Showing posts with label Cash & Guns. Show all posts
Showing posts with label Cash & Guns. Show all posts

Friday, 2 June 2017

The Bamboozling Business of the Baffling Board Game

Greetings, Gamers! I think you know the drill by now: this is a blog post about board games, I write it, you read it, we all achieve a state of enlightenment and oneness with the universe. Smashing. In this round of board-gaming zen I have reports relating to such wonders as Harry Potter: Hogwarts Battle, Dark Souls, Trajan, Cash and Guns, Tiny Epic Galaxies, Keyflower and Resistance. Let's get gaming! or actually not gaming since the games have already been played and I'm just writing about them. COUGH
We first transport ourselves to a magical world of Magic, Evil and, err... Neville Longbottom in Harry Potter: Hogwarts Battle. Yep, Elliot has landed the least desirable of all possible characters and even gets the pet toad, Trevor. James dispatches Peter Pettigrew because "he is an enemy who deserves to die," which seems very morally black-and-white but what do I know. Now at this point I must confess that a small argument broke out. This is because James made the unforgivable assertion that Neville Longbottom is better than Sam Gamgee. Now I know we have an election coming up and supposedly there are some important questions to be decided in that, but I'm sure we can all agree that it is absolutely necessary, once and for all, to clear this up right away. Sam Gamgee was the only one who could deliver a Strong and Stable Rinxit. What did Neville do? Kill a snake? #ConfundusOfChaos.
The state of play at Hogwarts
With that vital issue resolved now and forever, I got a quick run-down of the game. It's a co-operative deck builder with a varying difficulty, and most of the players are only informed as I'm talking to them that they're playing on the hardest difficulty. Oh dear... You have to build up your decks with extra spells, characters and items and work together to prevent the forces of evil from taking over the castle. Each character has some unique cards available only in his or her deck, like Neville's Toad Trevor, which when activated either deals some damage to an enemy, or heals Neville. I can only assume that he exudes some health-restoring drug/potion from his skin which Neville must lick to "activate." I'm guessing if he was stoned off his face on hallucinogenic toad-juice this would explain Neville's clumsiness in the books...
"Kiss me and I promise to turn into a prince,
and definitely not exude any toxin!"

I move on and find myself standing next to the campfire of Dark Souls. The players complain of a very unrealistic experience as none of them have died at all, yet. I haven't actually played the video games (yet) but nevertheless am well aware of how un-true this is to the source material. It's a co-operative monster slasher that has been getting quite a bit of play recently so presumably is quite good fun. It comes in a very hefty box with large miniatures which are just crying out to be painted (not literally crying out — though the name might suggest otherwise, Steamforged Games has not managed to actually embed the souls of the damned into the plastic figures) and indeed Sam has got started on a few of them.
"Cash me ousside, how bow dah?"
The monsters have some rules or "AI" which determines how they move and attack, so you have to try and play around that to get them to do the least damage to your team and put yourself in position to counter-attack. As I observe, poor Emma is actually being pushed into harm's way, but she is the tank (the tank role if you're not familiar with the terminology; this is a medieval fantasy themed game and does not feature armoured vehicles, instead Emma deals little damage but has excellent armour and so can soak up damage for the team) so it makes sense. This should keep everyone from getting leathered by the big dude who could, if not counter-played properly, hit everyone at once.
Emma the Tank moving things in Dark Souls
I leave them to their inevitable death and mosey along to imperial Rome where Trajan is holding court. Sam said, "I thought this was going to be the most boring game ever, but actually it's great." I'm not sure if that's exactly a grand endorsement, but there you have it. Personally I find such a U-turn completely contemptible. In Trajan the aim is to impress the Emperor (who presumably is Emperor Trajan, although I never did check...) by doing all sorts of stuff. That stuff includes conquering Europe (of course), build stuff, producing luxury goods, selling goods and probably more. Before I arrived Monika was winning, but now isn't winning and so, in an apparent fit of pique, attempts to destroy the game as she gets up to go to the bar. Bad form! (Mind you, I can't talk, as I'd had about three attempts at destroying Matt's Machi Koro box by the time the evening was up... I swear I hadn't been licking Trevor!) Whilst Sam was off "conquering the arse-end of Europe" (pretty sure there was something in the UKIP manifesto about that) Declan snuck up the senate track to get his pick of some end-of-game bonuses. Sam was rather miffed about this and tried to deploy dubious biology to convince him to leave the bonus Sam wanted, proclaiming that Declan was, "gonna have loads of spare bread! It grows on trees!"
Tragically Trajan
Returning from the bar (and having failed to destroy the game) Monika confessed that her strategy was really just to destroy Sam. I'm not sure that's actually a strategy but it's a goal, and more than that, it's a goal we can all get behind. On the other hand, Declan's goal was just to understand the game by the end of it — "I'm getting there," he said.
I believe these ranks qualify as "serried."
In a violent game of Cash and Guns, everyone agrees they're shooting Ben. Except they end up shooting at JD. Woops! Ben was the mafia boss and forced Hannah to aim at JD, whilst James was already aiming at him because he foolishly assumed he could count on everyone else to murderise Ben. Even though Hannah holds her gun funny, it was enough that JD would have been splattered against the bar, except he wisely ducked out. He had after all already been wounded twice (surviving despite the lack of medical facilities available in the Mash-Tun) and needed to play it safe.
Point guns! Point fingers! Point guns... kinda weirdly?

