Wednesday 2nd November
Contributors: Daniel, Tash, David
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I feel like Dan gives a good account of the disadvantages I faced and the general tedium that I experienced in the game after the brief excitement of Phase 1. Listening to four good gamers debate your every possible move is NOT a lot of fun when every three turns you have to tell them EXACTLY WHERE YOU ARE NOW. So the prize for a brilliant escape (Mr X style) is to INSTANTLY REVEAL WHERE AND HOW YOU ARE SLIPPING THE NET, before you can actually get away.
It was probably my fault that in Phase 2 I didn't realise that committing suicide on turn 1 would have had far, far better outcomes for the Maniac than actually escaping the campers as instructed, allowing them time to clear away all obstructions and lay down a vast and sprawling latticework of defences. That might not be true in all games of Last Friday, but it was true in ours.
It was probably my fault that in Phase 3, entitled "Massacre" and billed "Protect the Predestined and run run run from the horrible maniac!!" I didn't realise that without meticulous Maniac planning, campers can push the Maniac around and generally pin him in corners with no ill effects.
What I think is most wrong with Last Friday is an equal problem for Maniac and Chasers - everyone's behaviour is totally mechanical and predictable.
You know how in Scotland Yard, if you're Mr X if you can just get to the bus stop you can get around behind the guy and get away, except that you'd put a bus ticket down on your tableau so they'd know that you've gone by bus and that would give them a big fat clue as to where you were, so maybe if you do get to the bus stop you should go the other way on the bus, would that keep them guessing? Would they fall for it? And if you're the detectives you'd better NOT use the tube again Dave or we'll be out of tickets you daft bastard and have to wait for Mr X to use some and Oh My God Sally WHY ARE YOU GOING BY TAXI because I am saving bus tickets WHAT'S THE MATTER WITH YOU WE HAVE SO MANY BUS TICKETS etc etc etc
Yeah there's no buses in Last Friday, or tubes. You get to cross the lake occasionally, that's it. The Maniac moves number to number and the campers move dot to dot. Very occasionally you can move an extra number or dot. Some territories are good for dots. Some are good for numbers.
So I know where you can go, you know where I can go, nobody can go very far, nobody can go very fast, as long as you crunch the data, the variables are pretty low. This actively increases the analysis time as you can actively appraise all the possibilities both in terms of past and future moves in just a few minutes.
Let's cross the map, me chasing you! Plod plod plod. Now it's your turn to chase me! Plod plod plod. Surprise! I popped up right where you least expect ... no, no I didn't do that. Nope. Didn't. Unless I spam these tokens I've got. In which case it's not really me is it? It's just a special power I used that one time. Aha! I totally outwitted you by... no, no I didn't do that either. Because a well-trained vole could probably crunch finite permutations available given the time. And he has the time. All the time he needs. Zzzzzzzzz
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Captain Sonar: This was a fiasco from our side and some luck from the other side. We had James as captain who unfortunately had a rather motley crew that consisted of James B who struggled with navigation, myself who didn't have much of a job other than to tick boxes and Philip who worked the engine room but whose directions didn't make it to the captain. Added to this the opposing teams first missile to test the waters hitting us and it was just a matter of time before we were caught and destroyed. The only person who can hold their head up high on our team was James, I fear we as his crew let him down. I think I would prefer the turn based variant, more strategic, less shouty. Although it was fun.
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Wednesday 9th November
Contributors: Daniel, Jon
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I rather hilariously blocked out one of the castles in my first two moves which rewarded me with the doofus of the night award, although I still managed to score more than either John or David despite my best attempts to ruin my own scoring.
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The nicest aspect is the core mechanism of planning the market for the round. In a family game I can see this taking on the angle of making sure that everybody has access to something that they want, so almost a co-operative edge in helping everybody build their 'dream home'. However, when you sit down with grizzled gamers it takes on a whole new edge of tactically screwing each other over, resulting in bitter enmities and simmering grudges. As of such there is an edge to this game so dark that it could have been crafted by Frank Miller in a gloomy room in the middle of an overcast night.
