Showing posts with label King of Tokyo. Show all posts
Showing posts with label King of Tokyo. Show all posts

Thursday, 23 March 2017

The Grammaticist's Delight, or, the Semicompetent Semicolon.

Good evening; good evening; good evening; good evening and welcome to another episode of; no; not QI; you sillies; this is the one and only NoBloG! And what a night it was! Auspiciously did it start with a party of intrepid Grosvenorers; sallying forth to the chippy and feasting on deep-fried food products of various kinds. And delicious they were; too. I'd missed the previous week of fun due to accidentally faffing for too long before putting my tea in the oven; so outsourcing the tea preparation to a third party was the obvious and scrumptious solution. But enough about what I shoved in my face; "what about the games?" I hear you cry! Well as you may have guessed; some games were played and I am prepared to share a selection of them with you. As is often the case I didn't manage to get round even nearly everybody; but in my notepad today there are reports from Istanbul; Power Grid; Resistance; Archipelago; Aye, Dark Overlord!; Rock, Paper, Wizard; and King of Tokyo. (I hope, dear readers, that you appreciate the lesser spotted Oxford semicolon.)

So without further adieu, let us head for Anatolia, where East meets West in the bazaar of Istanbul. If you haven't played, the task is to travel around the city in the hunt of rubies (the first to acquire enough being the winner) by leaving a series of lackeys in various locations to perform advantageous transactions. You have to plan carefully though, as you are forced to backtrack to the same locations in order to gather your assistants again before you can dispatch them once more to other tasks. When you collect them, you can perform that same action again, allowing you to further optimise your actions. When I arrived, Matt had a whole load of bonus cards and a maximally upgraded caravan (if Pimp my Ride existed in the heyday of the Grand Bazaar, his would be the result) for the transportation of the maximum amount of cargo (which you sell for rubies). Matt however was not feeling too confident, as Gareth was feeling fairly liquid (in cash terms, rather than literally melting) and Siobhan was ahead of him on rubies. I should point out here that Siobhan is not Siobhan at all, but actually Maddie — no, not another nickname, but actually a joke at my expense, if you can believe it! Apparently I wrote down her name wrong on a previous blogging session and this was punishment for my error! The only thing is, I'm fairly sure I named her as Sinead, not Siobhan, but there we have it. (We could settle on Madnebhan?) Lazy lackeys (and forgetful bloggers) suitably chastised, I moved on.

The bustling bazaar of Istanbul


I found myself in an America of yesteryear, untroubled by the antics of a child left alone for too long with the orange paint, but suffering from a war for control of its Power Grid. Our players dubbed it, "Capitalism: The Game!" and the objective of course is to make the most money. How does one accomplish such a task? By generating power, of course! The object of the game is to buy power stations and the fuel to power them. Power stations are auctioned off, while the price of fuel is determined according to a supply-and-demand system that increases the cost if people are buying lots of a given type. At this point, fossil fuels were all the rage — typical American capitalists, you may say, but this was allegedly instead, "shortening our lives now for a greener tomorrow!" Colour me suspicious!

I proceeded to the next table only to find that the Resistance had collapsed, sabotaged from within by terrible treachery! And the scurrilous spies had not even the decency to creep silently away, instead revelling in their victory and the means with which they had achieved it: apparently Spy James and Spy Richard had managed to "check" each other's loyalty with mutually-reinforcing stories, so that when a third (Resistance) player claimed that one of them was seeking to undermine everyone's efforts, the seed of doubt was sown. When Sean then decreed an unfortunate mission team, the seed blossomed into a veritable tree of distrust. Or at least a shrub of suspicion, which was sufficient for the marauding moles to do their dirty work and bring it all crashing down, shrubs and all.

Getting to the next table involved a short trip by boat as they were based in an Archipelago, a game described to me as, "theoretically co-operative." Pushing for more information I discovered that this meant that if you didn't "cooperate" then the natives would get pissed off, murder and/or eat you and you'd all lose. But apart from that, you have completely free reign to backstab, betray, bugger and beat your opponents in any way you choose. In fact, wheeling and dealing is more the order of the day: basically you can make any deal you like, including bribing the person who determines the order of play for that turn to put you in an advantageous place in the order. Though Sam's previous play of the game was "sulky," he was feeling happier now because his monopolist card forced other people to give him money or stone, which in this game meant delicious victory points. He treated us all to some of his thought process which I will relate now: "Cattle bitches... I have enough fish... A healthy salad: fish, meat, stone and ore." If that doesn't convince you, I don't know what will.

The explored islands of Archipelago
The game features an exploration mechanic in which you pick tiles from a stack — either the top one which you can see, or the next one which is unseen. You then try to fit it into the existing configuration of tiles making up the eponymous archipelago. This is non-trivial because you may be unable to make it fit — at least two edges must touch existing tiles — and Emma had already explored four times without being able to lay one down. There's an action board where you place tokens to determine whether you'll be exploring or harvesting or hiring the natives or what. Sam has eschewed the last option as he reckons it's slavery and is taking an ethical stand, though Tom says hiring them actually makes them happy (and less likely to murder you to death.) Sam's derisive reply was, "Oh yes, they're just waiting around for the white man to come and hire them!" Some racial tensions in this colonialist enterprise are clearly coming to the fore.