I fled the ganglands for the loneliness of outer space in Tiny Epic Galaxies, in which James is apparently cheating by farming when he isn't on a farming planet. The idea is to gather up the planets for your own nefarious purposes and then complete your (secret) missions. The game was in early stages; Lewis was the only player with a planet of any kind, having got lucky and been able to snag one without even possessing any upgrades. The game comes with cool unique dice (though what they determine I didn't ascertain) and some nice marked wooden cubes to mark your resource levels and other things on your player card. The two resources are "energy" and "culture" and this was a particularly uncultured game as everyone was using it up to try and screw each other over. I heard multiculturalism had failed anyway.
Some tiny epic planets to occupy similarly
diminutive yet awesome galaxies
This brings me round to the game I played, Keyflower. Keyflower got off to a slow start because the buildings we drafted initially were almost all in the 7–14 range and so were undesirable to get at the beginning of the game. This was the first time I'd seen this failure mode of the drafting rule (which was such a popular house rule for the base game of Keyflower that they included it as an official one in the expansions) the problem being that there's no mechanism to get rid of cards noone wants so you just end up with a poor, restricted selection for ages. I got pretty unlucky with this, frequently being unable to afford anything useful to me, compounded by Matt's investment into the red (i.e. dick) cards, stealing my (and everyone else's) money! At this point I should probably confess that, although we broke out Keyflower and started reading the rules, we decided it was too complicated to learn with none of us having played before (in spite of us all being experienced board gamers!) and, tacked onto the (always optimistic) playtime of 90-120 minutes, would probably leave us still playing by midday Wednesday. We therefore replaced it with Machi Koro.
Keyflower
Highlights of the game included me and Sam repeatedly deconstructing our landmarks for money and then forgetting we had done so. By doing this I once managed to roll two dice using my non-existent train station, make everyone put the money back they'd earned from the roll, and then go and roll exactly the same number with one die. I just like making people suffer. As the game progressed and the red dickery became old-hat, players started building up stocks of purple cards with which to screw each other. And how! Sam emerged as a clear favourite but as the game came to a climax(!) it was Dave's stack of number seven cards that brought him the win. Playing the probabilities always works (on average.) That is, if you can ever even afford to get a number seven card in the whole game. Oh well! Next time I might insist on the alternative card draft that is apparently a possibility, where you have split stacks of 1–6 and 7–14.
It IS Keyflower! Shush!Dave's winning spread
Keyflower (shush) over, it was time for a traditional round of deception games and tonight's pièce de résistance was, err, Resistance, aided by the foam guns from Cash and Guns, to pick the teams for missions. Because more guns = more fun. The game got off to a good start with a win for the eponymous resistance, though accusations were already flying. In fact they'd been flying since before the loyalty cards had been given out, so maybe that's not so relevant. Unfortunately the second mission was sabotaged — the terroristsfreedom fighters had a traitor in their midst! There was much consternation and a third team was eventually picked consisting of the tried-and-tested first time, plus one more. This too passed, vindicating those four players and casting doubts on the cacophony of voices calling for votes against the choice. It was only natural to make the fourth team up of the same lot, plus a fifth when, suddenly, not one, not two but three failures had made it into the pot! The table immediately erupted in debate and, unlike certain other debates this week, attendance was not optional! (And it went on for bloody ages!) What were we to do? This meant that at least one of the original, trusted team was a filthy spy! Accusations flew, established trusts were shaken. After what seemed like hours, the final team of five was selected, avoiding the now-suspicious dream-team from earlier. This was it! What would the final cards say? Success, success, success, success... FAIL! This was a surprise to no-one except me because in spite of being evil (and having played "success" on two of my three missions) I'd gone so far undercover I'd forgotten who one of my fellow agents was and didn't realise we had one on the final team. But more important than anything else: more important than winning, more important than convincing Dave I was good, more important than convincing Matt that Sean was evil (maybe I didn't have much of a hand in that...): I'd finally been on the bad team at a NoBoG deception game! The upstart insurgency had been quashed, though in light of having played the game, we are now all open to future accusations of calling the terrorists friends.
Someone else took this photo. I can't even tell
who it's of, but as punishment for messing with
my stuff, here you go!
And that was the night! Raucous, rambunctious and just a tad raunchy. And I got to be evil.

