a bad bit of game design as it's good enough that it could stand alone in it's own right, it just doesn't seem to belong with the rest of the game; something more direct like simple worker placement or an auction mechanic could have been used in it's place to allow more focus on the part of the game that deals with building the team and playing matches. Fortunately there are variant rules that make this part of the game much simpler so I think I'll try those at some point and see how it changes things.
I don't think that the random element is too strong as a good team will generally beat a poor one despite the occasional upset, and in fairness we played with the neutral teams set to a really easy level when the game is likely closer at the finish when using much stronger neutral teams - this would then make it a real struggle to win matches which would considerably increase the direct competition between the players (there are bonus points and cash for winning things and so the team that starts to win seems to then go on to win everything in convincing style).

Jon has provided his thoughts on the first ever play of this game at IBG:

Hmmmm...let's start with the positives.
- It had a great theme - I'm always up for a football simulation boardgame, even if it does use the dreadful term 'soccer' instead angry
- Having the league and cup in one game is great - feels a little more like a proper season
- Playing a game - any game - with Paul and Dan is always a pleasure, and a great way to spend an evening

But....
- The mechanics just didn't seem to gel with the theme for me - what was all that driving around one-way streets all about??? And trying to connect those icons on the players seemed to be an abstract mini-game all on its own.
- Deciding the outcomes of games by the roll of dice is ok, but there didn't feel like there was quite enough dice-rolling to even out the luck, or enough ways to mitigate it. Rolling no 5's or 6's three times in a row meant 3 lost games despite having the stronger team on each occasion. Then again, I'm a Liverpool fan, so I should be used to such disappointment by now....
- I think that the game is too long to get away with so much luck in it - 60 mins would be fine.

Anyway, overall it gave quite a good feeling of running a football club - I just wish it felt a little less like a euro with dice thrown in for good measure.
Fun evening though!




Also played this evening: Red 7


IBG Q&A
On our Boardgamegeek guild page James has initiated an open Q&A session with a new question each week. Feel free to play along at home, and even if you are not a regular IBG attendee you are more than welcome to join in with your own answers!

Last weeks question: "So we never seem to get many abstract games out at the club on a Wed night... lots of Ameritrash (thanks Dan) and the obligatory 3 hour Euros... but I don't recall seeing the GIPF games ever, or games like Ingenious, Blokus etc... so here's a chance to ruminate on this and also suggest your favourite abstract game. What abstracts would you play...?"


John B: "I hate abstracts. If the designer can't be arsed to even try to make up a theme, I can't be arsed to play it. I give card games a pass, but I want theme in my board games."


Tomone: "I would disagree with John there (although I think that he may have tongue slightly in cheek). I'd rather play a game that the designer thinks that it can stand on its own two feet rather than have to justify by reference to a superfluous theme.
Have enjoyed my few plays of Clans.. Ponte Del Diavolo is good fun with my brother-in-law too. Samurai is excellent on IOS.
Personally would love to give The Duke a go too."


Paul A: "Abstracts always seem like a good idea to me ... but I just can't get them to the table. Maybe it's because they tend to be two-player. Maybe it's because after a hard day, there's an appeal to being a zombie-killer / gloomy medieval dude trading grain / whatever. Maybe it's because a theme is actually a useful thing to hang rules on, to make them more memorable. But these don't get in the way of many card or dexterity games.
It is a mystery. "


Soren: "Strictly defined, abstract games are two-player only with no hidden information and no randomness which are at least in pricinple solvable, so they are strictly one-on-one dick-measuring contests of who has wasted their life on internalising/memorising the most positions/moves which are ultimately futile when computers catch up to solve the game.

Anyway, Blokus is fun as a 4-player game, occasionally; and I also own and would not refuse playing Ingenious - if nothing else, to confirm that I still do not have a clue how to play this well."


