Showing posts with label Hamsterrolle. Show all posts
Showing posts with label Hamsterrolle. Show all posts

Friday, 12 May 2017

In Which Chips Were Chomped

Yes mateys, I've only gone and done it, I've only gone and written another blog post! What a mad lad I am. Actually I'm cheating by writing this before everything else so I am technically, right now, lying. Please report me to your nearest priest. Festivities started early this Tuesday with a respectable cohort (I mean respectable in the sense of numbers; never has there been a shiftier looking bunch to grace Norwich's cobbled lanes) gathering outside the Grosvenor to consume fried delicacies. Like sausage. After a brief period of confusion in which David and Matt thought they were going to have to share their chips (Lady and the Tramp style, for every one, we are assured), everyone's food arrived and was consumed in short order. We then made our lardy way down St Gregory's Back Alley (what a shame the hill doesn't go the other way...) greasing the lean earth as we walked along. Drinks obtained, we arrayed ourselves around the pub and awaited what the evening had in store. And what an evening! Games I observed were Blood Bowl: Team Manager, Amyitis, Dead of Winter, Hamsterrolle, Lords of Waterdeep, Machi Koro, and World Championship Russian Roulette. I myself was involved in Lords of Vegas and Avalon.

So let's get cracking — cracking some skulls in Blood Bowl: Team Manager I expect, where Joe "the crap wood-elf" announces he's "gonna go there, gonna steal the ball." I'd have thought sneaky wood-elves would be stealthier than to announce such plans to everyone, but there we are. He is a crap wood-elf, so I guess it's OK. Sam's response (from whom I assume the ball was stolen) is "Arsehole." Short, and to the point, just as one would expect an ork to be. Though they'd probably say "Waaarghsehole" or something. "I'm gonna smack you again," he declares, which I imagine is exactly in keeping with how an ork would let someone know before socking them in the face. At this point the table devolves into racial epithets like "tree-hugging pointy-eared bastards" and maybe I imagined "green-skinned, unwashed, fetid-footed troglodytes." Before the in-game brawl spread to the real-life players, I gathered that the wood-elves have typical elfin skills oriented around evasion and non-contact, but when they get into a fight with orks they "get punched in the face repeatedly and they don't like it." I retreat before I suffer a similar fate.

Probably a Wood-Elf getting squashed.

Next on my rounds I come across the impossible-to-spell-or-pronounce Amyitis which sounds like a very uncharitable way of describing your friend Amy's weight gain. (Actually a trip to wikipedia reveals that the etymology of the name may come from Old Persian Umati- meaning "having good thought." Take that, Amy-haters!) Amyitis was the wife of one of the Nebuchadnezzars, whose name is also hard to spell, but not nearly as easy to make fun of. Enough about Babylonian royalty though, what of the game?! Right, yes. The designers were presumably too up themselves and/or French ("same thing!" I hear you louts cry, but well, you might very well think that, but I could not possibly comment. Thankfully with my French ancestry I can get away with such xenophobia.) to call it "Hanging Gardens of Babylon: The Game," but that is in fact what it is.

Temples are near the top, gardens in
the middle, Babylonian Wyevale at the bottom.
The players are gardeners doing various things to try and make the best contributions to the Wonder of the Ancient World, like planting plants, collecting caravans to buy plants, going to temples to pray to plants and so on. As I arrive, Martin is racking up the points, gaining six and some money all at once — sounds good to me. And he then kicked some people out of a temple! Rude! Apparently you get a bonus for having a majority in them and it operates on a "first-in, last-out" or "FILO" system. Or perhaps they were just eating lots of pastries, I remain unsure. The game looks to be a "Guillaume classic" — fairly complicated and with oodles of tokens, bits of wood and things to do. Martin, Tom and Nicky weren't objecting to being subjected to it, though, with Nicky's strategy of "trying not to be last" bagging her first place at least at that moment in time.

Next was a chilly Dead of Winter even though the weather is finally showing hints of getting warmer. Some people live in the past though, I myself having finally played the game last week. Upon my arrival, Colin the slob had forgotten to take the rubbish out, the lazy sod. Tabby complained that it was just like student living again, though confessed to not having taken it out herself — her excuse was that she'd been busy building barricades, which is just the kind of nonsense art project students use to get out of chores anyway.