Tom (aka the Slaver) makes a move in Archipelago.


And now turning to the games I was lucky enough to play, we first prostrated ourselves and proclaimed, "Aye, Dark Overlord!" to Lewis, the selfsame Dark Overlord. This is a very silly game. And we had very silly players, so it was even sillier than it might have been. In fact, even though there are literally several rules we essentially got rid of all of them, so I will explain the skeleton version we ended up playing. One player — the Dark Overlord — has sent the rest of you — his wretched minions — on a quest, which you have failed. The Dark Overlord tells you the quest you were sent on (you probably forgot, being so wretched and useless) and then points menacingly at one of you and cries, "YOU! Explain why you have failed," or words to that effect. The singled-out minion then selects a card from his hand, each of which has a monster, character, location or other eventuality which he attempts to use as an explanation for how the failure is actually the fault of some other minion. That player then does the same thing. At any time, and for any reason, the Dark Overlord may give a minion a withering look. If you receive three withering looks he feeds you to his pet monster and you get eaten and lose, ending the game. Naturally the game is not for those who require a great deal of structure and strategy, but we had a lot of fun convincing Lewis that Fluffy had been abandoned by JD, thus leading to a breakdown in the chain of command, which had been being used to tie Fluffy to a stick. And that Glibling the Leprous (whom some of you may know as "David") was not just trying to shag everything that moved in the dungeon, including the mice.

Some of the excuses available in Aye, Dark Overlord!
Centre stage: the Hellhound aka Fluffy. Glibling's first
Withering Look is visible to the right.
His Darkness, Lewis


After someone got eaten we played the slightly more tactical, though still quite silly, Rock, Paper, Wizards! In this quite original game you are trying to advance into a cave to acquire gold from a slain dragon. You accomplish this by simultaneously throwing out some kind of magical gang sign, of which four are allowable at any one time. These range from the dangerous "chain lightning" to the daring "imprison" to the downright kinky "dominate person." Each has various effects such as moving you closer to the gold, moving others further away, altering your target's spell or forcing them to donate gold. There is some second-guessing required if you wish to avoid falling victim to everyone's ire, though ultimately the game is a bit random and the winner will probably not be obvious until they are declared. In the end we all chain-lightninged each other to death, enfeebled one another's minds and generally blasted the shit out of that poor dragon's lair, until eventually Kieran arose victorious from the smoking ashes of our crispy corpses.

Hannah enfeebles herself
I can't remember what this spell was
Two chain lightnings and one anti-magic field
A cluster of Wizards in Rock, Paper, Wizards


After the smoke cleared and our vision returned there was still time to crown ourselves the King of Tokyo. I gather this is a perennial at NoBoG, but in case you, as I was, are unfamiliar, the objective of your monster is to score points by either rolling identical numbers on dice (which you can re-roll Yahtzee style) or by entering and remaining in Tokyo. You enter by rolling attacks, which hurt anyone inside Tokyo (assuming you are outside) at which point they can choose to withdraw, whereupon you must enter. It's dangerous in there, though, and not just because of the preponderance of magical girls (arch-nemeses of gigantic city-crushing monsters as any anime will tell you, at least unless the monster has tentacles...) — the industrial smog prevents you from healing your wounds, meaning you're liable to die if you stay there for long getting slapped about by all the outsiders. I got smashed early on after pushing my luck to stay in there, and watching James roll attacks on all six of his dice — just what he needed to crush me to a bloody, radioactive pulp. James went on to take the win after JD bit his nose to spite his face which, for skyscraper-demolishing edifices of mutated meat, means carpet bombing all of Japan, dealing damage to everyone. This killed Hannah, but left him perilously close to death, allowing James merely to sneeze on him to take the win. JD was happy with his decision.

A bloody jammy roll
Space Penguin is not the King of Tokyo.
Space Penguin is dead.
A King is crowned!
And that's the night! Whew! From bizarre bazaars to deceased beasts, an evening of victories and losses, strategy and silliness. And chips, of course - don't forget chips. Until next time, don't forget to brush your... game boards. They get dusty, you know.

Tuesday, 6 October 2015

The League of Extraordinary Gentlemen Truckers

Another fine evening of gaming last week, but truth be told, I can't say much about what was going on, I was chilling playing a relaxed game of Isle of Skye, Guillotine and then Take 6, plus fannying about with camera settings. So. This week there will be waffling. If you've ever seen the Fast Show with Paul Whitehouse and his bit with the old man in the chair, you'll know what to expect.


Formula De - time field distortion
A noisy full table of Formula De was played out beside us, I have no idea what track it was, but it looked good fun. I really like Formula De, but, and it's a big butt, it plays way too long for me for what it is. It takes forever and a day on a big track with lots of people, when all you're really doing is rolling and moving. Don't get me wrong, it's also a fun game, and in a campaign over several tracks with some serious minded people it can be another kind of groovy all over again. But yeah. Time.