Tasha: "If I wanted to play an abstract, I would play Chess.
Imho, it cannot be improved upon, and all 2-player alternatives in this vein are but pale shadows upon that greatest of games. "


Dan: "I wouldn't really describe what I bring along as Ameritrash, it's more family friendly light Euros and fillers these days. Then again, hanging labels on game types is highly subjective and I would say that some of the games that see regular play are arguably abstracts even though they are wearing a fancy dress for the evening. I would personally prefer to play an abstract over an abstract with a pasted on theme whistle"

James: "It's interesting that Through the Desert shows high on the ranking in the BGG list of abstracts where as similarly 'loosely' themed abstracts are not included eg... Santiago, Tigris & Euphrates, Taj Mahal... and, lets be honest, most of the rest of Reiner Knizia's output... a lot of the 2 player Kosmos range are also very abstract, Kahuna etc... but as they have a pretty board don't seem to be counted...

A good question would be to define what is an abstract game... Mr. Jack is quite abstract but not included whereas Hive is... I think China plays quite abstract...

Anyways, to answer the original question... I tend to find I play 2 player abstracts such as The Climbers, Aztec etc, but never really at the club... they're more an evening in kind of thing... "


Paul D: "I don't really have a problem with abstracts if the game really is good, apart from that I really really enjoy a good theme and any game without misses an opportunity to make it better. "

Jon: "Kingdom Builder is definitely an Abstract, but doesn't feel like one to me, maybe because of the modular boards, different scoring cards and expansions.
Apart from that, and despite the fact that I haven't played it in ages, Quarto! is a great abstract. Basically 3D noughts and crosses, but looks so pretty on the coffee table."
 

Peter: "Generally I don't enjoy pure abstracts as they are most often spatial games which is a type of game I personally have a sort of mental block on. Love card games though and they are essentially abstracts. "

Neil: "Abstracts. Mmm. Chess Natasha? I was the last one to lose when we played the posh Norwich school, is that good?
I like 'em, I like all games, nearly. Agree with Paul re themes but then I'd rather have an unthemed abstract than a space/fantasy/horror theme spoiling it for me.
I do believe that they offer a fine background for all games, being competent(ish) in chess, mah jong, bridge and others can only help, don't you reckon?
Funny that my highest ranked abstract is Rosenberg's Patchwork. Says more about the power of the designer than the game methinks. "




This weeks question: "Slightly different approach to this weeks question... but I thought it might be fun as everyone likes to make lists…

Rank the 10 games below from most to least favourite and feel free to add some comments to explain yourself.

• Dominion
• Ticket To Ride
• Kingdom Builder
• Machi Koro
• 7 Wonders
• Agricola
• Carcassonne
• Nanuk
• For Sale
• Small World

(and yes I have picked very different games, but all are amongst the most played at the club over the last few years, or well-known enough that most people have had a chance to play them)
"

Wednesday, 8 April 2015

Going Postal in Andor






Players: Dan, Tomtoo, Gareth, Sarah, Paul D, Amanda, Jon, John, Noel, Alex, James II, Soren


 



Twelve players convened for an eclectic evening involving railway journeys, medieval squiredom, empire building, and... erm... the world's largest dwarf postal worker. Apparently he only rings just the once though...





Machi Koro Harbour (thanks Jon)
John and Jon were at a bit of a loose end at the beginning of the evening, and so a 2-player game of Machi Koro was decided upon. John had played once before, although not with the expansion, but MK is hardly Die Macher, so the game was soon underway.
Jon quickly built up a nice selection of 'single-dice' buildings, including a Cafe which leeched off John when he rolled a 3, and so he was able to take an early lead. However, John had started building 2-dice buildings, which put him in good stead when multiple dice were rolled. It was all getting quite close until John suddenly rolled a 12, and with a combination of 5 buildings that all provided handsome income on this number, he raked in 40 coins in a single turn.
Unsurprisingly he then built the airport, which would give 10 coins every turn that he didn't build, and the rest was Japanese dice-rolling history.
Machi Koro isn't half bad as a 2-player game - it's certainly shorter, although some of the cards lose their strength at lower player counts. Maybe 3 is the sweet-spot.....?
John won; Jon didn't


No Thanks (thanks Paul D)


 To start with a couple of games of No Thanks.

Sarah started well on the money front but took loads of high numbers in the hope to consolidate. Amanda took some tiddlers. Paul got away with one in the twenties and one in the teens. Dan got saddled with loads, but it didn't stop him giving advice to Tomtwo who rolled up for a look at what was going on. And there was some other stuff, but I remember Amanda winning the first game and Dan coming last by some margin.