Zombie Cheerleaders?
Following the rubbish incident, Sean's plan is to "make shit-tons of noise and run," which sounds like a lark and pays off in the form of assault rifles. At this point it all gets a bit tense as Tabby accuses Matt and Sean of being traitors due to "being too helpful," and all the while Colin is building up a tidy stash and being rather secretive about it. (I had a look though and it didn't contain anything particularly juicy, and also snooped on his loyalty card which placed him as a goodie. Boring.) David was keeping a suspiciously low profile, especially for a DJ (which is his character's profession, rather than his. As far as I know, David is not a DJ, but perhaps it's his alter-ego.) However, his ability is more like a ventriloquist than a DJ, being able to make noise in other locations than his current one. I checked back in at the end of the game, and everyone but the poor ventrilo-DJ had won. I immediately assumed he had been the traitor but no — his personal goal required him to have a fuel can and I hadn't found one in the whole game. Poor guy. I bet it was hard to get anyone to listen to his mixtape during the zombie apocalypse, as well.


I rolled back through the pub by way of my table and ended up where a bunch were playing Hamsterrolle which is absolutely ludicrous. It's definitely not a board game, but John was playing it so it must nevertheless have the official stamp of approval. (I should mention that I did see them playing a sensible game beforehand so do not fear for our glorious leader's soul.) Hamsterrolle is like Jenga with a big wheel: a set of rules govern how you have to place wooden blocks onto the wheel, which has internal teeth to make this a bit easier. They also force you to place them further and further along so that each turn the wheel rotates a little bit. If blocks fall out on your turn they are graciously given to you, but the goal is to get rid of all your pieces. When placing a block, you're not supposed to wiggle the others and "shenanigans are called if you fiddle too much" — "oo-err," as Sam rightfully pointed out.

Hamsterrolle!
I looked back a little later and Sam was being admonished, "that doesn't work, Sam, that doesn't fit!" — "I've heard that before!" The regrettable follow-up was "no licking it," which I fear needs no comment from me. However apparently someone in another game had actually tried licking one of the pieces to get it to stick a little onto the wheel. Some people just take their love of gaming too far. The game can be made harder by removing the table-cloth, which means the wheel turns and wobbles far more readily. Sam was so confident at this harder version of the game that he was banging the table to give himself more blocks, but I never did come back to see if it worked out for him.

What we need is strong and stable
placement of wooden blocks on rotating wheels.

Rolling away again I accidentally rolled into the sea and washed up on the shore of Skullport to find the Lords of Waterdeep which was at an exciting moment in the game. Exciting maybe but not, I was disappointed to discover, sufficiently cutthroat. Elliot was gunning for the hat-trick, hoping to win three weeks in a row and, in spite of my encouragement to do so, his fellow players weren't really ganging up on him. Bad form. I wasn't overly upset though, because he wasn't winning. In fact, Hannah had just raced into the lead — bagging a 40-point quest to bring her from last to first with just two rounds left. Hannah, the charming little cherub, was completely free of corruption at a time when Victor was having to remove three — and after his betrayal of all of us in Dead of Winter last week I still suspect he's not entirely untainted. Elliot, perturbed by my call to arms, was pretending to be "no danger to anyone," but I wasn't buying it. He claimed that JD "just needs to build more buildings and he'll kick our arse," but it turned out than in the end he lost to Hannah by a mere two points (if I remember correctly.) So Elliot didn't win and we can all be happy. I should really be celebrating Hannah's victory rather than Elliot's loss, but I can't help that I'm a mean-spirited bastard.

Lords of Waterdeep, just as Hannah snags the lead
Final board state of Lords of Waterdeep

Over in Japan, Tom is about to win Machi Koro with just the harbour left to build. He puts it down to beginners luck and receiving a lot of help and advice — to which I'm sure you, like me, will react with gasps of shock and dismay. Beginners are to be crushed not counseled! Never mind, there are always other opportunities to send 'em running. David was also helping, not with advice but by giving him all his money, explaining his trailing position, with four objectives remaining. Tom's restaurants were just too good; "he just comes back again and again," apparently.

