Showing posts with label Aquasphere. Show all posts
Showing posts with label Aquasphere. Show all posts

Sunday, 15 May 2016

Back to the Caissons


T.I.M.E Stories was back at NoBoG this week ( or MoNoBoG or BoGoN or whatever splitter group acronym you favour ) and once again I was fortunate enough to get to play. This time we played the second scenario for the game - one that isn't included in the box and marks the first expansion scenario. This one - I think it's fair to say without spoiling it - is a much more direct in your face scenario where you get to roam around the zombie apocalypse in search of a girl that is described in a vague way by "Bob" your Time Lord / Chief Time Dude / The Boss / The Idiot Management / Twat as being the saviour of humanity. So. Get in. Battle zombies. Get girl. Of course. Bob being Bob he utterly fails to note that the zombie apocalypse is going on - a teeny tiny minor detail - and it's only when you jump through time straight into a zombie fight you realise, ok, so, zombie apocalypse. Thanks Bob.

T.I.M.E Stories. We're back. And this time it's zombies.
For all the ultra modern and fantastic science of time travel the scenario also goes through a bit of radio interference at the start once again, where seemingly super important information is mysteriously garbled by the radio breaking up. Tsk. If only there were more time in which to properly brief you eh. Wait a minute... aren't we time travellers ??! Or failing that. You know. Email it. Or something. Basically anything other than your crackly shitty oh no we've failed to communicate vital information to you on this 20th century technology piece of crap. The future. Great time travel tech. Really poor communications tech. Not even your basic SMS. Tsk. And management seems to be as inept as ever in failing to properly plan for that. Management is hard you guys. I have to stand here. And forget to tell you about the zombie apocalypse. And like, try and send you information too late, through this utterly inappropriate communications device. It's a tough job sipping coffee whilst you guys actually do shit. My name's Bob. Time administrator.

I have issues with Bob. I'm sure we'll have a nice 1:1 employee progress meeting about it at some point.

Bob also keeps referring to my time capsule as a Caisson. A Caisson. A what now ? Can't you just say capsule Bob, you pretentious twat. No. Apparently he can't. He might be French, which would explain it. Aller dans le caisson.

Mechanically and thematically, if you were trying to show that the T.I.M.E stories premise could deal with both investigative and fighting based scenarios, then the first two scenarios that drop with the game are doing a pretty good job of that - and you'd have to think that's not an accident.

There were a couple of nice little mechanics additions to The Marcy Case beyond what happened over the first one - to do with how much noise you're making and ammo tracking, but by and large the same general mechanics applied to both scenarios. It's nice though that in a scenario that isn't entirely combat focused things like ammo for guns is abstracted away into a "you have a gun", whilst a combat focused scenario wants you to carefully track ammo and consider how you're using it - and where to resupply. It really is quite clever in an understated way, and crafted by someone who "gets it" - it being when to know to abstract and when to know not to.

So The Marcy Case is much more in your face, and whilst it certainly had an element of investigation to it, to be frank, you know the story score here - there were no great shocks or puzzles to solve in this case. In fact it's so straight forward that you can kinda fill in the blanks of what needs to happen without needing to find it all annnddd.... well. Let's just say that we aced the scenario on the second run through, managed to score maximum bonuses and kinda understood entirely what was going on. Ok so we managed to fluke a 1 in 3 guess at the end, but, it wasn't a surprise, we knew the score. Perhaps this is a disadvantage of making a scenario with no or few puzzles with a much more straight forward combat focused pitch - you can blast through it.

Nevertheless, I found the experience to be great. Not as great as the first one. T.I.M.E stories to me does better when it has puzzles to solve and has a less rushed more story driven thing going on that requires a bit of poking around - not just a been there seen that experience. Of course the Marcy Case has narrative and things to find out. But that narrative is mostly, see zombie, shoot zombie, encounter sad rag tag group of survivors. But ! No matter. The Marcy Case was an enjoyable romp through a zombie wilderness, and I will say this - it was the most narrative story driven zombie tabletop game I have played ( think Telltale video games The Walking Dead ), which is something. Well. Maybe something like The Quiet Year provides a similarly narrative blast. ( What do you mean you don't know what The Quiet Year is - you can read about it in the noblog here or even here way back when we hilariously referred to 14 people in attendance at NoBoG as busy )

There were some cool highlights in the game. None of which I can really share without giving genuine spoilers away. But it was cool. And my character - well, he was loving the zombie apocalypse. He had never had as much stuff or as much fun. I guess that kinda made me Pope from Falling Skies. If you're into your Falling Skies.