Then we played again so that Tomtwo could join us and Dan justified his advice giving in the previous round by wiping the floor with us all. What can we learn from this? Don't get into an evening long poker game with this man. 



Seven Wonders (thanks Paul D)

Sarah started with the big guns, which rippled round the table to her right and she turned Dan from a peace loving hippy into a war monger via a willing weapons merchant in Tomtwo.
Paul based his strategy on his Hanging Gardens wonder which allowed him to play his last card in each era, but he ended up scrabbling for the money to pay for them to be built. Tomtwo and Dan both spread their considerable wealth around going for a balanced approach. Sarah continued to buy weapons and some purple and yellow cards. Paul went for the technology strategy, again because his wonder gave him an extra one at the end.

Dan took to spoils with his balanced approach, with the other three being relatively close behind.


Legends Of Andor (thanks Soren)


The kingdom of Andor was under threat of being overrun by baddies, so the king summoned his finest warriors - yes, as hard as it may be to believe, that was us, Alex the world's largest dwarf, James the archer, Gareth the wizard, and Soren the warrior.

Initially, we strolled around the lands picking up a few items and game rules along the way before a number of foes showed up. They were easily dealt with, but soon turned out to just have been a decoy and two other foes appeared right outside the king's castle with no way for us to stop them both from overrunning the castle. If just one more foe would reach the castle, we would be doomed.

Well, no problem, we handled the remaining foes and everything seemed to be under control - until suddenly the Andorian postal workers seems to have gone on strike, and the king demanded us to rush to one end of the lands to pick up a letter and to rush to the other end of the lands to deliver it while avoiding all the many foes who had popped up everywhere.

We seemed to be in trouble. Only possible way seemed to be to do a relay run. Alex went to single-handedly hold off some foes from reaching the castle. Soren rushed to pick up the letter and bring it back to Gareth, who in the meantime doped himself to the eyeballs on, presumably, Red Bull from the well, so that he could break the Andorian 7-hour working day regulations and rush through a narrow path cleared by James. Only one big foe left blocking a long detour through the mountains to the final destination in the woods. Gareth, James and Soren joined forces with little energy and time left and did succeed in defeating the big baddie, and Gareth managed to deliver the letter just in time with only a couple of hours (actions) to spare.

Hooray - we won.

Legends Of Andor is a good, co-operative, fantasy-themed, campaign/scenario-driven game that is not just the usual rehash of Pandemic. Interesting scripted challenges and need for proper co-operation. We all liked it and were all keen to play again immediately (the next campaign scenario), but real life plans had to postpone it.

To be conitinued...



 

Medieval Academy (thanks Paul D)

New to Paul and Sarah. Dan and Tomtwo, the seasoned academy graduate from previous games seemed to be going for the long haul with some royalty and charity points and a little on the dragon too. Paul started off by serenading the princess which worked nicely in the first two round, but then Sarah played every pink card she had and was unassailable here with the secret bonus points. Paul switch to try and tame the dragon and build up a big lead here, only to miscalculate Tomtwo's cunning as he was usurped at the last in this category, but Tomtwo had put all of his eggs in one dragon sized basket. Eventual totals revealed that Paul had come out on top, from Tomtwo and Dan with Sarah bringing up the rear, a result of too much time spent in the princess's tower.


Also played this evening:
Railways of the World (Jon, Noel, John, Amanda), Imperial Settlers (Dan, Tomtoo, and Sarah, no prizes for guessing who won), Discworld: Ankh Morpork (Alex, James, Gareth II, Soren), and a couple of games of Epic Spell Wars of the Battle Wizards (pretty much everyone at some point I think!)



IBG Q&A
On our Boardgamegeek guild page James has initiated an open Q&A session with a new question each week. Feel free to play along at home, and even if you are not a regular IBG attendee you are more than welcome to join in with your own answers!

Last weeks question: What is your favourite artwork in/on a game...? If you had to select something to put in the Louvre (or the Tate) what would it be?”


