Wednesday 28th December
Contributors: David, Noel
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We then ended the evening with a game of Castles of Mad King Ludwig. I have played this at the club a few times now and didn't really like it as I always feel like I'm doing a piss poor job compared to everyone else and never sure why. However I thought I would give it another go with my reasoning being that if I played with people like James B and Alex who hadn't played before then perhaps I won't feel so utterly useless. Well that was a mistake, I was still terrible and still came last albeit by a single point. So even though I enjoyed it slightly more I just can't seem to combo the rooms together and my castles always look like pathetic efforts compared to everyone else
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And so the cowboys began their first journey to Kansas and before long buildings were built, a few aha moments as we realised that Tom used his first building to make it more difficult(expensive) for us to complete the trail. Tom and Raj focused on getting more cowboys enabling high value cows to be picked into their hand for point scoring at the end and markers on cities. Noel selected more engineers to move the train along, built up the building tech tree a little and managed to cycle his deck to get a disc placed on each of the positive cities for many points at the end.
Overall a really great mesh of a little deck building, tile placement and thematic point salading. It went a little long with perhaps 2h30-3h game time and a good 30 mins of rules exp. Noel won in the end, doubly so for getting the game played within a few days of getting it! Noel 90 Tom 68 Raj 64 Alan 56.
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Wednesday 4th January
Contributors: Daniel, Neil, David, Jon
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Dave, Alex, and Phil were meanwhile massacring people in a German village (according to the banter in any case) while Jon, Paul and Neil joined me for a quartet of light games.
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Fabled Fruit to follow as the fish course and nope after trying some of the later decks I'm not convinced at all about changing my initial impressions on this one. It just feels like a procedural activity of swapping cards around until it all suddenly stops on an anticlimactic note. Totally baffled as to where the fun is supposed to be coming from, then again the Monkey was barely used so maybe stealing stuff is where all the excitement is.
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The dessert for our evening was Imhotep, which I had previously wanted to take a second tilt at after being slightly bemused by my first introduction to it a couple of weeks ago. On the surface it looks like the ultimate in turgid Euro design where you literally push cubes to score points, but I was sure there was something more to it under the surface. Oh I am fortunes fool, as rather than being a sickly sweet pudding to finish with this turned out to be more like a dry and crumbly lump of school dinner sponge, dumped on the plate without ceremony by a mustachioed dinnerlady. Greg Wallace would not have been impressed by this butterless biscuit base.
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Just enough time at the end of the night for a special bonus cheese and crackers round of Insider, a neat take on playing "20 Questions" with a sort of Fake Artist vibe. It works very well and we had a ton of fun over three quick rounds - We correctly fingered Jon as the Insider on the first, then Tom won as Clue Master on the second after Soren refused to step over the line of blundering us into the correct answer as the Insider, and finally James neatly took the third round as the Insider after stirring the pot just enough for Jon to be unjustly hoisted on the walls with his somewhat leading questions (or so it seemed). Liking this one a lot!
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Fabled Fruit didn't do it for me either I'm afraid. Rummy with less options dressed up in a doily. Give me real fruit any day.
Flamme Rouge. Enjoyed my epic fail last time out and leading for 95% of the race was more than sufficient pleasure for me. The length of the final hill was simply ridiculous but walking the bike up at the end was pretty cool.
Imhotep. You either get led by the nose or fail to inflict enough grief on your competitors, I actually quite enjoy this one!
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There's perhaps too much on offer, too many routes to victory and it has a very large and messy footprint. There's a communal dice pool from which players draw two dice and then try and trigger as many actions as they can through building an engine of similar numbers within their village. As each player is building up their own personal village it is very much a multi-player solitaire game with little to no interaction. The only interaction being the communal dice pool, using dice that someone else wanted or building a card they wanted. Even then players are able to manipulate dice using money and there's so much on offer you can always build something else. It retains a lot of elements from Village such as everything costing time, villagers dying, albeit not as important, and the various parts of the village such as the church, council chamber, crafts and travelling.
I went for a strategy of scoring on a bit of everything and not really concentrating on one aspect, so I built up a church a few levels, invested in a meeting place and council chamber that would score me end game points as well as serving customers and travelling. Alex meanwhile went for an interesting strategy of scoring as many story points that he then spent the game turning into victory points. Phil went for building up his engine with lots of money whilst trying to a little on everything as well. Alex's strategy paid off, he won with 56 points whilst I came in second with 53 and Phil last with 42. So it's not as good as Village but I rather liked the engine building and dice combinations. Putting a number into your village and triggering five or six different actions is satisfying. I've played this solo a few times now and honestly there's almost no difference than if you were playing with other people, so not a game for those who enjoy player interaction.