A thumbs up again for T.I.M.E stories. Play it. You need to play T.I.M.E stories. But again. I'm not sure you need to buy T.I.M.E stories.

Elsewise on Monday, the rarely spotted and flip flop* wearing Med Ed ( because if you're not doing Medical things, then flip flops are the super chilled way to go ) turned up to join in a game of Ticket to Ride with Elliot, allegedly to give "Staceface" a chance to practice her ticket to ride skills for the upcoming Ticket to Ride competition. She lost. To Sean. Not boding well for her competition chances. They then played Medici. Which we now like. But old school NoBoGers hate. I don't know. Gaming politics man.

Imperial Assault. And the Imperials really did Assault and Batter
Tuesday was the more usual fuller fat crowd of people - not that people attending were fatter, just that there were more of them. More calorific. In a zombie eyeing up dinner kind of way. 42 of them to be precise. Which isn't especially busy these days ( ha ! take that in the eye 2013 NoBlog with its busy numbers of 14 ! Pfft ! 42 is nonchalantly unbusy !).

The Imperial Assaulters finally got their groove back on, and perhaps it was the rust from not having played in a while, but the hopeless rebels failed at their task handing a much needed victory to the slightly bleary eyed martialling of David who dashed back from a several day stag do bender to command the Imperials. Perhaps there's a lesson in there about the effects of alcohol on David's command capabilities. If you think about it all the death stars exploded whilst being commanded by perfectly sober commanders. Perhaps that's where they went wrong.

Sheriff of Nottingham
Monika and James were playing Sheriff of Nottingham ( see this keeps on getting played lately ) and perhaps it was all the declaring of goods that goes on in Sheriff but James also rashly declared his love for me as I passed their table.

Which is random but good to know. I love you too James, I love all the NoBoGers. Even those who play Blood Rage.

They followed up with a somewhat bizarre four handed game of Codenames.Which would seem to be less like Codenames, and more like one of those gameshows where you have to guess your partners intent.

Steam Time
An entirely different James - where the last James was perhaps the American James, and this one would perhaps be the formerly known as Goth James or maybe Beardy McBeardface if we're keeping with the zeitgeist - eagerly brought the new game Steam Time to table, complete with original German rules and black and white hastily printed English rules that kept annoyingly referring to the colour of game components. I didn't get much of an idea of this one, it's pretty, and it looks Euro and from what Dave briefly said there's an element of spending your engine infrastructure to get stuff - but of course in the process hurting your engine. Sounds like some classic Teutonic euro quandary mechanics going on. Expect to see this on table again - unless James didn't like it, which I failed to note.

Lovely laid back no hassles Machi Koro
Lastly my table had some lovely laid back Machi Koro going on, followed by some equally lovely but not quite as laid back Isle of Skye. Stu wants you to know that he's played Isle of Skye twice now and won both times. I think he's setting himself up as the Isle of Skye champion. Pfft. Challenge him ! He won this time due to no single thing, but a nice spread of points from a variety of gains, and possibly helped over the top by an early game large lake that netted him a crucial half dozen or so extra points.

Quadropolis. With three. I think. Triopolis ?
Downstairs we had Quadropolis again on table, hardcore Euro gamer Nate turned up and brought one of my faves, Aquasphere to table, awesomesauce, Chinatown had another play and Lewis finally managed to get Takenoko to table with the chibis expansion. There was also some Catan action with the Star Trek Catan variant, which is Catan, but in spaaaaaace. With some characters thrown into the mechanics to change things up a little. This game has been played by the Wheaton on his tabletop channel. Sam however, playing the Star Trek variant for the first time was not a fan. Stuck with a character that didn't do much, and unable to see what the other characters were doing, Sam continually got smacked around the head. An average thumbs rating for Catan from Sam, and a thumbs down rating for Star Trek Catan. Well. They had to do something extra mechanically to justify the Intellectual Property cash in didn't they. Time to shoe horn some classic photo portraits into the game !