Tomtoo: "Favourite artwork is a difficult question... Shadows of brimstone has some great artwork and drawings. Lords of Xidit just looks pretty with the amazing colours. Myth has a really unique art technique which I appreciate a lot and love. But maybe with a game that would look good in the Louvre or Tate, would be Fief: France 1429. The art looks like it came from the louvre. Probably because its a historical game..."

Paul A: "As for artwork, I'll perversely point out the board in High Frontier which is a thing of beauty and awe. And - once your brain grasps it - an incredible encoding of all the information you need to play the game that would otherwise require huge lookup tables.  Otherwise, I've always liked the slightly cartoonish "office noticeboard" look of The Manhattan Project"

Tomone: "Favourite artwork: Lords of Scotland. So iconic in its terribleness - it just fills me with nostalgia and good feeling. What a game."

Dan: "Good graphic design and thematic setting through art is a highly valued element in game production, so there is fortunately a lot of great art out there. Marie Cardouat's work on Dixit certainly deserves a mention for sheer inventiveness, and I really love how Adam McIver was so evocative of the fairytale Disney style with the card art in Council of Verona. Mateusz Bielski has done some really great stuff for Portal. But ultimately I'm going to cop out by favouring the GW run of 2000AD boardgames - Judge Dredd/Block Mania/Rogue Trooper - because the likes of Bolland, Gibson, Gibbons, and so many others just cannot be beat."

Jon: "In terms of best artwork, I find that Michael Menzel's artwork on the Stone Age board hard to beat. The detail is gorgeous if you ever take the time to look closely at it..."

Noel: "I like the map of Venice in San Marco, or any of the Railways maps, or indeed Middle Earth in War of the Ring!"

James: "However that doesn't stop me answering my own question... I'll split the answer in 2 as I like the look of a few dexterity games such as Fire and Aztec and some of the Gigamic games just look great. These can go in the Tate  
For the Louvre I'd offer 1960: The Making of the President that not only has cups of tea but also includes a cup stain from where the cup has been left on the board  
I love the cartoon art in Machi Koro. Finally I think the board of Tammany Hall is a masterpiece, providing both the full summary of rules as well as a place to play them... the perfect board ?"


This weeks question: "So we never seem to get many abstract games out at the club on a Wed night... lots of Ameritrash (thanks Dan) and the obligatory 3 hour Euros... but I don't recall seeing the GIPF games ever, or games like Ingenious, Blokus etc... so here's a chance to ruminate on this and also suggest your favourite abstract game. What abstracts would you play...?"

Wednesday, 1 April 2015

Toshiro Mifune wants his money back

Poor Toshiro, all he wanted was six stout and sturdy warriors to help defend the poor helpless villagers, and what he got instead were a motley bunch with questionable competence, one of whom smelled suspiciously of bear. Read on...




Thanks Tom for the following reports!

Tumblin Dice




I was really quite shocked at how much smaller the retail version of this feels compared to Jon's home-made version. As a result, it's quite a bit more forgiving in terms of the lower regions - not that that stopped Paul from knocking me off the board three or four times. The negative scoring for the equivalent of "not getting past the ladies' tee" is good fun and I liked Tom 2's idea of a variant involving negative scoring for dice off the board.

The game itself was wonderful amounts of fun as always - improved no end by Phil's thesis work into random playing of filler/dexterity games. Helped that I won!

Tom 1: 110; Tom 2: 105; Phil: 90; Paul D: 71 (serves him right)



James says: FYI This was the smaller edition, there are 3 sizes available. Jon's version was made to the exact measurements of the largest commercially available edition.

Paul A says: My bargain basement copy of Tumbling Dice finally saw the light of day. I picked it up at the Game Expo last year for a massive £10. And while it doesn't meet the standard of Jon's lovely homemade version, it is certainly worth what I paid. Tragically however, my lack of coordination is not obscured by the smaller board. Clearly, I should stick to Phil Eklund games. 


Arctic Scavengers 


Very nice to have a game with 4, even though it was with Paul D, Dan and Tom 2 (kidding boys). It was decided to include the character cards and certain of the additional tools but not the buildings, as it was the first time around fro Paul and Tom 2.

The game was improved no end by references to DLT, the extended German family of Hunters named by their parents after boardgame designers and the Butcher's various ways of preparing dead refugees.