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It's effectively a race, you don't want to spend too much time building developments as it doesn't take too long for a player to reach seventy-five doubloons. I managed to win by claiming all ten of the different resource types which was the second win condition. If I hadn't managed to do this Phil was on course to win as he wasn't far from the seventy-five doubloons win condition. I really like this one, it has great artwork and I always enjoy trading games.
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Dream Home was great - a perfect super-filler that breezes along nicely and is pretty as Neil's beard. Not sure how Paul won though, especially as I was sitting to his left....
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Flamme Rouge - another classic outing for this one. It was probably inevitable that Neil's lone breakaway was going to be caught eventually (which happened when he pretty much started going backwards on the final hill), but Dan timed his late run to perfection and squeaked out the victory on the line. Nice.
Imhotep - despite what Dan says, this was the succulent chocolate cheesecake that I had ensured that I saved some space for at the end of the evening. This is definitely not cube pushing - it's more like cube-dragging, cube-heaving, cube-erecting and cube-admiring, with nice (albeit subtle) decisions to make about what you do and when. Admittedly, I did benefit from an interesting move by Paul, which ensured a few extra points for me, when he thought that he was actually doing me harm (he still claims that it was a good move on his part
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Wednesday 11th Jan
Contributors: Noel, Daniel, Tom
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Perhaps no surprise that it was Condottiere - billed as a high conflict, interactive 45 minute card game with a board that is no more than a map of renaissance Italy displaying regions to fight over area control style.
This was the first play of Noel's 1990ish Eurogames edition and, if only from its huge box aesthetic, it could be easily dismissed as a tired old Risk genre game that should remain in the 90s because we have better games now. But what's that, it was reprinted in 2007 by Fantasy Flight in small box style which also did very well...
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The rules are pretty simple. You get 10 cards. A region of Italy is chosen and you play one card at a time to your army on the table until all but one player passes. The strongest army then claims the region and another region is chosen. You don't draw any cards back into your hand until only 1 player has cards left. At this point, that player's cards are discarded and everyone gets a new hand to fight another series of battles. (You could of course choose to play all of your cards in the first battle and have no more left to play for the rest of that round but its pretty unlikely that anyone would do that and if they did they might have to wait for a bit.
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On the first battle, Tomtoo and David both went all in, spent their 10 cards one at a time against each other, tied 78 all and neither of them won that region, which was very unfortunate!
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Tom was now out of cards, but wasn't getting much traction from the other players in kicking the game. David was a big fan, Noel and Phil engaged in a few more combat rounds with Lawrence, who was biding time hoping to get his new game played later.
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Then the other table finished, and Soren, 'overhearing' some irascibility came over to say we must be playing it wrong as he was a bit of a fan.
To be fair to Tom, his second hand of cards was pretty rubbish, although a well timed winter card might have helped out here and we did have a couple of rules wrongly interpreted that were clarified in later editions (see below). While this second round of cards was ongoing, it was commented that this game could go on forever and that perhaps Tom would play two games simultaneously while Condotierre trudged to its conclusion. About a minute after this, Noel won a final battle against Lawrence to get his 4 regions connected. Rules explanation and game all done in about 45 minutes for a Ronseal moment.
The rules we got wrong
You cant place the Condotierre token in a previously won region.
(this was changed in later edition. The version we played had the rule that you can and led to a few clunky moments when neither Noel nor Lawrence wanted to commit forces to a battle in such region, which I guess is why this was changed. This would also keep the game time down.
You should draw one extra card for every region that you control when redrawing cards.
I think scarecrows should only be used to take one of your own army cards back into your hand. (we played a much overpowered version of the scarecrow, where you could take any card on the table)
The verdict
David seemed a fan, Id like to play again although there might be too much 'take that' for me (would be less if we played Scarecrows correctly), Lawrence & Phil probably lukewarm on it I think, Tom has already handed out his Jon Wooden Deferrystration award for 2017. Except there is no way this oversized plastic insert is sinking.
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Actually I did learn something new about the meta with this game which is that the speed and authority with which the clue giver makes their choices carries a lot of weight in the interpretation, and that is largely what allowed the group to differentiate the murder evidence from the rest in this case.
We then regrouped and Peter, Phil and Tom Juan joined me for The Networks which was light fun as always. This was Peter's first game of this and despite it being pretty straightforward to play there is still something of a learning curve that he fell foul of and placed a fair distance behind as a result. Tom gave me a good run for my money but couldn't quite keep up all the way to the end with Phil placing in third place. I'll let someone else do the honours of providing more detail of events!