1990, when my innocent self was still in the grips of schooling, I made my own formula 1 racing game, not exactly a million miles away from Formula De, except my version played in about 30 minutes. It proved to be very popular for the other sixth formers, who when given a choice of doing academic work / revising, or racing tiny cars around a track, picked the latter. Like shooting fish in a barrel ! Of course, me being me, shortly after I binned the whole thing and forgot about it, and now occasionally lament I did that, and try to remember exactly what the rules were.

In the grips of some madness of experimenting with to be honest, far too complicated camera settings, I tried to take some artsy pictures this week, with some long exposures and the like. Turns out, 30 second exposures of Formula De do not end well. 10 second ones, eh, somewhat better.

In other parts of the Mash Tun, Messrs David, Sam, James and Voitek decided to crank out the quality game of Galaxy Truckers, the crazy endeavour of assembling some form of cobbled together
Galaxy Truckers, League of Gentlemen style
spaceship, followed by taking it out into the galaxy to conduct your trading, looting and racing without it falling to pieces. I have to say watching them assemble their ships, they were by far the most, relaxed, polite, gentlemanly space ship builders I have ever seen. The spaceship assembly part of the game is something of a race against time against your fellow players - firstly to grab the bits you like, and secondly, you only have a minute to finish when the first player declares finished.

But apparently that was not of concern for the League of Extraordinary Gentlemen Truckers who you imagine ply their trade routes in smoking jackets and slippers. I didn't actually hear it, but I'm sure there was much conversation during building along the lines of, "No no dear chap, you take that part, honestly, it looks better on your ship anyway" and "Excuse me, but I think I may be nearing completion of my vessel, but I will sip on my tea instead of finishing to give you chaps a good crack at completion." . Clearly they've never played with Sam "Numbers" Blackwell who delights in creating half finished ships in record time just to watch everyone else fail epically.

Blood Rage, Ragnarok is upon us
Nicky brought along a new kickstarter binge, the gorgeously over produced Blood Rage, a game all about Vikings and Ragnarok and securing yourself the best combat death ever.

As the tag line goes Life is battle, battle is glory, and glory is ALL.

Now. If you know Nicky, you might not immediately associate her with bloodthirsty, kill or be killed all out Viking blood fests - her calm and friendly exterior revealing little of the Valkyrie inside. But that's where you'd be wrong. Which just goes to show, you never can tell.

The epically epic miniatures of Blood Rage
The game looks fantastic - of course, it's been done by Cool Mini or Not - and has been written by Eric Lang ( Chaos in the Old World, X-COM amongst others ), and seems to be winning fans. Nicky has promised to bring the blood letting along again this week, so, if you have a moment you can gawp at the fantastic miniatures, or if you're lucky, even give it a play.

A double dose of Castles of Mad King Ludwig was also on offer, one game drawing out into a somewhat lengthy affair with some dubious card recycling going on, Punk Rich was back in the house and found himself a quiet corner to hide in with Hazel and Dean where they got themselves wrapped up in Nations.

David and Chloe brought Imperial Assault along, where presumably they found the droids WERE the ones they were looking for after all, and have signed up to an every other week campaign of Star Wars ground based pew pewing. Looked cool. Although I hear some grumbles that playing the Imperials is something of a boring experience.

King of Tokyo stomped around the pub too, plus some Orctions gaming, and once again Mafia de Cuba got hauled out with a full table of 12 and some crazy shenanigans which proved to be very fun. Me and Sam nearly got away with both declaring to be drivers - despite that meaning there were one too drivers many - but Hannah belatedly pointed out our lie to Godfather Kieran who promptly ratted out Sam - an actual driver - then me - a diamond thief. Curses. Well played Sam though, he backed me up right to the end. If it wasn't for those meddling kids....

Thanks to Monika whos picture of Galaxy Truckers I purloined this week. My own picture succumbed to a 30 second over exposure madness.

The lovely Isle of Skye

Nations in the Time Out Corner

King of Tokyo and a trio of cool T Shirts

Imperial Assault. These ARE the droids you're looking for.

Castles 1

And Castles 2...

Another shot of the lovely Blood Rage miniatures

More blurry shots of Formula De for you...

Wednesday, 4 February 2015

UFO

This is what fighting aliens looks like. Sexy. Right ?
Start the youtube vid below. It's this weeks theme tune. Once it's playing you can read on !
 

Back in the early 70's, when space hoppers were the greatest orange coloured transport device ever invented, hair was big, collars bigger and flared trousers biggest of all, if you had thoughts about defending the Earth from nefarious alien ne'er-do-wells then you might have found yourself a member of S.H.A.D.O and your go to uniform choice might look something like this
Standard S.H.A.D.O uniform.
Clearly they never suffered chilly days in S.H.A.D.O central command.