Despite Dan somehow managing to acquire two early Field Crews (the best contested resources by some margin), this simply drew him into the firing line of the saboteurs and snipers of Tom 1 and Paul D. Meanwhile, Tom 2 was quietly putting up with the others table talk, slowly but surely acquiring Thugs and Tribe Families to boost his final score.

In the end, Tom 2 triumphed by a surprising large margin with myself pipping Paul to the wooden spoon by one point. I simply ate too many of my team whilst Paul put his to work in the junkyard (the devil).

Tom 2: 40; Dan: 32; Paul: 28; Tom 1: 27

Samurai Spirit 


Have played this a number of times solo (using three Samurai) and it makes a really nice solo puzzle with a real thrill when you manage a win. Yes, this is a typical Bauza co-op - hard as nails. As it proved this time around, with Neil's defeat in the third round heralding the destruction of the last hut in the village. Tom 2 did get to become a bear though so all's well that ends well.

Personally, although quite thematic, I feel that six players is at least two too many when so many were new to the game. Would be interested to hear the thoughts of the others who took part.

Sushi Go!


To round off the evening, a game of Sushi Go, the copy of which had been thrown in my bag at the last minute.

A wonderful little filler which really scratches the card drafting itch. It works especially nicely with the full complement of five players due to the reduced tableaus and increased fighting over Sushi Rolls and Puddings.

This game was an especially close affair with only two points between all of the players!

Tom 1: 34; Dan: 33; Luca, James & Tom 2: 32 


 
And now for the evening according to James...

Definitely an Asian themed evening last night... during the evening I was either running a restaurant Wok Star, Sushi Go!, fighting as a samurai Samurai Spirit or creating kimono's Colors of Kasane...

To get the negative stuff out of the way I wasn't so keen on the samurai game... felt too long for what it was, probably due to the number of players. Although others might accuse me of sabotage, my bad gameplay was indeed unintentional (I personally would blame Neil for the failure, but that's often my default position anyways)... but the game coming to a premature end was not something I was too unhappy about. Nice idea, 6 players def too many... not on my shortlist

Wok Star 


This was a new game for me and Lucas, and was good fun, although pretty stressful experience trying to make sure we had all the right ingredients to get the recipes made within the 30 second time limit allowed for each food order... The game rules suggest 20 seconds is the default, and 30 for starters, which feels like a daunting prospect for future games. Somehow, and to be honest more by luck than skill, we managed to save the restaurant earning exactly the required $40 in the 4th round... I'd play this again... but not when I feel like a relaxing evening.

Colors of Kasane 


This was also a first, and a long overdue first as I've had this since Essen and been itching to get a game in... an interesting set collecting game with shades of Bohnanza... it worked really well. Enjoyed this a lot and just a shame it doesn't play 2 as I could see this getting far more games this way. Great components, some good push your luck tension, over in 20 minutes... I'd certainly be looking to get this in again another week. As to the scores, I think Paul won this one... not sure... I'm much better at remember scores when I won




Sushi Go!

Lastly, to complete a week of all new games. I've already played Sushi Draft but this adds more to the game. managed to lose by a point to Tom, but if I allow myself an extra 2 points to cover for lack of experience I can pretend I won...



And thanks to Paul A for the following reports:

Then onto a game of the classic, Ra! It was very Ra-like, although scores were surprisingly tight. I think Neil took this by 2 points, having assembled a devastating large collection of monuments. And I saw a single flood in the entire game (sob).

Finished with the (new to me) Colours of Kasane. Like many Japanese hipster games, it combines an impenetrable multi-coloured exterior, with pictures of doe-eyed kawaii maidens and interesting quirky mechanics. I liked it although I suspect that experienced players would have a much different game to the one we had. 

 

IBG Q&A
On our Boardgamegeek guild page James has initiated an open Q&A session with a new question each week. Feel free to play along at home, and even if you are not a regular IBG attendee you are more than welcome to join in with your own answers!