Machi Koro with expansions gets BIG!
After finishing Machi Koro, this bunch broke out the madness that is Dobble.

Card collision in Dobble!

I then sauntered over to a table where they were readying up to mutilate their minds in Cthulhu Realms, but hadn't started so I have nothing interesting to report. Instead I'll tell you a little bit about how their play of World Championship Russian Roulette had gone. You'll be pleased to hear that, miraculously, all four NoBoGlins who had taken part were still standing. Actually I was somewhat displeased to hear that there is absolutely no risk to the players at all, as they're not actually playing Russian Roulette and you don't even get any guns in the game box. No, it's more like the "Championship Manager" of Russian Roulette: you have to lead your team of hapless daredevils to either win the most points, or, naturally, be the last team to still have their skulls intact. The idea is to predict how many times you can pull the trigger without splattering your brains over the wall, with a push-your-luck and a bluffing element, since you can sneakily pocket your one bullet before the round begins, with other players able to call you out if they suspect you. Throughout the game you get extra abilities that retarget your shots to be aiming at the ceiling or other people and so on. All in all, the game sounds absolutely mindblowing. Ha ha. (Sorry, had to take a parting shot. (You weren't expecting so much punfire were you? (I hope this isn't triggering your disgust at puns (Please aim your ire elsewhere (OK I'll stop now)))))

So now it's time to sink into the ignominy of my own game of Lords of Vegas. This was the first time I'd played so here's a run-down of the rules in case you are similarly ignorant as I was. The aim is to obtain points by having casinos you control be activated by the cards which are drawn once per turn. Each card has a colour and activates the corresponding colour casinos. The trick is that each colour will come up a limited number of times, so you have to build the colours of the ones that will be most lucrative, and perhaps switch up once they run out. When your casino is activated you get money equal to the number of your die which is placed on it, and a point. Adjacent casino tiles of the same colour merge into a single casino worth points equal to the number of tiles, but the points are only given to whomever has the highest die value in that casino, with draws resolved by a roll-off. This means you can buy a casino next to someone else's which either starts off with a six or which you "reorganise" (re-roll the dice for) to get a higher number, gaining control of the whole operation, and all its points. (The money is still distributed to everyone.) This makes the game a constant fight for control whether by buying new tiles (which is not so easy, since you only get the purchasing rights randomly, and have to pay double the ordinary cost to buy otherwise and may then lose the spot next turn if someone gets the right card) or re-rolling the dice in an existing casino by paying one money per visible pip. This is made all the more important because after a few points, you have to actually gain points from a size-two to move up a single space, increasing the further you get.

Action shot of Laurie chucking a die
ZOOM AND ENHANCE
I found it reasonably fun but it was pretty difficult to have a decent amount of control over what happens to your empire. You rely very heavily on the card you draw on your turn giving you a decent spot to buy a casino on. Though you can buy casinos on plots adjacent to ones you've already built, it costs twice as much for effectively half the benefit (since on average you will lose it to someone else after half of the rest of the game.) Building casinos already costs a lot, so this seems like it's almost always a bad idea. There's also literally nothing you can do to prevent other players from trying to take over your stuff except re-rolling low dice and hoping for higher ones (a good idea anyway since it'll get you more money.) In a way it's nice to not have to worry about defending yourself, but it does just mean you will end up repeatedly losing control of your acquisitions and having to pay to try and get them back which is a bit frustrating. Still there's enough to think about on your turn to make it interesting, and not so much it takes ages. Though I did have the benefit of sloping off to gather blog material during the downtime.

Close-up of the hard-to-distinguish tiles
In the end it was a pretty close game. I can't even remember who won, but it wasn't me (I came joint second I think.) Oh and one parting thought: the colours are awful! Being what the politically correct call "chromatically challenged" games often have this problem for me, but most do pretty well. However, the casino tiles are not the typical bold hues that most games use for their pieces, and some of them are really easy to confuse. Gareth couldn't even tell the purple and brown ones apart, making him a special kind of hue-halfwit!