Wednesday, 26 March 2014

Gangs, Guns and Poo Barons

Cake.

Yes. There was Cake at NoBoG this week. The generous spirited Ewan brought the bottom tier of his epic four tier birthday cake along to the Ribs for everyone to enjoy whilst playing board games and slurping their drinks. See what you are missing ? Birthday Cake !

The turnover of people at NoBoG can be quite something. Spend a year of Tuesdays down the pub playing games and you will see an amazing procession of people, some who turn into regulars, regulars that fade away, and those who turn up just the once. Blink, and you'll miss half of them.

So it is that for the time being we bid farewell to Ed#2 as he pursues a career in Other Places that are Not Norwich. Ed#2 has turned into something of a regular this last year, and it seems his lament of never winning a game at NoBoG is always going to be true.

His departure is especially a shame as this week saw Ed giving himself the deserved title of Poo Baron. Which surely has all the hallmarks of sticking as his official NoBoG name. Ed "Poo Baron" Lewis has a certain ring to it I think.

Early stages of Dungeon Petz
The Poo Baron, Owen, Ed#1 and Dean got to parade their motley collection of dungeon critters this week, feeding them, taming their rage tantrums, keeping them occupied and also trying to keep the inevitable pet poo from piling up.


Ed#1 for his part completely forgot to purchase any pets and instead seemed to go into the landscape gardening business - displaying a set of lovely show room enclosures and fields that had no animals in.

This is a pity, as Dungeon Petz is predominantly scored based on the actual animals you have.

Ed "The Poo Baron"glees over his poo in Dungeon Petz
Meanwhile the Poo Baron was doing what Poo Barons do best. Namely looking after mountainous volumes of Poo, which, much like landscape gardening, scores you no points in Dungeon Petz.

As for Owen, I couldn't see what he was doing. But he had a similar score to the Poo Baron and the Landscape gardener. So who knows. It would be hard to imagine coming up with a strategy to threaten the lacklustre capabilities of poo or empty enclosures, but Owen had it nailed.

All of which left Dean embarrassingly in front. So far in front in fact, that at one point had you combined the scores of the other three, they would still have been behind Dean. When I checked Dean was on the threshold of lapping the score track, whilst Owen, The Poo Baron and The Gardener were all dawdling in the low teens. Oh dear.

Meanwhile on other tables, Modern Art got a play, with Tim grabbing the win, before the group moved onto a spot of Kingdom Builder - a title that is surely in the spot of Most Played Game at NoBoG - with I think Tom and Paul vying for a win that went to a tie breaker.

Cash & Guns. Paul goes all gangsta with his gun
whilst Tom does his best "fuhgeddaboudit" pose.
Lastly they bust out the fun and foam gun filled Cash and Guns, always a treat, particularly if you've never experienced the stupidity of waving an orange fake gun in someones face.

Lords of Waterdeep - another popular NoBoG title - got played again, relative newcomer Andy beating all the veteran hands at the game.

Upstairs two tables had to fend with the Ribs of Beef Quiz Night. I'm not sure if the Ribs Quiz Night was some clever counter culture hipster event celebrating the absence of quizzing - so very last millennia - but whatever it was it had a turnout of precisely zero which meant undisturbed NoBoGing upstairs.

Infamy, Infamy, they've all got it....
Infamy got its first outing at the Ribs, myself, Pete, Rich and Sam vying to be the best futuristic gang in this simple but clever game of influence bidding and reputation building. The table talk was sharp and full on as Pete attempted to paint himself as ever in the guise of the plucky underdog that needs all your resources and Rich grumbled about everyone ganging up on him.