UFO fighting fashion styles have moved on fortunately - or unfortunately depending on your level of depravity - and so this week when an alien defence headquarters was setup in the Ribs of Beef, none of the defenders were wearing string vests sparing us all a horrifying sight. That there are sacrifices to be made defending the Earth goes without saying - putting up with four gamer dudes hanging out in string vests however is arguably a sacrifice too far. You'd probably be better off welcoming your new alien overlords instead.

Owein brought along the new and sexy XCOM to NoBoG challenging three fellow compatriots to keep the earth safe, the humans from panicking over the prospect of string vest wearing whilst simultaneously swatting away alien invaders. If you haven't been living under a rock for the past 20 years computer gaming wise, you will know that XCOM is a highly successful video game franchise that splits into tactical man to alien combat and a strategic level logistics management mode where you get to train people, research new tech, and react to alien ship incursions. The whole singing dancing Xenophobia train has now been ported into board game form, and whilst the man to alien tactical combat element has been lost in translation, the nail biting logistics balancing space ship intercepting bit remains.
XCOM. Don't drop your pieces on the floor. The timer waits for no one.

Truly one of the new breed of board games, XCOM integrates technology into your usual pile of cardboard and bits with a free app for use on your digital toy of choice - like for instance an iPad. The app gets to co-ordinate the alien player, effectively forming a broad programmed AI against your wiles as well as injecting a real time element into the game where you have to make decisions in a short span of time ( unless you're playing in the lame Easy mode ).

The nature of the app also allows the game to play with the timing of various phases, meaning that you can never be quite sure that A follows B follows C thus forcing your into committing resources before they were ready or correctly in place.

Because of its triple A computer game heritage the production values of the app are absolutely first class, oozing theme and atmosphere - heavily borrowing a lot of resources from its sibling games.

Did you know ?

Ananda Gupta who designed the board game Twilight Struggle also designed the reboot of the XCOM video game and brought a lot of board game sensibilities into the design mix. In ever more crazy cross pollination that video game has now crossed the divide back into the board game world.
As a co-operative game it slightly side-steps the group think tendency that some of those games can have - where a particularly strong or pushy player just orders everyone else around resulting in a solo game with a number of observers - by giving players unique roles to play that have very clear responsibilities and available actions.

Explaining the actual machinations of the game is kind of tricky - its involved and has a lot of bleed through from the computer game ( which you'll feel right at home with if you have played it ) - but basically making decisions about missions, sending squaddies out on missions, balancing resources and doing everything in a timely fashion is the order of the day. You'll need to cater to random things popping up, keeping a lid on panic - which can lose you the game -, keep your base from being destroyed - another lose event - and finally surviving long enough to actually take a shot at the aliens and win the game outright - as opposed to just surviving.

If tense random thematic games are not your thing, then XCOM is going to not be something you want to look at ( unless you like facing the derision of the gaming community by playing it in Easy mode and not having to worry about the timer at all ). If you are into your stress time based games, and or you have an XCOM background, this is a game you will definitely want to give a try out of.

The game went down very well on Tuesday, with Davey vowing to rush home and buy it as soon as he could so taken he was with its gameplay.

The intriguing looking Castles of Mad King Ludwig
Another recently release game was on offer this week - the Castles of Mad King Ludwig. This is a tile placing game that has you vying for victory points by collecting sets or synergistic placements and according to Sam who got to play it, is something of a riff on Suburbia.

Castles however is not a town builder but is a . . . castle builder. Where you get to build room by room a crazy patchwork castle ( hence the Mad King ) to try and maximise your VPs via whatever cunning strategy you cook up.

Lighter than Suburbia with less capability to synergise the game however ups complexity in a different direction with tiles that are different shapes and sizes - meaning that placement of those rooms is not quite as straight forward as Suburbias uniform hexes.

A fun looking game, Sam enjoyed it - managed to win, and noted Chloe had spent all game building a very evil looking castle with suspicious pits, mossy rooms and long spindly corridors that led nowhere.

Steam with 6. Banned by the UN as cruel and unusual punishment
Elsewhere Steam had a monster game with six players. Hal was playing mean. Apparently. And on the table over Pandemic was succumbed to with an abject failure for players, who could only end up planning their apocalypse party with 3 turns to go as it became apparent the infections were out of hand. They then finished with the less disease ridden Small World.

I believe Lauren and Andrews table played King of Tokyo - and some other lighter stuff. Not sure.

Pandemic. It's looking bad folks. Time to invest in a bunker.
Downstairs Lewis lead the ever redoubtable Lords of Waterdeep to table, complete with machine gun noises which he assured was not for once his fault. Ticket to Ride was on the table over, which left the last table with a riotous game of Archipelago.

On a crazy whim Pete decided the Archipelago should be seeded via the optional desert start, which proved to be in the end an absolute nightmare for exploration. Getting those tiles out with a land interior is much tougher going than starting with a sea tile. It certainly changed the pace of the game however, and with the expansion cards in play - and the Jail out from turn one, some of the typical dynamics of the game were subtly altered.