Three rounds of Insider then took us into "please will you now get out of the pub" territory; we just couldn't help ourselves with what is proving to be the go-to end of evening closer du jour. Would the Insider now please bang the table and state their name clearly for the rest of us to hear?.....
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Dan has said enough about Ponzi Scheme although he did manage to bollocks up the placings. I managed a handy 2nd place (with or without Dan's gift of $100k+) with Peter going bankrupt on the last turn albeit less spectacularly than Dan. If only I had waited out on Dan's offer rather than handing away points to Soren to avoid bankruptcy. I did enjoy this quite a bit but feel that Stockpile may scratch that medium weight economic itch a bit better.
The Networks was just delightful - this was surprising as I hadn't quite grasped it in my initial two player run-through with Dan. The only downside was the appearance of star snatching network cards during the first two years which put a bit of a dampener on show acquisition in the early going. Again please.
Insider was a magnificent way to end the session. I had planned to comment further on "Fuzzy Bear", the non-animal, non-movie starring, animated Muppet but fear that it may end up close to a dissertation. I will simply leave with you with this perfection: Good grief the comedians a bear!
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Wednesday 18th January
Contributors: Daniel, Jon
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Gazza and Shazza arrived early and were enjoying a quiet tete-a-tete of Port Royal, in which I observed that the G-Man was uncompromisingly mean in busting rounds purely to frustrate his opponent by preventing her access to cards, or stopping after the first card draw for similar reasons. It took him to a comprehensive victory though, and showed that this otherwise tame push your luck game has a nasty mean streak buried deep within.
The rest of us set up For Sale and had just got started when Port Royal finished up, and as we were already at maximum player count I decided to invite them in to Team Awesome as my advisers. Perhaps still smarting from their earlier game, Sarah decided that she didn't want to join any team with Gareth on it unless it was a team of people dangling him over the balcony by his ankles, and as we were in the middle of playing we weren't quite ready to oblige. More people started to turn up and so the brain trust of Team Awesome just got bigger and better, and what a team! We took an early drop on the first couple of rounds and then leveraged our cash superiority to force difficult decisions round the rest of the table. Taking a strong hand into the second phase meant that we were able to compete on everything worthwhile and came out on top by some margin.
The most notable moment though was Tom's odd choice of refreshment that stimulated memories of the totally god-awful "The Room" which is widely recognised as the worst movie ever made and host to some of the most punishingly brutal drinking games known to man. Even watching it all the way through is an endurance feat of it's own, but taking a shot of Scotchka every time Tommy says "oh, hi" or throws a football is a guaranteed way to cause your liver to crawl up your gullet and slap you round the face for your rank stupidity. Anyway, I wouldn't be so cruel as to encourage you to sit all the way through this terrible turd but I do highly recommend the Cinema Sins condensed view of this catastrophic gem: Everything wrong with The Room in 8 minutes or less.
Still with us? Not laid out by a Scotchka overdose yet? Back to the games then!
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It seemed like everyone was stuck on the same strategy of rushing their tableau through developing/settling as nobody really cranked the handle on trading - or maybe they just couldn't get an engine up and running - and I was the first to get twelve of 'em out after spamming Genes and Military worlds to get silly amounts of dice chaining. Most rounds saw those two actions running alongside Exploring, but the rest hardly seemed to come up at all.
I secured victory with a big 6pt development that gave me a stack of points for my cupful of red dice. I like this one better than the original card based RftG, however with five players it very much turned into multi-player solitaire.
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I do believe that I kept the winning streak up on this one too, pinching victory right at the end when James was the only person to guess correctly on my last picture and after I had re-learned the hard way that you don't just make random guesses in this game. Glad to be reminded what a brilliant game this is.
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Only one thing that can end the evening these days of course, and that is Insider. We managed to thoroughly confuse Tash with the most awkward three-way rules explanation ever, but I think we won him over after his barbed bemusement turned into total hilarity as the game came alive. Phil demonstrated a grasp of perfect comedy-timing and created a moment of gold that I'm sill chuckling about even now. I honestly don't think I have ever laughed so hard during a game night, at least not for a good long time. Hoping for more Pictomania and Insider again next week pretty please!
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It is definitely a pick-up-and-deliver game, although its comparison to Steam is probably tenuous at best. Each player has 2 actions per turn, which involve either placing 'track' (which is universally owned by all players), or goods, or by making a delivery to fulfil a variety of private or public contracts. The first player to make 5 deliveries triggers the endgame.