Rich ended up winning, with Pete blaming Sam of robbing him of the win.

On the other table upstairs a few people got to try out vanilla Galaxy Trucker, and in what seemed a very civilised outing to me, there were no mad scrambles for parts or mocking taunts as pieces of ship disintegrated into the ether. Having now learnt the base game, perhaps the intrepid explorers are ready for some advanced trucking another week, complete with ravenous aliens, implacable commandos and a whole fistful of crazy new components and threats.

JJ ponders his options in D-Day Dice
Skull and Roses, D Day Dice and Resistance finished off the evening in various places. The bad guys swept the floor in a hurried game of Resistance, and lawks alive, I won Skull and Roses ( I think so far I win more than I lose at Skull and Roses ).

D Day Dice looked interesting, I still want to give this a try, but alas Fletch is gone for another month - his duties take him in and out of NoBoG for weeks at a time.



Oh yes. And for those counting, there were 22 bold explorers this week.

Thursday, 10 October 2013

A drubbing for Team Good

Nineteen this week, and yes, more newcomers to share in the fun and games - Alina's exasperated cry of "Oh no, not more !" on seeing more people turn up for gaming should be taken as wild and unruly thought. Rest assured that she has been taken to the very deepest depths of NoBoG HQ to receive special thought re-education on the matter and is now well on her way back to normality as a card shuffling and cube counting drone welcoming member of NoBoG.

In all seriousness newcomers are always very welcome whenever you turn up, and as numbers grow we simply expand to fill tables upstairs in the pub, so not a problem. There are even plans for what to do when we fill up the pub / Norwich in general, although I am doubtful the "Norwich is full of Gamers Apocalypse Plan" will ever get put into place. There are shotguns, cans of gasoline, general anti zombie equipment and details of how to fortify the shopping mall in those plans. Hmm. Maybe that's the Day-Z NoBoG plan. *Quiet Year Flashback* *zombies* *heads on spikes* *Agnes the OAP* *Quiet Year Flashback*. Arrg. Ah well. No matter the plan, fear not, NoBoG is prepared whatever the eventuality !

This week Trains made it to table, which as the running joke goes, is a game about Trains. Once you open the box and start looking around however you might actually think it's Dominion... with a map. Trains is a light deck building game where you improve your personal deck of cards over time to either buy victory points for end game glory, or actually provide you with actions to do something useful on the map... which provides you with victory points for end game glory. Points are scored for pure VP cards in your hand and for having a track running into a station or off board distant location.

Building track and raising stations on the map can be achieved by playing an appropriate action card, but crucially, each time this is done waste is placed into your hand ( useless cards to interfere with your sublime deck build ), and, if you are building on top of someone else you get even more waste.

This means Trains has a certain benefit for people that build early or first on the map but in the process are perhaps sacrificing building and optimising their deck early. Which is a nice additional problem to juggle.

The various trains in the game provide you with money - and in an exact replica of Dominion the 3 standard trains are valued at exactly the same values as copper, silver and gold, and for each game a random set of optional cards are added in that provide additional actions and money.

Game ends when either a certain number of card piles are exhausted, someone runs out of track to place or all the stations have been placed. We managed to get two games in for a run time of somewhat over 2 hours - including a rules session.

The game plays nicely and for me is an interesting and welcome variant / extension of the Dominion mechanics, and I can see that this game could go the way of Dominions with perhaps a bazillion card expansions ( and also board layout expansions ), or even a complete re-theme and created as some other game.

Martin took both wins in our time with the game, thus proving that he is the Trainiest of Train Masters.

Elsewhere in the Ribs, Tales of the Arabian Nights flourished its way across Europe and Asia in its inimitable You Are Now Lost / Insane / A Frog type way and entertained five for the whole evening. Sam was apparently doing well this time out, but I have no specifics to offer. You can insert your own 100 wardrobes, Menacing Djinn, rubbish fish reward tales here.
Cosmic Encounter. No sign of space Goats.. yet...

The classic Cosmic Encounter bounced out for some of the more experienced hands, where I believe that Ed#1 possibly won. It can be very hard to tell with Cosmic Encounter however and it's possible that the bar maid - who wasn't even present - could have won instead. Or maybe the game ended with a Goat. Cosmic Encounter eh ?