Dawn rises over the ill fated Archipelago.
Pete got off to a flying start whilst most of everyone else struggled to escape the hot sandy interior. Feelings of ill will circulated towards the obviously well performing Pete, and as an end game trigger threatened to activate, everyone suddenly got very jealous of their precious commodities. So much so that the colony leapt up in misery, jumping a full 21 unrest points in a single turn, whilst the singularly quiet Punk Rich who turned out to be the separatist secretly gloated that the colony would now go tits up.

An extremely funny game, much comedy with Rich IV offering Pete a pocket bird flip at one point in reply to his request for renumeration, and with Punk Rich playing a very quiet separatist, lulling everyone into being ever more selfish, the game sank in perfect Archipelago fashion. Amazing game.

The gateway game classic - Ticket to Ride
Roll for the Galaxy was squeezed into the end. We got two thirds in before calling it a day. Pete pipped me by three points. Everyone else was flailing on half scores.

Mr Bond was very excited this week. The prospect of having 40 NoBoG attendees sent him a twittering, only to have his hopes dashed when two of the would be players managed to claw their way to safety  left prematurely. It should be said this was with several of our regulars out. Breaching 40 seems like something we will be doing in 2015. Still. 38 is a record. Apparently. I've lost track. It certainly sounds a lot. The pub was pretty full with NoBoGians, and that was with a table of six and three tables of five. Heaven help us when everyone decides they just want to play four player games only. It will be woollen hats and thermal gloves all round to cope with playing games on the ice festooned river terrace.

Lastly, congratulations to Sam who is now the official Norwich Netrunner champion. This is apparently why we only see him every other week at NoBoG - he's netrunning down at Athena games in the other weeks. Personally I think he's a Norwich based mask wearing crime fighter who takes it to the streets every other Tuesday. I noticed he turned up in a spiderman themed jacket this week - clearly he got his crime fighting persona days mixed up. But yeah. If you want to believe his cover story, then he's the Norwich Netrunner champion.

Which is a card game. If you didn't know. Go look it up. Don't expect me to do everything for you ! Tsk.

Monday, 20 October 2014

No Honour Amongst Thieves

A mechanical vibration trembled through the strange metal floor, causing the small girl to shift her weight in fear, her doll clutched tighter to her chest. A series of grinding moving thuds echoed into the small room seemingly threatening to bring the walls crashing down on her head. But with a final resounding boom that made the room lurch, noises and vibrations stopped.

She didn't like this place. It was cold. And scary. It reminded her of trips to the dentist with it's too bright lights, and scary metal things for sticking her teeth. Tightly clutched she raised her doll Mindy to her face, the pneumatics of her replacement arm softly hissing as they moved. Hiding behind Mindy she fearfully glanced at the others in the room - a large man with an angry face and strong arms, a pretty lady with a mean expression, a fidgety man with glasses, and a couple more men talking to each other - one of them looked like a dentist. Perhaps this was his room ?

She couldn't remember how she got here. Was she at the dentist ? Was she in hospital again ? She didn't know. She was afraid and just wanted to go home. Perhaps the grown ups knew how to get home, but she was frightened to ask. Hadn't she been told to be wary of strangers ? Instead she listened, unsure what to do. The adults argued. The large man was very angry. It seemed no one knew where they were. Why they were here. They talked about this being a prison. And them being prisoners. Of having to escape. It didn't make any sense to her. This didn't look like a prison - it had no bars. And why would she be in prison ? She hadn't been naughty lately - she wasn't sure what kind of naughty put you in prison anyway. Jessica Langham had said a naughty word to the teacher once and got sent to the principal - but she hadn't gone to prison. It didn't make any sense.

The pretty lady approached her. Hey baby, she purred. Come on, stick with me, I'll keep you safe she said, holding out her hand. Deciding she was maybe nice after all, she grabbed the pretty lady's hand, and together they went to a funny looking door in the wall. Come on, the lady said, through here.

As they climbed into a new room, she turned around looking between chambers. They looked the same ! Each room had a single funny looking door in each wall. And each was brightly lit, metal, and smelled slightly weird.

Suddenly the lady picked her up and carried her to the door in the opposite wall. What was she doing ? With a sudden push the little girl found herself rudely shoved into the next chamber - this one was cold, so very cold, her breath steaming in the air. It's ok baby said the pretty lady. It'll be warmer in the next one. Go to the door over there. The little girl did as she was told. Opened the door. Climbed in. And suddenly couldn't breathe. Her throat stung. Her eyes stung. She felt sick. And afraid. She started to cry and try to climb back. But her arms were all wobbly and she couldn't see properly. The door she scrabbled towards started to close, and just before it snapped shut she heard the pretty lady laugh and say something - Stupid kid !

The door clicked shut with a locking sound leaving the little girl to fall to the floor, her doll spinning out of her hands. Mindy ! The little girl couldn't see anymore. Couldn't breathe. Dizzy. And a warm sleepy feeling crept over her. Maybe she would just rest a bit, then find her doll and climb out. As darkness descended she thought What a mean trick that lady had pulled... and she so too wasn't stupid... but most of all... she wanted her mommy...