Lastly Champions of Midgard returned to NoBoG tables proving it isn't quite dead yet ! Mel asked if there were any expansions to it - Not yet, but given how well its gone down, I wouldn't be surprised if some pop up.

And. No Secret Hitler this week. Dun dun darrrrrrrr. Has Hitler Hitle'd his last ? Is the game burnt out before its already released ? Print and Play games versus full print releases for derivative games that arguably don't really need full releases. Discuss. A little bit of gaming politics.

The UK Game Expo looms on the horizon, the 3rd to the 5th of June, and many a NoBoGer will be in attendance, including Elliot who has a whole pile of games to auction off doing what he does best, and as a stellar NoBoGer has offered a space of quiet, seclusion and refreshment for all NoBoGers at the event in his exclusive access all areas rear auction setup space. So if you're going to the Expo, drop by and say hello to Elliot - you can't miss him, he will have three gigantic orc auction type banners - and maybe purchase one of the eclectic mix of games he has on offer at a bargain price.

Ye Gallery. Thanks to Monika for some pics of the upstairs gaming.

Tra laaaa.. la la la la la laaaaaaaa. Whoooosh. Star Trek Catan.

Takenoko + chibis

Chinatown

Mind blowing Aquasphere

Champions of Midgard !

More Assaulting

Steam time with Beardy McBeardface, Dave and Lee

Machi Koro, Tim keeps unsportingly refusing to roll two dice and open himself to many many taxes

* They were probably not flip flops. They were probably some amazingly trendy and modern stylish foot wear that only kinda looks like flip flops, and how dare you suggest they are flip flops, these cost 100 squid from London, and this is pure Italian virgin hand stitched craftware - not flip flops. Even though to my 1970s simpler times old bastard ignorant beach trained eye, they look like flip flops.

Thursday, 4 December 2014

Sucker Punch

The month of Christmas rolls on, Black Fridays have been and gone with blood and limbs cleared from shop floors, Cyber Mondays too have passed us by which left us with the most important day of the week, NoBoG Tuesday.

If you were NoBoGing upstairs, you might have seen that the Ribs was busy this week. Full of business attired people drinking, which I am going to assume was some sort of Christmas Work Do shenanigans. A ritual that has you going out and sharing drinks, food and then more drinks with people you half know, don't know, sort of know, but in any case have never felt even the slightest urge to socialise with, but winds up with you inexplicably copping off with the girl from the mail room, or worse, avoiding the advances of some inebriated colleague, and finally ends with you avoiding all of them socially for another year. Or is that just me ? Just me ? Ok. There's probably a gem of a board game idea in there anyway. No need to thank me. You're welcome !

Onto the games - this week more new and shiny appeared in the form of the Sheriff of Nottingham, a bluffing and bribing kind of card game which sees you trying to make as much money as possible by shipping goods into Nottingham in preparation for a Kingly visit. Despite the title of the game and the theme, there is no Robin Hood ambushing shenanigans going on - it's just literally about getting goods to market under the watchful eye of the Sheriff.

Which is weird if you ask me.

The main shtick for the game is the premise of the goods bag - you secretly place two to five goods in a sealed 'bag' and then hand it over to the sheriff - a role which rotates amongst all players. You then get to declare to the sheriff what the bag holds - but here's the catch, you can only declare it to contain one good, and they must all be legal goods. If you are caught shipping more than one type of good, or illegal goods, the sheriff can confiscate them. Shipping five goods is great for your score - but you strain credibility asking the sheriff to believe there are five of the same type of good contained. There then follows some gamesmanship where the sheriff may not believe you and threaten to inspect your bag, or possibly be open to a bribe, or you may try all these things in the hope the sheriff does inspect the bag and find nothing amiss. If the bag contains what you said it contains - the sheriff pays you. If it doesn't then the goods that don't match are confiscated. Goods that got through are placed on your marketstall.

At the end of the game the person with the most value in goods - and there are some set collection rewards to pick up - wins.

I utterly failed to get a picture of this in play, or ask how it went down as I was wrapped up upstairs. Seems like a solid game though, and one open to a bit of social engineering. These are not the apples you're looking for. Move along.