Stu talked up playing Ra on the last table - not sure if he actually managed to get this out (*crackly NoBoG radio communications tell me that Ra was indeed played* ), when I walked past mid evening it was Kingdom Builder that was being contested over.

As the evening drew to a halt - those not playing with Insane Fishy Wardrobes - split into two groups to play The Resistance - Avalon and Cash and Guns. Excellent ! If you've never played either games, and more to the point, if you've never played either games with the NoBoGers then you should - it's possibly one of the greatest most fun ways to end a gaming evening. So long as you like lying and attempting to foil your compatriots plans. Or pointing foam guns at people. And let's be honest, who *doesn't* like pointing foam guns at people ?

In earlier weeks there has been a spate of the Good Guys winning at The Resistance - a shocking and immoral turn of events - but thankfully this week, the Bad Guys were back in form and gave Arthur's Round Table a thorough drubbing with three consecutive failed quests. The poor lady of the lake hardly had time to wake up and smell the coffee before the game was over.
The Resistance - left to right, Bondy bag of Cheese & Onion,
Hand of Matt, Silver Tongue Pete, Ed#2, Rich, Ed#1,
Clive Shoulder, American Pete bag of Ready Salted

To confuse matters we elected to play Resistance with two Eds and two Petes. Because it's not confusing enough when you start throwing accusations around about who is trustworthy when everyone has a different name. Next week we may decide to play with *all* of us adopting the name Ed, thus making the statement "I think Ed is a spy" guaranteed to be correct.

Evil Ed#1 managed to foul up some good guy questing early on but bought endless amounts of heat for his actions. Fingers pointed and his desperate verbal defences became shaky, beaten into the submissive statement of "Well, just bear in mind there's a remote chance I might *not* be a spy". Oh dear.

On the other hand Evil Ed#1 did absorb much heat from the other Evil Doers - myself and Matt - and any Good Guy that unwittingly copied Eds actions was then subject to tarring with the same Ed shaped brush. Excellent.

Wily American Pete slammed the accusation hammer down on Ed#1, and started pointing fingers at innocent old me too - I never really clocked that Pete was actually Merlin with inside information, instead, vocal Silver Tongue Pete seemed like the favourite for the bearded one. So good job there !

Alas, despite Merlin's best efforts, the bad guys won, myself and Matt managed to keep a fairly low profile, and even at the end after the final failed quest, I was being named amongst the most trustworthy of good guys ( and got to burn the last quest ).

Muah ha ha ha ha ha ha ha.

Evil.

I love it.

Roll Call -
Adam, Alina, Barnaby, Bondy, Clive, Ed, Ed, John, Martin, Matt, Paul, Pete, Peter, Rich, Robin, Sam, Stu, Tim, Tom.

( That roll call seems like a failed Dwarf name list for the first draft of the Hobbit... scratched line and a hastily scrawled comment... needs more '_ifurs', '_ofurs' and '_alins'..)

Sunday, 6 October 2013

They're Heeerrreee...

Fourteen for Tuesday this week, and eschewing any initial six player game madness we split into four smaller groups.

Dean brought along new game to review, The Witches - another one to add to the slowly expanding range of Discworld board games - and with three others set about fixing the ills of the Discworld.

The Witches
It seemed to get a fairly cool reception after play, although Barnaby was more enthused as it appealed to his Pratchett fu. The game is very light and doesn't offer a whole heap of choices - and to be fair to the game it's been marketed as a light family game, so it's not pretending to be something it isn't.

With its capability to play solo, co-operative or competitive as you like, there are good options there for a young family to get out an interesting game with strong female protagonists - if that's your thing and have a family with a bucketful of young impressionable daughters. Dean will be writing up a review of this game soon, so when he gets done we can include a link and you can see what he thought.

Continuing the perhaps early Halloween theme, the next table over had Ghost Stories, a co-op game that sees players fighting off waves of ghosts with Taoist powers all to protect their village.

Ghost Stories
The game has a Chinese theme to it, and if you've ever seen the film Mr Vampire or its like, you know the score. If you've never watched Mr Vampire.... then do so immediately !

 The game is known for being tough to beat, however the team of four aced the game the first time round, played with more difficult settings in the second round only to beat that too.

Cue Ghostbusters music. Who you gonna call ? Nicky, Ed, Rich and Ewan apparently.