To be fair, it buzzes along at a nice pace, with the decision tree not being huge, but with enough interesting choices to keep players engaged. The board has some nice, colourful, family-friendly artwork on it, but this rather detracts from the gameplay, as it's not very easy to scan the board and work out exactly what's happening. Natasha ended the game by making his final delivery and picked up a 2 point bonus. Everyone else then had a final turn to mop up an extra point or two. The scores ended up being 24,23,22,21, with Natasha coming out on top, and James at the bottom of the heap. General verdict from Natasha was that it was an enjoyable romp for 45 minutes, but it didn't seem as if there was anything else to discover in the game in future plays.
And, of course, as it was James that explained the rules, you would expect a complete howler somewhere along the line, and he didn't disappoint, omitting one of the most important rules regarding final scoring (that all goods left on the board, even those on the exploitation tiles, count negatively for their owners).
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James II, David and Jon took another crack at Imhotep, which yet again proved to be a wonderful sub-60 min euro with plenty of decision-making and interaction. In the final round, Jon sent a delivery to the obelisks, which gave him a 12 point swing on James, and also picked up an unchallenged 16 points from the Burial Chamber. This was enough to finish with a healthy lead from David & James, despite David's impressive statue collection.....
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Wednesday 25th January
Contributors: Daniel, Jon
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I thought it was alright, and liked the way that the central elements of gameplay came through very distinctly with a bit of push your luck and 'take that' blended in nicely to what I suppose is a sort of ante-ing mechanism at the heart of it all where you lose your bid whether you win or lose the trick. It's Knizia in his purple patch so it's drum tight and works well even if it's the gaming equivalent of trying to stuff your face with dry water biscuits. It even has a proto-form of point salad scoring for all you Europhiles out there!
With six of us attending there was clearly only one game we could play, that being Flamme Rouge on two tables at once of course. We set up the same track too, one which started with an immensely long flat section followed by a very short hill that could be crossed in a single push, leading into a slightly bigger hill and a long enough finish that reserving a sprint card became a strategic consideration.
On our table I was up against Jon and David. David went for an early break, pounding out all three big sprint cards in quick succession to break away. Jon and I jostled for position with Jon getting the better of it and coming away with less exhaustion and having benefited more often from slipstreaming. As we approached the first hill he moved to the head of the trailing peloton (or pelotons as we had fragmented into three or four groups by this point) and started to catch up to David who was still pounding away as the lone wolf.
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A reshuffle of the tables and I joined Tom and David for San Juan. After picking a quarry and some other building that gave me cards for playing city buildings I then had the city guild fall into my lap and so had the ideal engine. Pretty sure the other guys got fed up with my predictable swiping of the Builder every single round as we rattled to a short game with a lopsided end score despite David's best efforts to keep pace with Bank and Harbour and Tom's... well, he was farming an awful lot but unfortunately this wasn't Agricola.
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On the positive side,
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The main problem is that there is too much to do, and not enough time to do it. One strategy seems to be to build lots of buildings, which gets some sort of economic engine going. Except, in order to build enough buildings, you need to upgrade your Town Hall – twice – which costs an inordinate amount of gold. And by building these buildings, you create a big fat target for the other players to attack and score loads of points in the process. Unless you buy lots of defence cards – except there’s no time to do this as well as build lots of buildings. I won by buying 2 ‘draw 2 cards’ characters, adding a lucky ‘draw 3 cards’ bonus card, using my resources to buy (only 2) aggressive Vikings, and then having a storming round where I drew most of my deck and attacked all of Tom’s buildings, for a haul of 9 points (and you only need 30 to win the game). I felt like I’d found some sort of short-cut to victory, which shot me over the finishing line whilst Dan was still crawling along with his economic strategy of using his brewery to churn out beer barrels each turn (that Tom and I kept stealing).
The other annoying feature is the moving turn order, a la Puerto Rico. This is done in order to give everyone a fair choice of which buildings to attack each round, but the trouble is, you can’t draw your hand of 5 cards until the start of the next round. Which means that for two turns (or three turns in a four player game) you're sitting twiddling your thumbs. And then the turn order changes and you wait for a further two turns until you get to act again. As Dan intimated, in a four player game, that would be enough time to visit the bar, visit the little boys' room, and possibly visit James in Southampton...
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Unlike Dan, I didn't get annoyed
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Having said all that, Vikings Gone Wild is actually quite a bit of fun, which is more than can be said for a lot of the games out there. It just needs refining to make it fun AND a well-balanced game.
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