This week Martin brought along Room 25, a somewhat co-operative game that can have betrayal mechanics - a firm favourite game type at the Ribs.
Room 25 - the diabolical prison with
moving rooms and traps aplenty
An un-apologetic copy of cult film The Cube ( albeit the Cube is well.. a cube... and Room 25 is.. a square... ), the game sees players thrown into a dystopian sci-fi prison / lab rat maze consisting of a number of identically sized rooms - some safe, some not so safe, and some downright lethal. The players have to escape the nightmare of the prison without more than one of their number dying. But there's a catch. Time is limited. And some of the prisoners are not what they seem - they are guards intent on preventing the prisoners escaping. The players can take a peek into another room before they decide to move into it, move into another room, or more darkly, push another player into a room. Finally through some dystopian sci-fi shenanigans players can control the rooms - and shift a line of them in a direction. Clunking and thunking the prison into a new layout.

Your fellow player The scientist just said that room is clear ? Push him in there and see if he was lying. Or maybe shift his line of rooms a bit and let him try again.

The game setup is interesting, and the idea of The Cube makes for a really great game theme that should be an enjoyable experience if done right. However Room 25 does have some issues that makes this game something of a diamond in the rough - a good game with some flaws which may or may not scupper the game for you.

First of the flaws is player elimination. It's absolutely possible for a player to be eliminated on turn one - unlikely but possible. And an eliminated player gets to do nothing for the rest of the game. However, given the game in theory should only run for 30 minutes, this isn't a huge problem. In practice though the game can run longer than 30 minutes - with players discussing moves, throwing out accusations, or just thinking about where they want to go. In our case I think it took us something on the order of over an hour to crank a game out.

Second of the flaws is connected to the first. It's possible for the guards to win in turn one, more likely in turn two. Maybe that isn't so much of a problem however - you can just reset and go again.

Third of the flaws is the nature of the 5 x 5 room layout. After a few plays it should be fairly obvious what an optimum exploration pattern is for a group of prisoners. Sure guards and trap rooms can throw a spanner in that, but by and large it should go by the numbers. But hey. Maybe you don't overthink your games too much, and the cool theme and the interesting variation of room layout makes that problem less of an issue.

Despite the above problems and a handful of minor other flaws the game does have a really cool idea at it's heart and if you are into that kind of thing is really enjoyable and fun.

Despite myself being eliminated on turn 2 I enjoyed the game a lot and would be happy to play it again. Lauren as a bad guy ended up being eliminated a turn or two after me - unknowingly by the other bad guy. Proving that there is no honour amongst thieves. Or possible that Martin just likes killing people - whether they're on his team or not. However some might say Lauren got her just desserts after pushing me into a freezer and then persuading me to happily skip to my death. Doll in hand.

As it was I really didn't mind. I enjoyed it. And I got to speak to Writer Ed for a chunk of time about his exciting new job doing things for the upcoming computer game Elite. Writer Ed is now Elite Ed. Who gets paid to play games. And makes excuses to his girlfriend about playing games at home by telling her its business. Career building. Now pass me the nachos and be quiet.

As for Room 25 - it turned out in the end that despite my death by poison, I won as the surviving good guys succeeded to make it out, regardless of a deranged Martin trying to kill everyone. He got stuck in a proper jail cell, powerless to stop the good guys. Just desserts all round. Except maybe for the gullible little girl.

Xia - Elite Ed proves to be an adept asteroid avoider
Next table over Xia got another play, whizzing space ships around dodging asteroids, selling cargo and playing Elite the board game.
Despite me and Ed chatting for a chunk of gameplay he managed to keep a competitive score and was leading for sometime before Sam started to catch him. Xia is proving to be very popular. If you can manage to beat Rich IV to calling dibs on playing, you might get a seat at this game too !

Abyss. Look at that gorgeous art. Look at it !
Last table downstairs had Abyss, a drafting card game where players vie for control of the empire under the sea via Lords, fights and... pearls. I played this game quite some time ago and I remember it being quite nice - it has some really kick ass art, and the game is... ok. Good ? Alright. Depending if you like these kind of drafty cardy things. I remember it reminded me somewhat of the other drafty cardy tribey game 3012. Which is probably no help as I suspect very few people have actually played 3012.

Punk Rich was going to play this, but on discovery it was only a four player game - not five - he made his excuses to search for something to play upstairs. And then went home ! Tsk. Remember, if you see Rich wandering around, don't let him out of the door, grab him and force him to play a game. He loves it really.

20th Century. Produce Crap. Recycle. Profit. Win.
Upstairs Tim lead a group through Citadels, Mr Bond trotted his horse around El Grande, and Tom was thoroughly beaten in 20th Century. Tom and Stu both experienced Euro vets were humbled, tarred and then feathered and ended up losing by 50 or more points to a strategy that saw lots of waste being recycled by recycling plants. As everything in the 20th century generates waste... this seemed to be a winning ploy. Produce crap. Make profit from clearing up crap. Uh huh. Obvious strategy is obvious ?