Tom went straight for some basement rooms, digging out a big garage to fill with all his junk (like all those boxes of failed filler games - ahem hem), and while Jon was making Laurence Llewyllen Bowen proud with his tastefully decorated living room I chose to focus on what I am sure you will all agree is the most important part of any home - the games room. Despite hitting the wall in the mid game with a shabby half-finished basement (thanks Tom, you total git) I was able to string together a few scoring combos although hampered myself a little with my amazing walk-through pantry in the middle of the kitchen. Tom won in the end after Jon forgot to put a roof on top of his house, turning the entire top floor into a rather elegant swimming pool.
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You either stick a block on a boat or sail a boat that is ready to leave, and when you sail a boat you decide its destination. All the blocks unload in order with some locations giving an immediate score, others at the end of every round, and still more that score only at the end. Every scoring mechanism is slightly different with the one commonality that the order that the blocks go down is absolutely crucial. There is enough tactical consideration as to when and where you think boats are likely to go to keep the game interesting to play without being overloaded by nonsense decision making, and a deck of bonus scoring cards that you can sometimes pick from and which can be surprisingly pivotal if used well.
There was a little bit of that typical points counting drag going on in the final round trying to gauge which variation of one or two points here or there was going to make more of a difference, and this is definitely in flag-waving Euro territory, but I quite liked it all the same as it had the feeling of getting back to the root of good Euro design circa ten years ago before the animal started to eat itself.
Jon had a convincing victory with both Tom and I tied a few points behind - I think that Tom overscored me at one point and he actually came in ahead but then again I totally failed to digest one of the scoring mechanisms and completely cocked up a couple of moves that ended up being fairly awful for me. Can't really tell you much about what happened in the game itself as it's not the sort of game that is filled with thrills and spills - you are literally just moving cubes to score VPs after all - but I would definitely play again, maybe with one or two of the alternate scoring boards which, despite being a mixed bag, looks like there a couple of gems in there.
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I came in second last after experimenting with heavy blue, but cashing in at an average of four or five points per card isn't great and I was hindered by a 20pt hit as a result. As the Colossus I would have been far better off going down the military route. I also see that there is a lot of value in collecting science so long as you never make a full set - with two matching cards they are only hitting you for 2pts each which is a great return. Really loving this variant as there is so much more to think about than the regular game, and looking forward to another play!
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It turns out that the 6 starting decks of cards are fairly uninteresting, and are there to just get you started. Once the other decks start appearing, with the market starting to come into play, it gets much better. One card allows you to steal from the player with the most cards, which helps to curb the 'collect a fistful of cards and then just buy fabled juices in consecutive turns' strategy. It also gets more difficult to collect the right cards to buy the juices, as Tom & Jon both found when they had plenty of cards, but couldn't match a single fabled juice recipe.
Definitely a game not to 'reset' back to the starting decks, unless you are playing with a group of non-gamers for the first time. We got up to deck 12 I think, so shed loads more to explore - and I'm looking forward to it...
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Wednesday 16th November
Contributors: Tom, Jon, David
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In Avenue, I thought that I was doing rather well until I saw Jon's rather miraculous loop which seemed to take him through every grape field. The less said about Phil's atrocious attempts at road building, the better.
Dream Home was great again - Sarah bought lots of decor, Jon managed to actually build a roof and my house looked a total mess. All I can remember is that I lost - convincingly.
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All told - a five star evening of gaming! Actually, make that six stars as I got a hug from Neil.
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Thanks to Tom's enthusiasm, this game came out again for another couple of rounds. It really does become more and more interesting as it progresses, with new cards coming out that work in different ways. The bonuses from most cards also appear to be getting more marginal, which makes the choice of where to go much more interesting. More interaction has also been added, with advantages often gained from having a low number of cards in hand - all adding up to create a nicely evolving system. Could be a good evening-opener for a few weeks to come...