Final board state of Lords of Vegas

After rolling our final dice we skulked around watching various games end until it was time for a traditional episode of Avalon. I actually hadn't played it at at NoBoG ever, and hadn't played it at all for about a year, so I was very excited to once again be a... loyal servant of Arthur. YAWN! Lucky for me this is Avalon and not Werewolf so being the most boring role isn't that boring. In a controversial turn of events the first quest was immediately accepted and passed, with no opportunity to see more information from the voting. The next quest took two attempts but then it, too passed. Were the Minions of Mordred stealing a snooze, or just being superbly stealthy? Furious arguments took place over who would go on the second mission, and we'd agreed that we would take the two apparently-good guys from the first mission plus one other, and also agreed to switch it up for the third mission to ensure we had enough information at the end. But then, surprise! The third mission passed — had we just got lucky and avoided all the baddies, or had Oberon — the "mystery meat" of the game — forgotten which side he was on? It all rested on the Assassin to determine who Merlin was. But my forceful argumentation had convinced the evildoers that I had magical information, when in fact it was merely the searing power of pure logic that drove my debate. The Assassin targeted me, Merlin, the very man who picked the final mission, lived, and Good triumphed.

And thus ends the week! I hope you've enjoyed accompanying me on this adventure through time and space (well, from 6:30 to 10:30 on Tuesday, between the Grosvenor and the Mash Tun...) and will join me for another before too long. Adios! You thought you were safe from the gpuns? Well that's about to... backfire!

Tuesday, 2 February 2016

The Case of the Hopeless Investigators

What a week ! This was the week that saw us suddenly and unexpectedly punch through the previous attendee record of 59 all the way up to 68, which at its busiest point was just almost every single table in the house bar one filled ( even the coffee table got a look in for our Watson and Holmes game ). We also had the pleasure of now irregular attendee Mr Bond turning up, and even more irregular attendee Andy - both of whom have done their stint as NoBlog writers. Bondy put forth the theory that it was so busy this week because everyone had turned up to see him, possibly, possibly.

Hamsterolles second outing of the evening
We also had other irregulars in the house, Lauren and Andrew got to play Hamsterolle with a couple of new to gaming people that happened to walk in and showing too much interest in the games going on I whisked them away to try it for themselves. I figured you can't go wrong with a bit of Hamsterolle. I never saw the walk ins again after this. Not sure if they escaped after Hamsterolle or were bundled into the back to become One Of Us, One Of Us, One Of Us. Possibly via Lewis' NoBoG Cthulu Cult.

Anyway. Summary. Busy.

By this time I should have learned. When I say something innocent like "ha, next ridiculous thing you'll know people will want to play Game of Thrones down the pub" this inspires everyone to actually go and do that ridiculous thing and before you know it Game of Thrones becomes a semi regular thing ( with optional throw pint over board mechanic ). Last week I briefly mentioned the idea of both Risk and Monopoly showing up at the Tun as a sign of the end times.

Don't panic. It's only an apocalyptic Pandemic.
Which of course meant that Risk and Monopoly then promptly turned up at the Tun this week. Newcomer Sean was proud to have a beat up copy of Monopoly ready to play ( complete I think with correct connoisseur levels of sellotape holding the box together ), which on asking about he started to disown and say it was a joke or possibly a penalty for anyone losing a game - play Monopoly. Ha. A likely story. I told him NoBoG was a Safe Place and he was free to come out of the closet and admit he liked Monopoly and wanted to play it. No judgements here. Hi. My name is Sean. And I am a Monopolian. 'Nuff said.

Three simultaneous games of Pandemic went down this week. I even think that one of them might have been the latest sexy hotness of Pandemic Legacy - the game that is Pandemic, but features the whole narrative, card ripping up, ever changing rules that is part of the Legacy charm.

Codenames - I'm hanging from the ceiling
Tom Cruise style for this shot
We also had a gaggle of codenames games going on towards the end of the evening, with each group telling tales of appalling clues and appalling guesses. If you've never played Codenames, it's a fairly quick filler game that splits into two teams, with a spymaster for each team attempting to give out clues that allow the rest of their team to correctly guess which currently laid out named cards they need to point out.

