No Thanks
Four games of No
Thanks were played over the course of the evening. All involved Philip, Rufus
and Sophie and one involved Woody as well. Unfortunately we neglected to take a
note of the scores of the games, which was a pity as some remarkable runs saw
some very low scoring, one player making -5 on one hand, with a run from the 14
to the 3. Rufus and Sophie were quicker to take cards than Philip, with Woody
somewhere in between.
No, it isn’t a game
about Olympic gold medallists...
China
It was 10pm and 3
became 4 as Jon’s mate Calum unexpectedly turned up. A good opportunity to have
a go at the much overlooked China, a great area-majority game that plays in
under 45 mins.
This was new to Woody
and Calum, and James had only played a couple of times before in the dim and
distant past. As usual, the emissary scoring is a bit hazy until you finish the
game and see how it actually works, so players mostly focussed on scoring
regions and roads.
Woody had a mammoth
road that no-one apart from Jon seemed to want to stop. James was moaning about
being picked on (again….) but seemed to be doing ok with the region scoring.
Calum also had a decent road network, and started toying with emissaries too.
Jon had no roads, but was dumping several emissaries, hoping for a nice bonus
at the end of the game. Woody and Calum had placed their fortifications wisely
(on their roads), and received a nice double-points bonus.
It always surprises
how quickly this game goes – the deck went through twice in no time at all, and
when the dust had settled, Calum’s mixed strategy of regions, roads and
emissaries had won the day. Although, maybe everyone had just been nice on the
new boy…..!
Calum 48; Woody 46; James 41; Jon 34
From China to bulls...
6Nimmt!
Add caption |
15 minutes to go and
this ever-popular (amongst some people!) filler came out. New to Calum, but
that hadn’t stopped him in the last game…
Having 4 players
leaves you with less safety margins, and with most players seemingly having low
cards, it was a tense affair.
Jon and Calum picked
up the fewest bulls heads (with Calum scoring the magical zero), whilst Woody
and James had bulls heads coming out of their ears (an interesting mental
image..)
Calum 0; Jon 2; Woody 24; James 24
Back in time, both in
theme and circumstance...
Ra
Philip, Rufus and
Sophie played this neat Egyptian auction game. I had played before and
explained the rules to the others. In the first epoch I had a good start with 4
civilisation tiles, most Pharoahs, and some gold, while Rufus accumulated huge
numbers of monument tiles- I think he had seven different types of monument
before the first epoch was over, an achievement even more impressive because of
the speed which the Ra! Tiles came out. Sophie had some God tiles and a little
of everything else.
The second epoch saw
Rufus pick up his eighth type of monument and a pharaoh killing disaster as
well as several Niles and a flood- Sophie and I also picked up Niles and floods
but this was an even shorter epoch than the last one and both of us failed to
spend all our Sun tiles.
For the third and
final epoch I maintained my lead in Pharoahs and found a flood for my many
Niles, while Rufus gathered 3 Civlisation tiles and the highest total value of
Suns. I had lowest total Suns, but I was nevertheless the winner. Scores are
approximate only.
Philip 54 Rufus 48 Sophie 40
Divinare
Philip Rufus and
Sophie again for this rather different type of bidding game- players bid how many
cards in each suit they think will be played, earning points for successful predictions.
Although players start with 8 cards each they pass cards to their right-hand opponent
at intervals throughout each hand.
We were all new to the
game and I was certainly pretty bewildered, simply playing my longest suit to
avoid committing myself.
The four suits are
Sky, Crystal Ball, Tea Leaves and Palmistry, btw- in keeping with the divination
theme. Some bids are worth double or triple points- because they are
particularly unlikely. We were pretty good at bidding roughly the right
numbers- a near miss gets you 1 VP, a
wider miss is worth -1 VP and a precise guess is 3 VPs. Not many 3 VPs were
scored over the course of the three hands- so Sophie’s triple point correct
guess in the second hand was a pretty good sign she would win the game. As
indeed it proved...although once again no one kept score!