A completely not staged shot of Mr Bond
pointing out his evil plans.
Some fillers were then played. Mr Bonds group played some weird tower building game. Which involved not nudging the table and making things fall over. King of Tokyo had a blast where Lewis' punk ass Penguin won, and I got to play the psychic Divinaire with Tom and Stu, and managed my worst score ever, with a smug Tom proving to be the best reader of the tea leaves. Blah.






Next week we have a request for Dead of Winter. Three players already found. Possible two more required.


Numbers - 30 this week. 31 if you count the departing Punk Rich.

Um. Build Towers ? Don't ask
me how you use the wooden balls...

Happiness - a pile of wooden blocks on a pub table.

Thursday, 2 October 2014

Martha the Camel

Ah, the joys of Norwich traffic on a football day - NoBoG evening found me many miles from Norwich dahn sahf, battling to return against lane cutting coaches and roads that cannot handle the numbers. So I arrived this week without any preparation or organisation and without any clear game to play. I decided to watch the river go by from the Ribs balcony instead and enjoy not looking at the arse end of yet another football coach.

My peaceful reverie did not last long however, as a bunch of fresh faced first year UEA students turned up fashionably late looking for games to play. Given only one of them had any real kind of gaming experience, Agricola seemed positively cruel, Legendary Encounters probably... a bit too alien, so I started them off on the gentle crowd pleaser, King of Tokyo.

Which was a bit like Yahtzee I explained.

What's Yahtzee ?

An old family game from then 70's, 60's, 50's whatever.

But I'm only 19, I don't know Yahtzee.

Moments like this make you realise just how old you are. Or possibly how few people play Yahtzee anymore. I blame Angry Birds.

A couple of enjoyable games followed, Kaylee was determined to be a pacifist penguin and came second twice, or in her own words "a consistent failure". Camel Up was played next, with Kaylee again favouring odd tactics and encouraging the hopelessly behind yellow camel ( which she named Martha ) to ride forth and win. She did not however put her money where her mouth was, and refused to bet on the long term prospects of Martha.

We finished with a couple of games of Avalon Resistance, four new players in a six player game, followed by five new players in a seven player game. Uh huh. No monumental cockups, apart from a team of all good guys managing to fail a quest. Uhhh. And then Darren convinced I was a bad guy sending all the actual bad guys on a quest together. Oh dear.

Despite Darren being very keen to play Resistance with our group, he spent most of the play time stating how he hated playing Resistance with me. I took it as a compliment. Which sounds weird perhaps unless you've played Resistance. He dithered about me being Merlin. I told him I wasn't Merlin. Incredibly unlikely I was. He stabbed me on the offchance I was Merlin. I wasn't Merlin. I suspect this has not improved his liking of playing Resistance with me.

It was great to get to play Resistance again - it's been a while for me, and it was great to wind Darren up. Very enjoyable.

Elsewhere Stu rustled up some Burgundum for a group of five, followed possibly by some Love Letter. Downstairs the longest ever game of Betrayal at house on the Hill saw Lewis and his zombies eat everyones brains - including the two newcomers ( rather rude to eat newcomers brains before they learn the ropes ) and Elliot brought his Catan on steroids with the Catan Histories : Settlers of America : Trails to Rails.

Which left Sam on the last table showing off his new kickstarter package. I think at this point Sam needs to be called Kickstarter Sam as he seems intent on single handedly supporting board game kickstarter development by investing in one of every other release.

This week Sam had Xia, a game in which you get to fly your spaceship around, make money from salvage and cargo, shoot things, explore things and compete for titles and fame. Which in theory sounds like a more open ended Merchant of Venus - or if you like Elite - The Boardgame. Richard IV gave this game a big thumbs up and recommended I give it a try if I could. A pity I was so unprepared otherwise I would have had a nice picture of it.

28 this week.

Wednesday, 2 July 2014

The Case of the Missing Gamers

A grand total of 26 27 29 27 attendees this week, the ever helpful Ewan has got a new clicker app for his phone so he can count everyone in. That's right. You're now facing the ignominy of being counted like cattle. There was even talk on the river balcony of branding people as they enter.

We had a bit of trouble fitting some latecomers in this week - arriving just after 8, games had started, and the couple of spare slots available had already been filled by late, but not quite too late comers. Tricky. It's always good to have a table or two with some spare seats for those latecomers, but where you already have newcomers engaged it can be unfair to just up sticks and start something else. Despite being reassured there were some quick games being played if they wanted to stick around, after a quick look around they disappeared. I had a valiant attempt at tracking them down, but alas, they were missing.

This week we had Dungeon Petz, Nations, Betrayal at House on the Hill, Small World, Tzolkin and Mission Red Planet first up for play. Nations played in better time this week - although still took up the whole evening, and we got to find out that the game is kind of punishing. Poor Tim managed to fare badly in the first age, and then proceeded to always fall short in the following ages. It seems that a bit like Agricola, the game can punish you for not getting your ducks in a row and then you flail around at the rear of the scoring without a lot of hope of coming back.
A room full of gamers downstairs - 10 minutes from closing !