Our own table featured its share of woes with the - by now highly suspect - spy master of James giving us a clue of watery, and yet failing our guess of Pool. His defence was that he read Pool and thought of the game and not the swimming variety. I can't remember which way round it was, but he also failed either Tap or Washer for the watery clue as well. D'oh.

The self labelled super group - Team Ginger, mere moments
before they crashed and burned the first time and proved once
and for all they are not the master race.
Left to Right - Hal, Bondy, Luke, Andy, Dean.
Incidentally Hal wears the face of a spy master that is
NOT enjoying the pressure. The rest of
Team Ginger don't seem to be trying too hard.
Despite this, we pulled a win out of the bag somehow, and then went onto win again against the self described Team Ginger as they crashed and burned under the pressure for a second time and picked the instant game losing Assassin card with the ( somewhat cheaty ) clue of James Bond. Agent was the assassin card. Dean - spy master of this travesty - threw up the excuse that he hadn't seen Agent was an option. For the record, ahem, I went 4 wins to zero losses at Codenames including a successful stint as spy master and putting up with James as spy master for one round ( surely a handicap ). I ended up the only one at table with a perfect record. Yes, you may now bask in my awesomeness. This and my epic whitewash wins of spyfall last week mean I am now considering taking up a career related to spying. Or at least talking shit across a table with cards involved. Same difference right ?

Only one copy of Champions of Midgard on offer this week. Which caused not a few people to have to go without playing CoM - there were more players than player spots. I blame Ewan. Who wasn't there. So we were one copy of CoM down.

David and Co. battled further in their once a fortnight ongoing Imperial Assault campaign and James returned for a second week running to play first Acquire then Hamsterolle. Clearly a pairing of games that was so good, he had to do it all again the next week ( which to be fair, they are both solid and fun ).

I got to play the new game Watson and Holmes - incidentally my NoBoG secret santa gift - which is a mechanically simple deduction game running through a narrative of a Sherlock Holmes type mystery. The game is a competitive one - with each player attempting to solve the case before everyone else - and each player having a unique character with their own subtle powers to alter how the game is played.

Watson & Holmes on the coffee table. Tim got to play a dog.
Who for a dog was surprisingly talkative and something of a dick.
When he kept on preventing people getting to locations.
The main thrust of the game comes down to reading the narrative found at any of the dozen or so case locations and piecing together the relevant information within, whilst also out maneuvering or outright dicking with your fellow investigators by beating them to a location or preventing them from accessing an important location altogether. Sending Watson along with another player also gives them the rather unwelcome effect that they then have to read out their location to everyone at table - thus giving everyone else the benefit of their personal investigation ( and potentially then putting them a step behind everyone else ).

The game doesn't hold your hand too much - and you will need to sift through the narrative text to reduce the important facts within - it's not going to point them out to you. But the clues seem nicely balanced in that they don't feel entirely obvious and therefore you get satisfaction in working them out, and also are not so obscure that you feel like you're beating your head against a wall.

A once playthrough style game, when you've tackled one of the cases in Watson and Holmes you can't tackle it again as you already know the unique information for that particular case, but the game does ship with over a dozen cases ready to burn through. The cases range in difficulty from easy to hard, and because they are uniquely scripted can get up to all manner of clever tricks like changing what it is you need to investigate half way through the case ( in our case an apparent suicide became a murder ).

I wasn't too sure this game would hold up that well prior to playing in a group, but having now played it with five players the game is great and offers something of a streamlined Holmesian experience of other games that have come before it. This is also a surprisingly social kind of game despite the secrecy and gathering of clues in - somewhat - isolation to everyone else that is really pushed to the fore when someone gets blabber mouth Watson dumped on them and they have to read their location out to everyone. A certain amount of oneupmanship, knowing looks, bluff and race tension does creep into the whole affair and it works very nicely indeed. This would be an ideal game to have a more chilled gaming session for a group of non hardcore gamers that want something to think about, as well as appealing to your average gamer that likes a bit of deduction. I could well see this game doing fairly well at some dinner party type affair with the right crowd of people - particularly collaborating couples ( the game caters for 7 people ( or teams ), and because of the way the simultaneous gameplay works there is just about no downtime for any player ).