Elsewise Elliot brought one of his regular items along - Settlers of America, the elongated slightly deviant version of regular settlers - and as he wasn't ranting at game end, we can safely conclude that he won. That and the fact he cheered himself as the winner as he left the pub.

Cash and Guns, Tsuro, Werewolf and Fluxx all got a mix up at the final table downstairs - but Fluxx ended up exhausting them and they called a halt to its chaos at 11pm. That's what you get for playing Fluxx.

Odd Village
Upstairs hidden in a corner of the pub, a group took on Speicherstadt, a game I have never heard of, but is apparenly one of Mr Felds efforts - this one a card game. No idea how this played or who won, I can tell you however that it had fantastic glittery cardboard coins which resembled nothing so much as the old gold foil wrapped chocolate money. Conspicuous at this time of the year - and possibly lucky that someone didn't try to eat any of them.

They followed this up with the cool looking Odd Village. No idea what that's about.

In the other corner of the room Pete managed to cajole a group into Lord of the Ice Garden - its welcome seems to be running out at the Ribs if the enthusiasm of who wants to play is anything to go by - then again if you took the enthusiasm of who wanted to play what at NoBoG as a judge of anything, then you would conclude that NoBoG wasn't a board gaming group at all, but was in fact a secret society of performance artists that liked to turn up and stand around in a crowded room for 10 minutes displaying epic levels of choice apathy. Like a flash mob. But without anything exciting or enthusiastic going on. Which rather describes any kind of rush hour public transport.

Bondy won the Ice Garden as the black dudes as the red dudes - Pete was even more loudly muttering about Black possibly being unbalanced, over powered, yada, possibly covering his multi game experienced ass getting wooped by a newbie, but regardless Mr Bond declared the game to be great as he had won. On asking Hal, he paused, hesitated, then said it was good. I'm not sure if that actually means it was good or was just being polite. Perhaps he had just zoned out.


Myself I got to play Aquasphere again - with a few rules corrected, and a clear idea of what was going on in my head, I taught it to Tom II and Sam II. And utterly failed. I am not entirely sure what went on - there were points where, much like my first game, I was horribly brutalised, but I was doing ok until the middle of the game, and then everything fell apart. Consistently shafted for area control. Out of time. Out of place. Wrestling with idiot squids. It all went downhill. Sam won this and declared he liked it better than Glass Road - which I thought was rather surprising given that Aquasphere is a fair bit less welcoming than Glass Road. Sam said it was about knowing what to do - Glass Road he struggled to get an idea of where he was going.

Colt Express - a better picture of it this time, the
passengers have just got fed up of being robbed and started
shooting, causing all the desperados to flee to the roof...
Afterwards we got to play the excellent Colt Express. And it really is excellent. Such a fantastic little game, Luke joined us for this and seemed to be the target of a fair few punches. Everytime he clambered on top of the train he seemed to get sucker punched for his trouble. Hilarious for everyone but Luke, who ended up with no loot at all due to all the punches. Desperados jumped back and forth, shots were exchanged, and right at the end Sam managed to pip the win by picking up the strong box and its $1,000 prize. Pfah. If it hadn't been for that I would have been in a comfy loot stuffed lead. Luke made a great comeback, won the $1,000 reward for being the shootiest of desperados and beat Tom into last.

Whilst the mechanics for the game are extremely easy, move, punch, shoot or loot, the joy and coolness comes from the way the orders are placed - everyone piles their orders one by one onto a communal pile - somtimes facedown, sometimes face up, depending on if the train is in a tunnel or not, and then at the end, the orders are flipped over and played out. Something of a Robo Rally or Room 25 program your turns dealio. This can lead to stupid, funny and cool moments as someone does something unexpected in a tunnel, you end up punching thin air, getting shot or captured and so on. Fab little filler with just one downside - it's a little too small for fat fingers. Fiddly is the word that springs to mind. It needs a deluxe version twice the size... but that really doesn't hamper the game. If you haven't tried it, you need to. It's great.

Wednesday, 26 November 2014

It's Christmas !

It's Christmas !!!

Christmas has arrived !