After the supernatural fare on these tables, play was switched up to Colossal Arena for The Witches players - a hidden betting kind of game, and the bonkers Unexploded Cow for the former Taoists.

All of this left Pete, Ed and Simon to play Tzol'kin - where you probably have to fear for the lives of Ed and Simon - and an almost game of Race for the Galaxy - which was rudely interrupted before it could quite start and replaced with The Resistance instead.

Six headed into the melting pot of Arthurian Resistance, where after four much argued missions, the forces of good held the day. But what of Merlin - the good guys may have congratulated themselves on a job well done, but all would be ashes if the evil do-ers assassinated Merlin at the end of it all. But it seems Resistance experience is beginning to sink in - Rich, a good guy but not Merlin, had ably run a good smoke screen presenting himself as the obvious target, covering the ass of Ed#2 ( a mean feat given no one knew who Merlin was ). The bad guys duly took the bait and attempted to assassinate Rich. Wrong ! Ed#2 had thrown a few mistakes out there to put off the bad guys, Ed#1 admitting it had crossed his mind that he might have been Merlin, but no, Rich was the obvious - wrong - target. Very well done to the Knights. Boo ya sux to the Mordred antagonists.

Upstairs I played Yedo with Richard and Paul. A closely fought game, the lead changed hands several times, with the final score so close that it was only a marginal bonus card point score at the end that nailed victory for me. I had a much better game this time round - was placed into the unfavourable first turn position after the first third of the game - but as I have suspected in previous games, I think this did me a favour as the game progressed. Preparing for a difficult black mission from the start, and getting some early VP buying under my belt made all the difference here. Richard also early prepared for a difficult mission which paid off, but crucially at the end of the game both Richard and Paul had stacks of unused money, which if it had been able to been converted into VPs would have been a game winner.

Early prep of at least one difficult mission seems to be a real help in Yedo. I suspect those that start slow, plan well at the start and then burn at the end stand the best chance of victory - certainly Ewan who followed this strategy to the letter several weeks ago trounced both me and Tom.

Lastly, for those not engaged in Resisting, Cash and Guns made it to table, six armed criminals arguing about the split of loot from their nefarious deeds. Bullets were fired, accusations made, Dean was shot up early but didn't quite die, and somehow by the almost end I had amassed a nice lead of 80k versus 50k. With two rounds left, it became apparent that surely, I would be facing a lot of guns. I decided to make a pre-emptive speech about how it wouldn't help anyone if all guns were on me, and you had to think about who was going to rake it in and win assuming I wasn't there. Blah.

It seemed to work as no one pointed their gun at me. Result.

Questions were asked as to why no one was pointing their gun at me, the cash leader. I offered the suggestion that I was a nice guy and it was perfectly fine not to be aiming guns at me.

My nice guy theory didn't seem to go down well with some. Final round Sam and Dean filled me with lead for daring to come up with the suggestion and killed me outright. A triumphant Sam rushed to take my - now empty - gun, and as the cash was totalled the game ended in a three way tie. Sam wanted a default win for being in a tying spot with *more guns than everyone else*. Probably a fair point. The real cash leader was dead on the floor in a pool of blood. Bah. Next time I'll duck.

Wednesday, 18 September 2013

Twenty 20

NoBoG has broken new ground this week, a record busting twenty people turned up to play games ! It's great to see a steady stream of new faces enjoying the evening and becoming regulars or even irregulars as they return in the following weeks. So a big well done to everyone, new and old, for making NoBoG Tuesdays so warm, friendly and fun !

This week we got to welcome Barnaby, Simon and Liz as newcomers to NoBoG. Ed also made a welcome return this week after a long hiatus, it was good to see him and his new tropical island tan, and Fly Sam also made a repeat visit to our corner of the pub.

As for the gaming - Power Grid, Lords of Waterdeep, El Grande and Cyclades hit the tables as the main fare, followed by a number of smaller offerings - The Resistance, Kingdom Builder, Cash & Guns and Grimoire. ( Grimoire is a fab little filler game, if you've never played it, you should, just for the novelty of the spell book action selection malarkey ).
Grimoire - Eager neophytes hold their spell books at the ready

I got to finally play Cyclades this week, a game from the same stable as Kemet, which sees players competing in a very light war game / Euro to become the most dominant in the archipelago. Area control is a key aspect of this game, and that's achieved by military force. But this is no Risk type game of endless troop shuffling, instead Cyclades presents a definitely Euro inspired twist to the military aspect of the game, where it's often more important that you have bid for the right actions at the right time, than it is to have a whole pile of troops somewhere. Crucially in your turn you will only get to perform one type of action - be that sea themed with Poseidon, buying ships, moving ships, building ports or say land warfare based with Ares, buying soldiers, moving soldiers or building forts. Given that the map is a patchwork of sea and islands, both sea and land are required to make progress - the military conquest immediately becomes a much more cagey action choice affair, rather than a straight up move and fight of say Kemet, as it's impossible to do everything in a single turn.