Santa Cruz
The same trio now
ventured into Santa Cruz, aided by James’ elegant rules explanation. The game
is a bit of an exploration exercise in the first half, combined with careful
positioning for your VP cards. Then in the second half almost all locations are
visible so it is more of a points optimisation exercise. There’s also a bit of
deckbuilding- four prebuilt decks are available at the start, then midgame you change
decks.
I had the roads deck,
together with a scoring card for gold, a scoring card for settlements on
rivers, and the “volcanoes erupt” scoring card, which is unique in destroying
buildings and giving out negative VPs. I was able to score fairly even on the
rivers and make sure I wasn’t hurt by the erupting volcanoes, but Sophie had
all the gold so she benefited from my last scoring card. Sophie and Rufus were
indeed generally more successful in scoring for fishes, wood, grain, wood and
grain, four houses, and so on. I entered the second half of the game in last
place.
Fortunately for me
that meant I benefited from the game’s catch up mechanism, allowing me to
choose my deck and go first. We were each dealt an extra scoring card before
choosing decks- I drew positive volcanoes, so I picked my old deck again and
discarded the “volcanoes erupt” scoring card – face down of course. Rufus chose
the rivers deck and Sophie the ships.
Since I could see
everything I was able to sail up the main river with my double move card,
straight into the volcano area, while side-tracking a little by road to pick up
gold, wood and grain. Rufus copied my route but had to travel by road as I was
blocking the river spaces. Sophie concentrated on the edge of the island with
her ships. Rufus achieved his 5 settlements connected by road scoring card and
then discovered he couldn’t move- he only had river cards left and no river
spaces he could move to. Final scoring reflected this...
Philip 127 Sophie 125 Rufus 105
Earlier in the
evening, on another table...
Santa Cruz
In lieu of actually
being on holiday, Woody, Jon and myself decided to spend Wed evening exploring
a small island... interestingly the only Santa Cruz that shows up on googlemaps
is a region of California, so despite sounding like a good name for an island
it's nothing of the sort.
It's a simple game,
you all have a slightly different deck of cards (7)
showing roads, rivers
and ships. Also 3 distinct scoring cards. On your turn, you can play any card.
A scoring card triggers a scoring round (for all players), while one of the
other card enables you to explore further. After all cards are played, you do
the same again, but with (more or less) the same scoring cards, so this time
players are aware of what might be coming up and can explore with that in mind.
As a first game for
everyone progress was a little slow. Jon was darting around the perimeter of
the island, while Woody and myself were rushing inland. The scoring cards for
me were all based on particular resources (discovered via explorarion), while
Jon had one for coastal regions. Woody had the dreaded volcano card giving
negative points to anyone building on the lucrative (but risky) volcano areas.
During the first round Woody and Jon seemed to score well, and both were
picking up lots of bonus bird tiles while I didn't take any.
So to the 2nd round.
Here a lot of information, previously hidden, was not available. I was lucky to
get a scoring card giving positive points for volcanos which lead my strategy
to buld on those areas hoping others would think it was a foolish plan. Jon took
the scoring cards I had which didn’t leave him many options.
This time around I
made a beeline for the volcano areas (in a somewhat obvious manner), while
woody focused on coastal areas (preferably with fish). Jon was feeling squeezed
a little with the deck he had.
After a few turns it
was clear that Woody and myself were getting a comfy lead on Jon, and as the
last few cards were played I'd managed to push ahead... but Woody had a enough
birds to open an aviary and this would settle the game... Nice game, not very
deep, but enough going on to keep things interesting, and a nice change of pace
at half time when the game presents a slightly different set of challenges for
the 2nd round of exploration.
Jon 138... James 145... Woody and his harem 149.
P.S “For he can
prophesy” is a quotation from Gilbert and Sullivan’s “The Sorceror”
No comments:
Post a Comment