*checks watch*
 *checks it's still November*

 watch - an archaic device that was used in pre-internet-azoic ages that strapped to primitives wrists and allowed a person to tell the time, possibly the date, and boast that they could tell the aforementioned time and date in depths of water up to 30m - something that no one, ever, in the history of 30m water depth watches ever used. Latter age watches worn by particularly flamboyant and misinformed primitives also had calculator functions provided via buttons too small to use - which like the 30m water depth were never actually used other than to spell Boobies - at the time rated as cutting edge humour before the enlightened internet wisdom of youtube taught us that dancing cats are actually the cutting edge of humour.

This week the Ribs was resplendent in its Christmas attire with tinselly tinsel and apparently the entire European stock of twinkly lights stapled to every surface that wasn't a table.

All the Christmas regalia had a surprisingly subduing effect on the patrons of NoBoG where a room full of people managed to be almost entirely silent - except for James which goes without saying. James loves a good chat - probably something to do with the fact that he spends all his time working on fish ear bones which are notably 1) incapable of chat and 2) not great conversation starters unless you happen to meet someone else who works on fish ear bones. I think James might be the only person in the world that works on fish ear bones - I can make this claim safe in the knowledge that I have only ever met one person that works on fish ear bones - which therefore makes the chances of meeting someone else into fish ear bones remarkably unlikely. Thus he is starved for chat.

And with the theme of Christmas and shiny new presents to open, this week a whole slew of new games were on offer to partake of.

Imperial Settlers
First up Darren brought along the new Imperial Settlers, a 4 player civilisation card game that sees asymmetric sides competing to build their society up into the most VP earning society. Along the way you might get to steal or even burn your opponents stuff as well as the usual Euro type things of producing things, paying for things and deciding what action you want to take. This plays fairly quickly and is open to more player screwovers than is typical in VP engine building type games. It seemed to go down well, Elliot gave it an initial 7/10, mainly docked points because Ewan - as the Barbarians - was stealing his stuff. Mr Bond also gave it a thumbs up, but with some provisos about it being dependent on what cards you pull and how powerful they are for scoring opportunities.


Hansa Teutonica... Brittanica ?
Upstairs Pete had a play through of Hansa Teutonica with the new Brittania map. Hansa Brittanica ? As well as being a new map to play Hansa Teutonica on, the Britain map also introduces a new mechanic or two, and tweaks some of the balance of the different scoring capabilities via some clever map design. Hansa Brittanica brings in a rule about area domination - certain areas can be vied for dominance control with the winner gaining some victory points - which is a really nice idea that could have easily been implemented into the other Hansa maps. It also brings to the table the concept of only allowing placement in certain areas of the map if you have control of the right city spot.

Needless to say Pete really enjoyed the new map and its new balancing - but he's a pretty big fan of Hansa full stop. He went on to capture a win - also not unusual, this despite Rich IV attempting to pick on Pete all game to prevent him winning. It can be hard to pick on people in Hansa - doing so often just makes them stronger in other ways, and Pete adapts very well in Hansa.

Colt Express - Get outta my way ya no good varmint !
Sam finally managed to get his copy of Escape from Atlantis to table, which went down well, and then got the new and shiny Colt Express out for a play which has possibly one of the greatest themes for a game ever - deperados shooting, punching, roof jumping and stealing their way through an old West Cowboy Train Express. Yes, it's a train game, but I think you can forgive it of any Euro cube shuffling sins, in favour of the rootin' tootin' treasure stealin' gameplay.

Players get to romp through the train, shooting others - and filling the action card hand with bullets that serve no purpose other than to fill up their hand with chaff - punching others, making them drop a loot, stealing loot and avoiding the sheriff.

Not only does the game have a great theme, but it also looks great, with a nice 3d train to leap around on and punch your fellow robbers away from their loot. I really want to give this a bash myself to see how it plays - not sure what the feeling about the game was.

Three new games in one evening ? Phew ! But there was one more to try, as Nate brought along Stefan Felds latest design - Aquasphere, a hardcore Euro with one of the largest point Salads seen thus far in Euro design. This was a real pleasure for me as I have been itching to give Aquasphere a go for some time since I read about it in the Spring.