Last weeks question: Let's find out a few back stories here, so time for a one of the big questions...how did you get into gaming... ? What was the trigger to bring you into the gaming hobby ? Who do you blame for losing years of your life to moving cubes across a piece of cardboard..?”
It's a long one this week so you might want to grab a cuppa first!
James: "I'd always been into games, as a kid I had copies of Spy Ring, Go For Broke, Railroader, Careers anda flight game called 'Go' that I can't find on the database... but then as I got older I never beyond the standards such as party games (Balderdash, Scattergories, etc) and in my student days a lot of Monopoly/Risk/Diplomacy... I still remember visiting the 'double-6' club at Rathbone Place back in 1996 for a birthday evening playing Loopin Louie etc with friends.

Fast forward to 2009 and I think the combination of playing the Xbox 360 demo of Ticket To Ride, stumbling across a copy of Settler's at a car boot, and then seeing how much more was out there via BGG made me realize that my concept of games was not aligned with what was available... from here the only remaining step was an email from Gareth inviting me along to the Isleworth club and here we are today...

Now I have a house full of cardboard, an aversion to anything being scheduled for me on a Wed evening and a whole new group of people I call friends What's not to like !"


Dan: "I've been a gamer all my life. My first experiences of 'proper' gaming were the Judge Dredd game and Samurai Blades/Cry Havoc with one of my brother's friends when I must have been eight or nine. I remember trips to the original GW store in Dalling Rd Hammersmith back when they were still importing and rebranding designs and therefore had a broader range of games. One time I very nearly picked up a crayon rail game (Dragon Rails I think) but was persuaded not to by my brother who sensibly pointed out that you had to ruin it by drawing all over it while playing. I wonder if my tastes would be any different if I had started off on economic train games rather than wargames and nascent ameritrash.

It wasn't long before I discovered the joy of little plastic GW space soldiers in my teens, although I was mostly into sculpting and painting with them than tabletop battles, preferring to play the GW line of 'specialist games' instead. I then took a break altogether during my college years totally due to being so incredibly studious and attending every lecture, so let's scotch any fallacious rumours about mostly being drunk, chasing tail, and other less salubrious activities.

About fifteen years ago a friend who worked as a juggler in a traveling circus (no BS!) came home from a tour of Germany with a copy of Settlers, and my interest in gaming was rekindled. Over the next few years I went head-first into Eurogaming, discovered cheap deals on Amazon.de and bought far too many rubbish games, then fell out of love with Euros and in love with full-on Ameritrash. I had just got back from living in Cyprus where I had started what must be the islands first and only game club and was pointed in the direction of IBG when the Feltham club suddenly folded after the first meetup.

Since then I've played more regularly than at any other time, with my tastes mellowing to a broader acceptance of design styles; closer in fact to my earliest experiences of gaming.

And they all lived happily ever after, or something."
 
Paul D: "I've always been into playing games as a kid, but they were mainly kids games. I've got really good memories of loads of games, including Shing Shang, Intrigue, Push Ups, Othello, Plumb Crazy, Cluedo, Monopoly, Microdot, Cul de Sac (recently repurchased for me by Jimbo - thanks mate) and probably a whole host more.

Then I only played games when back at home for Christmas when my Mum would ask if we wanted to play this Sherlock Holmes title which really wasn't too good, but I still enjoyed it.

In my 20s and 30s I used to have some mates who'd get together for weekends away, when we'd go walking, camping, biking, but in the evenings we'd often play cards (mainly '500' if anyone's interested - which is a very fine game. And one day one of of them bought Settlers of Catan and I followed the well trodden path of falling in love with the kinds of games we now play via Settlers. We then got together on evenings just to play Settlers, and got various flavours of that. That lasted for a long time, and then we slowly expanded the collection to include Tigres and Euphrates, Ra, Pandemic, Ticket to Ride and so on. Then I moved to London, was pining for more game time, so I looked and found IBG just down the road. That was a little over 4 years ago. And I've loved it ever since" 



Tasha: "I've also been a gamer all my life. I remember organising a load of Risk games with my friends at primary school... graduated to Axis and Allies at secondary school... and then Diplomacy at University, where I got involved in that hobby, from which there is no escape. I was at University when the modern board games hobby as we know it was born, with Puerto Rico etc.