Our game featured epic fails by all but the very last investigator to knock on 221B Baker Street with the solution. One after another each of us gave our solution to Holmes only to find out, no, you got it wrong, please go and kill yourself - most of these accompanied by the cackling of Dean who had first offered a solution and come oh so close but not close enough to win. Dean further ventured the opinion that Holmes by the end was just slamming the door shut on every wrong answer from the procession of clowns turning up at his apartments. In the end Bondy with the luxury of four failed guesses before him managed to nail the conclusion after some epic wrong footing of my own investigation.

Wiz War, stroll around and fireball your enemies.
What else was going on. Wiz War was present - this is something of a real long in the tooth game ( originally published in 1983 ) that has seen many a reprint in the intervening years and has players running around as wizards trying to do their opposite number in, in something of an old school fantasy style FPS death match - with a bit of treasure stealing thrown in. It's been a good few years since I've played this, but it's quite fun - and for me this and the much later Dungeon Twister get mangled in my head into some multi armed octopus of a game ( they feel quite similar to me ) - but Wiz War is for my money the better streamlined game.

Notre Dame - Not. Rah. Duhm for this side of the pond.
Note Err Daym for the other side of the pond. Colonials. Pfft.
Stu - official guardian of all that is Properly Old School Euro, or might in future be deemed Properly Old School Euro - was also in the house along with Tom and both were playing amongst other things the classic Euro of Notre Dame. Keeping it real with the multi award nominated and Spiel des Jahres nominated gaming.

This week coming we have the delight of the local press in attendance at the Mash Tun. The editor has decided that it would be nice to do a feature on Norwich Board Gamers and to that end is sending out a journalist and photographer in tow to interview those in the know about what goes on, and chat to a few of the attendees. If and when the article shows up online, I'll stick a link to it, lurkers can read the official piece and gawp in amazed lurkerness at what they're missing, and attendees can check to see if their beautiful faces and epic strategising made it to print and nationwide ( or at the very least region wide ) fame.

James is keen to have the press guys actually join in on some boardgaming fun - but I suspect they will be time pressured and focused on doing a job as opposed to playing some (excruciating) 3 hour game of Terra Mystica. Possibly the order of the day would be some nice, quick, accessible social type game - so if someone with a notepad and trilby turns up and hovers by you ( that's what journalists look like right ? ) consider offering them a turn of cash n guns / resistance / werewolf / mafia de cuba / spy fall / codenames et al.


The Gallery. Monika saves my bacon this week and takes some pictures I failed to get round to. Thank you Model 14 ( Monika's cylon designator ).


Terra Mystica. Strong showing for current second most popular game at NoBoG

Epic spell duel war thingies.
Imperial Assault. These are your rebel heroes. They seem awful casual for Rebel Heroes. Not even a decent cosplay in sight.
David at the back plots his nefarious Empire shenanigans.

Great shot of Pandemic - James gazes in adoration at something Voitek is showing him. A disease cube probably.

Champions of Midgard. Elliot attempts a blue steel look. Fails. That's a rubbish blue steel.

Moar pandemic. The Tun was lousy with infections this week.


Thursday, 24 July 2014

Dextrous Delights

A flurry of dexterity games this week down the pub - mainly down to James bringing a bag full of such things. Villa Palleti, Hamsterrolle, Loopin' Louie, Animal upon Animal and Riff Raff were the fat fingered fumblers that got played, of which I have no idea who won what.

Riff Raff - Balance goods on a sea rocked ship
Villa Paletti - Remove your columns to build upper floors
 
Loopin' Louie was an unexpected visitor - it can be tricky to get your hands on - and is one of those kids games that has found favour with the board gaming cognoscenti. Or maybe it's all just an excuse to play with toys. Unfortunately they played it so quick I failed to get a shot of it - if you've never seen it, a guy in an aircraft buzzes around trying to steal your chickens. You can prevent this with a well timed flick that makes him jump your chickens and hopefully land on someone elses - or if you are James, back onto yourself to steal your last clucker. Childish and fun. If you are interested in it, and can't lay your hands on the original AND you are passing one of their shops, then there's a carbon copy of it being sold in Smyths.