Aquasphere is a game for up to four, where each of you play the role of a scientist doing... sciencey things in an underwater research facility. Choose your actions, deploy your scientist and robots and accrue resources, tech, VPs and a long the way vie for area control. So far so Euro. There are some twists however.


Aquasphere. A cacophony of iconography and meeples !
First is the action selection - you'll get to pick three from a total of eight - but which ones you can pick is not set and varies based on a card that shows the layout for a round. This is tricky to explain unless you can see the action selector, but basically at any one stage you have a choice of one of two actions, until the third choice, when you have a choice of one of four. Just which actions are mutually exclusive varies - and the timing of when you can get access to each action also changes. This means game to game, and round to round, the actions you can select and the interactions you can perform on the board are ever shifting.

Put simply, you never have full access to all the actions available. Their timing and exclusivity varies. This obviously has major consequences for what you are doing.


Aquasphere - my board and the action selector / score track
As well as that action selection malarkey, your actions are actually selected at least one round before you get to play them. Effectively you are playing ahead one round - and, here's the important thing, everyone else can see what you are shortly about to do and thus plan around it, or against it, or otherwise. This adds another layer into the whole action planning stage.

Finally the board is split into six segments with a first come first served capturing of resources, and a last come mechanic for scoring the control of a segment - everything you do interfering with everyone else and their plans. A scrum of scientists and robots milling around the underwater station.

As for points. This is where the crazy point salad comes into effect. Points can be scored for
  • Placing submarines
  • Placing robots
  • Obtaining research
  • Killing Octopods
  • Performing actions that synergise with your research
  • Segment control
  • Resource overflow
  • Completion of a lab
  • Completely deploying all subs
  • Segment listed lab sections 
 But there's a number of subtleties beyond that with scoring limitations and time gathering - which is used to move about or gain access to extra actions. It has mechanics from Hansa / Terra Mystics with its removal of meeples dictating what you score / what you are doing, and a scoring somewhat similar to Lords of Vegas or perhaps Suburbia where to keep on scoring you have to pass certain requirements - in this case paying a crystal to breach the next scoring range.

Although a pretty easy game to understand the basics, the sheer amount of variability and permutations on offer mean this is a monster of plans upon plans and options. I could well imagine that with the wrong people this game could be the mother of all analysis paralysis games as someone sits there and works there way through hundreds of variations. Even without that, the a game turn can often be lost in a bit of thoughtful silence as each player tries to grok the layout and come up with a semblance of a good plan.

This game just about has it all - with the notable exception of bidding ( which if you were a glutton for punishment you could introduce as a variant for bidding for turn order ), and if you are into 'proper' crunchy Euros that have high variability and good player interaction, then this game could be for you.

Personally I thought the game was great, and is one of the best Euros I have played. Its variability in action timing and choice means that no two games are going to play the same, and it will always present an interesting challenge to even the most well versed player. The theme works really nicely, it's an attractive game to look at, its simple to grasp and hard to master. Excellent !

Nate won with a strong score, with poor Stu doing really well but failing to have enough crystals to keep on scoring and thus hitting a glass ceiling, without which he would have won. Moral victory to Stu then. I came last by a whole score range - I was brutalised a few times early game - the game can be brutal - and my sub strategy didn't do well for me at the end.

Elsewhere Max and Emma returned with Dead of Winter, Max turned out to be a bad guy, convinced the good guys to give him a rifle - which he promptly shot someone with before breaking the gun and throwing it in the trash. The colony now hopelessly tanked voted him out in a fit of revenge, causing his betrayer goals to change - turning him into a repentant bad guy which ended with everyone losing. Huzzah. I think Sparky the Stunt Dog played a prominent role once again. At one point I am sure I heard Emma stating that Sparky was one "suave bastard". The James Bond of stunt dogs.

Tokaido, Incan Gold, Sechs Nimmt were also played, and quite possibly some other fillers which I missed.

A great evening, looking forward to seeing some of those new games turn up in the coming weeks.

28 if you are counting. Which my mom - like a lot of others - has started saying is a quiet week. Yes. My mom comments on the numbers at NoBoG. Don't ask me why. 28 is not a quiet week. You quiet nay sayers - and my mom - should stop spreading such quiet nay saying innuendo.