Splendor
Long time since I've played this. I'd forgotten how lovely the chips were to clink in your hands. I'd also forgotten how incredibly 'samey' each game feels. Don't get me wrong, I did really enjoy it (and won, as it happens), but I would happily put it back on the shelf for another few months before playing again.
Dream Home
3-player house construction with Tom, Jon & Sarah. This super-filler is lots of fun, with gorgeous artwork. This time, Tom had a bit of a mare, Jon at least stuck a (albeit multicoloured) roof in place, but Sarah was the best home planner and took the win.
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Great fun seeing Neil's sprinter attempt a breakaway over the mountains, only to come puffing to a relative standstill and get overtaken by the entire field before the last hill. Really close finish between Jon, Sarah and Tom, with Tom just crossing the finish line first after an epic race. Lots of legs in this game - I'm 8 games in and just want more.
Avenue
Karuba with less pieces. Jon managed to complete a lovely circular route in the last round and mopped up most of the grapes in the region. Phil's path was a little more 'fragmented', - have we finally found a chink in this man's gaming armour??? Fun game that is also very portable in a 'holiday-friendly' kinda way...
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There was also a game of The Great Dalmuti with a few of us at the start of the evening. We need a special hat for the The Great Dalmuti to wear. He would also need to order the peasants about more to fully get into character.
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Wednesday 30th November
Contributors: Daniel, Tom, Jon
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I then twisted Jon's arm into teaching me Flamme Rouge which I will for now briefly sum up in one word: Exceptional! This is totally heading for my game of the year, what a wonderful and fun game that cleverly eschews obfusciating proceedings with convoluted rules and instead sticks very firmly to weighting all the decision making and considerations into the actual gameplay - how novel!
We got on our bicycles for two games in a row, in the first I was pipped into second place on a tie-breaker to John and in the second by a nose to Jon. In the latter race Jon only got ahead of me because I redundantly raced my Sprinteur into the home straight which dragged him along in the peloton - if I had kept my Sprinteur back in the pack then my Rouleur would have cruised firmly into first place, so lots to learn in this one and a ton of fun along the way.
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The final round came down to a cliff hanger. Raj knew that I was one of the natives along with 'Mr. Cool' Phil who had snuck under the radar right up until that final round, and was convinced that one of us had the final treasure. With the very last card of the game he had a one in four chance of getting it right and of course I was delighted when he came after me as I had two empty rooms sat in front of me. A default win for the natives then, and a fun time again with this flavour of the month end of evening favourite filler.
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Whilst Dan was being bitten by the Flamme Rouge bug (don't worry my Boys, I'll be back with you soon enough), I was having a rather delightful game of City of Spies: Estoril 1942 with Raj and James II. A deck building, area majority hybrid which a cracking spy theme, we all had great fun with this one. At the end, my Zsa Zsa Gabor seduced Raj's chess nerd Alexander Alexhine to go for a pleasant walk along Devil's Chasm before pushing him into the Atlantic. *splash* Unfortunately, this wasn't quite enough as Raj pipped me for one point after we shared a few mission goals. Damn it, Zsa Zsa, you were supposed to kill the Spanish diplomat!
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Another lovely evening - bollocks to marking and planning lessons etc. etc. etc.
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However, this week we tried Flamme Rouge with 3 players, which, if anything, made it even more tactical. With 3 players, it is less likely that the peleton will consistently slipstream along as a single bunch, and there is the risk that riders can be easily dropped off the back and pick up exhaustion cards. We played the routes with some tricky mountains, which make the decisions even more interesting. Dan was a definite convert, so this game isn't going into the 'Where are they now?' vault anytime soon...
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Dan clearly knew what he was doing, and used his special advisors to very good effect, winning a lot of majorities and plenty of points into the bargain - romping to victory. And he was right - I did like this one...!
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Ed - Yes indeed, the rules that we specifically misplayed were placing a worker on every area at the start and not being able to keep helpers beyond your following turn (although I'll let Tommy take the credit for the latter boo-boo). I hereby declare my magnificent victory null and void for all those counting at home (Gareth), but I suspect the final score would still have been the same
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