Galaxy Trucker -The big III ships ply the space lanes
Betrayal at House on the Hill, Galaxy Trucker, Hegemonic and Hansa Teutonica were the non dexterity 'main' games being played in the evening, with Mr Bond taking a largely newbie or near newbie Hansa crowd upstairs to impress them with his cube shuffling skills. Punk Rich, the only seasoned vet tumbled to fourth position - not sure what was going on there - whilst Mr Bond crushed all before him to win the prize of being painted in period costume on the box of the next germanic historical Euro.

Galaxy Trucker had a fairly disastrous run, quite a few ships disappeared into the void never to return - fun fact, a rule that sometimes gets missed, a player can be a spoilsport and drop out of the race at any point to cut their losses... - but as ever the game went down well.

Hegemonic was a new visitor to the Ribs - a 4x space game, something of a more Euro-ified less sexy looking Eclipse. Pete reckons I did a poor job of selling the game with this description, but I think it's accurate.

Hegemonic - a space based 4x
Hegemonic is a 2-6 player game that sees each player exploring out into the galaxy to exploit political, industrial or military bases of power. The power bases present asymmetrical conflict possibilities, with each having different rules for where, how and what strength an attack will be. The game has no resources other than cash and very much comes down to what kind of power you can project or defend with, timing of actions and what technologies you have to help you along.

More than anything the game presents area control gameplay, the fairly large number of permutations between how each power overlaps with others giving a reasonable amount of depth to play.

Unlike Eclipse there are no dice in Hegemonic - conflicts are determined by strength of factors on the table and a single played card from your hand ( a la Game of Thrones et al ). So combat is far less open to RNG shenanigans. Also, tile exploration is performed from a pool of known tiles - another reduction in randomness from Eclipse - so gameplay is much tighter ( which might be as much a curse as it is a boon for those that like perfect information games ). Conflicts - particularly when player count rises can quickly become chaotic and are tricky to judge or time correctly. I have a fear that the game could devolve at points into single power base exploitation and popularity contests, but I haven't played it enough to see if that plays out.

Animals Animals aka, what I do with meeples when bored
waiting for someone to take their turn
There's not a lot of time to faff about with the game, the end game timer is pretty brutal, and a mis-step or two can easily cost you the end game. Nice game, interesting conflict dynamics - suffers a bit from inconsistent clunky rules in places ( not helped by subtle typos that change the meaning of sentences ), a lot of plays I fear might reduce the game to a fairly binary set of strategy choices.

Avalon Resistance finished off the evening for those not playing Hegemonic - a straight good guy win in the first round, with Luke as Merlin being just as quickly assassinated to turn it into a bad guy win, followed by a much more tricky five round game where the bad guys tipped for the win. Two wins for the bad guys.
 
Numbers - a very laid back 19 this week.

Wednesday, 16 July 2014

The Panama Pub Crawl

Last week some games might have happened. With around 20 people. There might have been a game of Agricola where Punk Rich subjected a newbie to scoring less than zero points at final tally. And Chaos in the Old World had a play along with Francis Drake. I wasn't there. If a tree falls in a forest and no one is there to hear it, does it still make a noise ? No. The answer is no it doesn't. So last week no games were played - anything you might have experienced last week was a figment of your imagination.

This week however was very much real. A grand total of 29 ( or possibly 30 ) people decided to turn up, a few dusty vets joined in to be bewildered by the numbers ( ... in my day all this was fields, and we were lucky to get 10 people ... ) and we quickly busted out some gaming fun.

Cosmic Encounter, Super Dungeon Explore, Betrayal at House on the Hill, Lords of Vegas, Takenoko and Eldritch Horror were first up with a busy Wherry room holding three packed tables.