Pity I couldn't have a passion for something more lucrative, like sovereign risk or differential calculus. Whatever. Gotta roll with it. " 



Peter: "The big post-kid gaming revolution came for me with the German invasion of the late 80s when that gaming nation invented "German Games", which by the late 90s becaming "Eurogaming". Just Games in London would have a small import section which was irresistible: Hoity Toity, 6-Tage Rennen, Die Macher, Wildlife Adventure, Kremlin were found lurking there at the birth of today's scene. Finding English rules was often the challenge.

I've just noticed that Die Macher is game number 1 on the BGG database. Maybe that masterpiece was an inspiration behind BGG?

Will see you at Tringcon tomorrow (today?). Hope to make Isleworth next week (8th)."



Noel: "A 2009 Christmas playing Monopoly every day with my in-laws sparked memories of games I played as a kid - Cluedo / Lost Valley of the Dinosaurs / party games and I started a nostalgic google. Found BGG shortly after that and the amazing list of games that are now available. Settlers and TTR were ordered and within a couple of years an Ikea bookcase was full!

I stalked out the brilliant IBG blog for about 9 months before encouraging Tanya along to a Wed games night. A game of Traders of Genoa with Scott and Keith and Chinatown with Jon, Vicky and Maynard in the first week or two were really enjoyable and welcoming to 2 newbs and IBG has been a great place for making new friends and playing some fun games ever since. "



Paul A: "How I got into gaming? Some time around when I was 12, a few boardgames found there way into a local newsagent. I got fascinated with them, and eventually badgered my parents into getting me one for a birthday. It was Blitzkrieg, and my father was a saint for actually playing that huge, lumbering monstrosity of a wargame with me.

Over the years I drifted into miniature gaming, roleplaying and other permutations. Eventually, I started hosting weekly gaming nights at my place, and that ran for nearly 10 years. We all had eclectic tastes and worked well together, dabbling in CCGs for a while, going through a burst of Eurogaming, diving into RPGs and wargames. Then I followed work to the UK. Academia makes it all too easy to just do nothing else and regular gaming left the menu for a number of years. I finally vowed to make gaming a regular part of my life again. And here we are. "



Tom: "In terms of IBG, it was all thanks to a chance visit to the Apprentice where Louise spotted the notice referring to a certain board game club every Wednesday night. Despite ending up walking an hour from Isleworth station due to my own terrible sense of direction, I was hooked and my shelf space hasn't been the same since.

As a young lad, I do recall loving my games of Ravensburger classics such as Journey Through Europe and Enchanted Forest and constantly trying to get my Dad to commit to a game of Risk. But then, I've always been a gamer of sorts - many an hour was spent in front of my computer playing Lucasarts classics such Sam n Max Hit The Road, Day of the Tentacle and Indiana Jones & The Fate Of Atlantis or getting halfway through the latest Final Fantasy. "



Neil: "My historical gaminess was indulged by my parents buying us a game each Christmas. We had the usual Monopoly, Cluedo, Game of Life, Sorry! Halma, Newsdesk, and played a ton of chess and card games. Also fortunate enough to play Escape From Colditz in those days, usually solo, and the whole of Subbuteo, Subbuteo Cricket, Subbuteo Rugby, and Football Express too.

When Mrs Hora and I hooked up at school I was still playing lots of cards and Bridge too. We played Scrabble and Boggle, and, because of her linguist bent, also bought several games on trips to Europe, Das Malefiz Spiel, Inkognito, Mah Jong through a French/Vietnemese friend, as well as 221b Baker Street.

In 2005, working from home with far too much time on my hands - somethings never change - I found the geek and signed up, getting into Carcassonne: The Castle, Ticket to Ride, Memoir ’44, Quoridor, Hive, Pandemic. ’Twas only in 2012 that I discovered the IBG, stumbling into some of the loveliest people you could ever wish to meet. I wonder what ever happened to them? As for the rest of you weirdos, thanks for taking over my parents’ indulgent responsibilities. "



Soren: "I played all the classic children/family games as well as the Danish/Swedish Derby horse racing, share holding, betting game tiredlessly as a kid.

In the mid-late 80s I started playing Risk, Illuminati, Hacker / Hacker II: The Dark Side, Nuclear War, RoboRally etc. with a group of programmer/hacker (Trilogy/Paradox) friends. As well as, of course, Settlers Of Catan which seemed to be bought by and played in every home in Denmark back when it was released."



