Something of a
supernatural evening...
MURDER OF CROWS

The premise of the
game is simple. The deck consists of six different cards which consist of the
letters M,U,R,D,E and a wild Crow card. Each player draws an initial hand of
five cards and thereafter will draw one, play one (or if they wish draw two
only) with a view to spelling out the word Murder before them. The principal
mechanic is that each different letter card when played triggers a particular
effect: a M allows you to steal a card from another player's Murder into your
hand; a R allows you to draw an extra card etc.
Each letter card has
one to three crows in the top left hand corner. Players can avoid the effects
of the active card by either discarding a card with the same number of crows as
the active card or discarding a Wild Crow card. The Wild Crow card can also be
played as a normal wild card (which can only be cancelled by other Wild Crows)
or to remove a stack of letters in one Murder; the latter is useful as players
can stack cards to avoid being too disadvantaged by the M or D card effects.
This is a long-winded way of describing what is essentially a set collection
game with take that elements which appears to be somewhat similar to Braggart
in visual style, especially with the great artwork and flavour text creating a
scene as each player's Murder builds.
The game as played
swung between each player with James II especially close to securing a win at
one point. In the process, there was a lot of gnashing of teeth over the merits
and disadvantages of discarding cards in hand to save those in Murders. However,
in the end, Neil proved victorious and then read out the Murder that he had
created - the details of which have been lost into the mist of times except for
the use of poodles as the instrument of death and the unfortunate victim, Mike
Miserbean.
Good fun appeared to
have been had by all. The game is very quick to pick up and learn. At the same
time, any luck elements are downplayed by the general abundance of resources
brought by the limited card set, the respective card powers, discarding to
avoid effects and the sheer power of the Wild Crow. It will certainly be
staying in the games bag for the foreseeable future.
Neil won, Tom, Paul, James II and Rufus lost
More players joined
the throng and we split into two groups.
There were two games of out next item, but the first game doesn’t seem
to have been reported...
Kingdom Builder

After the first game,
we drew a random selection of four segments of the playing board and ended up
with exactly the four that weren't used for the first game*. This dictated the
'special ability' tokens that are available to collect and meant that in this
game we could add an additional desert tile, one to the edge of the board and
could also move one of your tiles to the same terrain as the terrain you're
laying.
We also drew three
totally different scoring cards, which meant that scoring would only happen for
the number of different groups of settlements, your longest horizontal row of
settlements and your largest settlement.
It quickly became
obvious that it would be a totally different game - a high level of
re-playability being one of the attractions to Kingdom Builder.
James II's strategy
was to build the largest kingdom possible, for which he was rewarded handsomely
at the game end.
Paul went for a bit of
everything, and worked out somewhere near the game end that he could 'split'
some of his kingdoms with his 'moving' card therefore creating multiple
separate kingdoms which each scored him point.
Philip seemed intent
to show everyone that it really was best to lay down as many tiles as possible,
although he was not the one to put down the most, with Rufus drawing the game
to the end first.
Both Paul and Rufus
had forgotten that the scoring mechanism allowing the player with the most
settlements in a quadrant to score big was actually from the last game, and
Philip and James II seemed very happy to watch them vie for position in one
sector, all for no points, which seemed to affect Rufus more than Paul in the
final scores.
Rufus and Philip were
concentrating on the edge of the board which became very congested.
At the end some very
different strategies yielded some close scores, but it was the 'little bit of
everything' that edged out the 'one big kingdom' by just one point.
*editorial ahem: that
was no random selection, though Paul could be forgiven for not noticing my stacking
the deck!
Paul: 43, James II: 42, Philip: 39, Rufus: 27
Meanwhile Rats and
Witches stalked medieval Europe...
Rattus

Jon 10, Andy 8, Tom 5, Neil 5
The witches move centre stage with our next game...
WITCH'S BREW

A simple role
selection game at its core, it was a fun, chaotic game which was perhaps
assisted by Andy's lowering of the tone from the very start by dubbing the
potion vials as resembling prophylactics. When they weren't playing "Name
That Tune" whilst listening to the Apprentice's tasteful sound collage and
humming along to Wax's 1987 hit "Bridge to Your Heart" a number of
last minute acquisitions of roles, declarations of vengeance and bawdy banter
ensued.
Jon managed to acquire
a number of cauldrons and shelves at a steady pace throughout the game until
the fourth crow cawed. This coupled with his sizeable pile of
"condoms" meant that he was the winner by some margin and it was
declared that he was the Warlock (coo coo catchoo).
Jon 21, Tom 15, Neil 15, Andy 14
Sticking with the
supernatural theme, although no overt witches...
Biblios

Andy 6, Jon 5, Tom 3, Neil 3
P.S ”In prophecies
witches and knells” is a quotation from Gilbert and Sullivan’s “The Sorceror”
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