Cosmic Encounter the hoary classic ( originally released in 1977... probably older than the majority of
Cosmic Encounter. Punk Rich checks the rules
- pretending there are actual rules in Cosmic Encounter
NoBoGers ) did its usual thing with a busy table, wandering through a couple of hours of randomness with the game finally decided by some shenanigans between Mr Bond and Geoff, who came to an amicable agreement to joint win.

Betrayal at house on the hill had a couple of play throughs the eerie abode, Luke becoming a crazed bomber in the first session, trying to blow everyone up with his crafted packs of boom. Unfortunately for his plans his bombs were quickly disarmed, insultingly his dynamite was also stolen and finally was subjected to a thorough beating. Oh dear.

The second game featured a snake. With multiple heads. That was also defeated by the derring doers. The House on the Hill. Not so scary after all.

Super Dungeon Explore - Von Drakk critters abound
A full six for Super Dungeon Explore on the table over saw Von Drakk  (expansion) take on the might of five heroes and in something of a blow to naysayers noting that the game is a foregone win for the Bad Guys, Von Drakk was defeated with time to spare to fit in some Avalon Resistancing afterwards.

Chris seemed to really enjoy the game, and it seems a fun session was had beating up the dungeon critters.


Upstairs four of us took on the responsibility of defeating Azathoth in the Cthulu based Eldritch Horror. Eldritch Horror has a lot of similarities to Arkham Horror, but manages to do it with a little less fiddle and a bit more of a streamlined process. A co-operative game, players move their investigators around the world, picking up clues, fighting unspeakable horrors and closing portals that spring up with whack-a-mole regularity. In my experience the game can run very long - a lot longer than the box would tell you, but in theory with quick turns, the game should move at a brisk pace.

Nicky playing some ex cultist lately turned good investigator had a cracking start to the game, going on an epic pub crawl in panama and getting drunk. Saving the world can wait. First. A round of drinks ! Or three. After what we can presume was a monstrous night of boozing, her character swore she had an insect in her head, "honeshtly offisher theresh a big... big... inshect... in here... my head... hic. I think... think.. ha ha... itsh
Eldritch Horror
effecting... my... hic... speesch.". Gaining the Amnesia condition, Nicky like so many other drinkers after a heavy session couldn't remember what had happened the night before. But whatever it was, it was enough for the police to pick her up - gaining the detained condition - but somewhat sobered up and able to talk her way out of it, she was let out of the cell with nothing more than a warning. A truly memorable Panamian Bender. It's a good night when you can't remember what happened and wake up in jail.

At this point Nicky was playing less of a Cthulu game, and more of her own booze filled mini roleplaying game.

Wandering around South America she kept going on about insects in peoples heads ( I think she was suffering from the DTs by this point and seeing pink elephants ) and even managed to get an operation performed on some poor unsuspecting soul, cracking their skull open to look for the hallucination inducing beasties.

Nicky probably to the relief and safety of the entire American continent, finally succumbed to madness and died mumbling about yet more insects.

We didn't get to finish the game - it ran long - and we gave up when the third investigator keeled over.

I like Eldritch Horror - I also like Arkham Horror - they are both games in the same ballpark and I find the mythos and over the top stilted language very soothing (!). If you like one, you will probably like the other. For those that dislike Arkham Horror, you might have a better time with Eldritch Horror, but I wouldn't bank on it.

Lords of Vegas

Elsewhere Lewis was very pleased about stealing a last minute Takenoko win - his winning excited face was something to behold according to Lauren. They had a go of Smash Up afterwards.

Hamsterrolle. Place all your pieces to win.
James hosted Lords of Vegas, Ewan securing the win there, and afterwards they played the wonderfully unique hamsterrolle which is always a great spectacle of a filler. A dexterity game, players have a number of wooden pieces to place in the hamster wheel. The first to use all their pieces wins the game - but any pieces that fall out as you place you get to take back into your 'hand'.

As ever a smattering of fillers did what they are best at, and filled in the gaps, Get Bit, One Night Werewolf, Resistance and others. The Resistancers managed to pull of a win for the good guys, Punk Rich as Merlin distracting Assassin Bondy with his quiet unassuming demeanour into missing his target.

Bondy declared Punk Rich to be filth on his reveal of Merlin. Suckered.