Gary B: "Life as a single child (well, I'm not technically a single child but my sister is 9 years older than me and I have no recollection of playing games with her) meant little in the way of boardgames for me. There was the occasional family game of Exploration down the caravan and basic family card games such as Kings at meet-ups. I also remember once playing Escape from Colditz with a friend and loving it. I put it on my Xmas list and behold my Aunt bought me the wrong version (there was another much inferior version with a light blue box!)

Childhood did include an obsession with all things Subbuteo however - tragically my parents sold all my Subbuteo (70 teams, cricket, rugby, even the 5 a side) at a car boot sale for £25 while I was at Uni! I've never properly recovered, though Ebay has helped....

I bought a copy of the 2 player Carcassonne for my honeymoon holiday to the SW of France in 2003, which my wife and I played. But it then sat gathering dust on our return. She is no gamer. Children arrived and so did UK holidays once more. One walk around a cold windy rural town resulted in a perusal of a 2nd hand shop and the purchase of a copy of Narnia Risk Junior. When I tried to play it with my 5 year old, we could not make head nor tail of some of the rules. It went back in the box! A couple of months later, bored at work, I decided to try a Google search for some answers to those pesky rules! I was directed to Boardgamegeek, required to register to download some updated rules by the designer himself and a whole new world opened up....

Unrestrained purchasing, and rather less playing, has ensued....

First, it was quite a few co-op games to play with the children (Forbidden Island, Flashpoint) then some fun card games (Loot, Archaeology etc), but it quickly became clear that playing boardgames just with the children was not going to scratch the itch on its own. More googling, blog discovered, email sent (to Gareth who hadn't yet been replaced following his desertion...)....

BTW I think I first came along in spring 2013, two years ago. My first session was with Canadian Barry, Woody and American Sean (all now gone?) playing Tinners Trails and then London - both since purchased). I gained the impression that most of you had been gaming together for years so I have been shocked to see how many stalwarts only proceeded me by a year!

Obviously I now attend Richmond regularly and Isleworth rarely (due to family timings more than anything), but I still feel I can pop along whenever an opportunity arises and find friendly faces to game with.

And I feel privileged to have contributed a few efforts to that wonderful blog... "



Jon: "In terms of my journey into gaming, I grew up playing the usual games with my family at Christmas - Cluedo, Monopoly, Boggle and The London Game. My brother then got Risk, which was great, except that World Domination was the only victory condition, meaning that it went on for ever sometimes.

At university, for some reason, I picked up Axis & Allies, which was a nice step up from Risk, but still required an investment of time and other wiling participants.

It was then basically party games all the way, until about 2004, a few years after we were married, when some friends invited us for dinner and they brought out Settlers of Catan. I was instantly hooked, and when another couple mentioned a game called Carcassonne, the slippery slope had begun. I discovered BGG, and my first purchases were Carcassonne, San Juan, Bohnanza, Tikal, Attika, For Sale, Lost Cities, Battle Line, Jambo and Caylus.

Can you remember those days when you thought that as soon as you had 10 games in your collection, that would be enough? Sigh...... shake

Anyway, in 2007, I met Barrie and Gareth in a pub in Richmond, and 2 years later, we formed the Isleworth Boardgamers. Since then, there has been much cube-pushing, even more spy-accusing, the odd car trip to Germany, the making of many friendships and even the acquisition of a god-child for me. And no more opportunities to pass 'Go' and collect £200..... "



DLT: "Gaming for me started with video games which I still love. In between some collecting warhammer and playing the traditional monopoly and clued. Around my first year of uni I started to play warhammer again and lotr risk. After nonstop playing of these 2 games i wanted more. So I bought zombicide. I was hooked. I loved it. I had to get more and play games I've heard of but never played. So I bought more and started to really enjoy the hobby. Helped that my classmates loved it too. We played it too much.
Now. At the end of uni I've developed my tastes of games and enjoy all types. My collection has now grown and just want to play more. And to help with that I have the lovely folks at isleworth
"


This weeks question: What is your favourite artwork in/on a game...? If you had to select something to put in the Louvre (or the Tate) what would it be?”