Like any good Euro, actions can also be taken to improve your position - do you invest in making future turns cheaper, buying more gold income, or building up to the crucial game winning metropolis buildings ? Slightly changing things up for the usual Euro fare - each set of actions randomly changes its place in the turn order at the start of a turn, meaning that just when each action triggers can play just as important a part as to what the action is - if Poseidon comes up before Ares, it could be that your invading land armies won't get the chance to move as your ships you were using for transport are swept from the sea. This is a real nice disturbance to trying to over analyse which action should fit where and how to optimise for it. Of course, some will hate the randomness of it, but, it's open to action bidding, so the choices are definitely yours to make, random turn order or no.

All in all, Cyclades is a good game, it mixes some direct conflict into the usual Euro mix to make for an interesting more aggressive kind of Euro, and it's theme of ancient mythological Greece is handled very nicely - I think because of its familiarity it pulls off a better theme feel than its sibling board game Kemet. It's much less of a pressure cooker than Kemet, has a lighter warfare part and an increased Euro building aspect.

There's enough going on in Cyclades turn to turn to make you think, but not disappear into analysis paralysis, and the game doesn't overstay its welcome or suffer from bloated gameplay.

On the other hand, I am not sure there is quite enough there to make it a real long lived classic, I think it's simple enough to start to fall into predictable patterns, but, that's taking a pretty harsh line -  the game is solid and very enjoyable and it's going to take a while before you become over used to its rhythms. Certainly the mix up of turn order and the changing monster cards ( special actions ) should always present fresh problems with each play. Despite some minor misgivings about its longevity I actually think I prefer Cyclades to Kemet - it's refreshing and interesting, and absolutely worth some play time.

If you haven't given it a go, give Sam a prod to stick it on a table near you.

Cash and Guns finally got to table at NoBoG this week. It's been down a number of weeks over a very long time period, but it's never garnered enough random impetus to actually make it out. This week it did, and its enjoyable, anarchic stupid play - waving foam guns at each other and talking smack was great fun. I suspect this is going to be something of a popular trend for a bit at NoBoG as the serious and deadly foam gun pointing was enjoyed by spectators as well as the players. If I hadn't been playing I would have taken a photo. As it was I was too busy avoiding gunfire.

Cash and Guns, if you've never played, is very simple - a bunch of cash gets put on the table for division amongst the gun toting thugs that each of you play. You get to select whether your gun fires a blank or a shot, and then point your gun at someone. If someone gets shot they have to sit down, take a wound and get no share of the cash. But maybe you don't want to get shot in the first place - in which case you have an opportunity to voluntarily back off - maybe there are too many guns pointing at you, or perhaps Rich with his gun pointing at your head has a mean glint in his eye that means today the gun is loaded. . . Crucially you have eight bullet cards to use in eight rounds, and once a bullet card is used it's gone. So you must choose wisely when to use your blanks and when to use your actual bullets.

The crim with the most loot at the end of eight rounds is the winner.

Variations put special powers into play that break rules in interesting ways, and perhaps most interesting of all, the cop variation puts a single undercover police officer in the midst - who has to phone for reinforcements without getting blown away. The hidden traitor in the midst mechanic. Tricky.

Just because I had won Cyclades, half the table pointed their gun at me in the first round of Cash and Guns. If in doubt, shoot me ? Unfair I call it. Filthy criminals.



Finally. A distasteful subject, but one that must be addressed. A word about Low Hanging Fruit. Practically every week the phrase "Low Hanging Fruit" is muttered by someone at some table. Often it's Pete. Or Tom. It's been called into question whether it should be banned, as the imagery conjured up by the term "Tom's low hanging fruit" and his quip about that's what his wife says is akin to mental torture or against some human rights convention.

Just Say No to Low Hanging Fruit.