A flaw ? There is debate about whether games that have a harsh competitive penalty / elimination / elimination in all but name in them are "good design" or not. Good or bad depends on the mindset of the players. But whatever your mindset, it's understandable playing a 3 hour game without much hope of winning after the first 30 minutes is probably not great.

For all of that, everyone seemed to enjoy the Nation-ing, and Richard the IV secured a win - by I think a single point.

Betrayal at House on the Hill was the noisy table. They then played I can only imagine an equally noisy game of King of Tokyo, followed by an even more noisy Dobble.

Bohnanza - I'll trade you Stink for Wax ! Ok.
And what about the beans ? Ah ha ha... ehhh.
On the relatively subdued table over from the noise, Small World was given a whirl with a final tally of incredibly close scores, everyone being within a single point or two of everyone else. Tom won. Again. He's making a habit of it - remember, if you see Tom at your table, and you haven't played the game you are playing before - gang up on him. It's only fair. Small world was finished with a dessert of Bohnanza, which Tom valiantly tried to win again, but Ewan managed to tie him for it. Good job Ewan.

No idea who won Dungeon Petz upstairs. No obvious Zoo Poo Barons. Shame. I think Ed should come back from the wilds of Not Norwich and show them what the game is truly about. Poo.

Sam blasted to a win in Tzolkin. His first win at Tzolkin. But don't let that fool you, Sam has played a fair few games of the cog turner. Tzolkin definitely rewards experience. They finished this main course with some Skull and Roses and Love Letter.

As for my table, a repeat of other weeks, a fine win for Sam III at Mission Red Planet, a ruby filled win for me at Istanbul, and finally a Biker Gang victory for Sam III at Skull and Roses.

Alex who was new to NoBoG had a bit of a trial by fire, his first turn at Mission Red Planet found his astronauts completely shut out as all ships took off, and his turn was wasted - followed in the next turn by his only ship being blown up by saboteurs. Rough. Needless to say he came last. Oh dear.

Wednesday, 28 May 2014

I'm only happy when it rains...

Self named Spazzy McSpazhands ( aka Punk Rich ) once informed me that East Anglia is the driest region in the UK. I scoffed at such nonsense - picturing the boggy lands of Norfolk - and with this weeks endless rain, mud caked roads and howls of protest from locals, I feel the weather is weighing in on my uninformed unscientific side. Such was the lovely weather this week that forced many a NoBoGer into the very quickly humid Wherry Room. A NoBoG record breaking thirty three people will do that to a small room - fit enough bodies in, and a room will gain its own weather system.

This week seven tables of goodness squeezed into the pub, with Adventurers : Temple of Chac, Kingdom Builder, Keyflower, Kemet, Libertalia, El Grande and Istanbul first up for play.
El Grande - an almost 20 year old game.
Does that make you feel old ?

Keyflower ( which I kept auto correcting to Mayflower ) played to a packed table of six, a Euro game of hex tiles and meeples. The aim of the game as usual is to score more victory points than everyone else - and you do that by building your own village of hex tiles that have victory points directly on them and with hex tiles that score from synergies of other tiles.

The meeples in Keyflower are used in a fairly innovative way - for starters the meeple colours are not attached to a single player - no getting first dibs on colour choice here - instead they are used almost like suits of card in something like Bridge, where everyone has all colours, and once a certain colour of meeple is placed on a tile, for that season, only meeples of that colour can be used on it to either bid for the tile or use the action ( more than one player can take an action, but at an increasing meeple cost ).

Keyflower, with boatloads of new pilgrims ready to offload
Meeples are used then not only for worker placement, but also as currency for bidding on a tile. Your stash of meeples and therefore the makeup of just how many meeples of each colour you have, is secret, and so bidding or using the actions on the hex can become something of a canny game of what colour do I think you have run out of - particularly as one of the four colours of meeple is something of a prestige colour and difficult to get your hands on.

Actions can be taken anywhere on the table - including others villages, the key difference being that the owner of a tile gets to keep all the meeples placed on it at the end of a season - effectively earning you currency, and of course, meeples share duties as both worker placements and currency - be careful what you do with what.

The game is played over four seasons, with the final season allowing you to pick up the point multiplying boats in player turn order.

Pete offered a thumbs up for the game - and given as he is no fan of auction games, it must have been pretty good. Alina won, with Pete sneaking into second place.

First games out of the way, a series of second games hit tables - a couple of games of King of Tokyo to an almost newbie KoT table, Snow Tails - the game of reverse physics dog sledding - Ra, Bohnanza, Coup and One Night Ultimate Werewolf.

Snow Tails... the dogs haven't turned up yet. Lazy mutts.
 I got to watch a round of Coup and then join in - my first up close and personal play of the game. Coup reminded me very much of Mascarade, with players declaring themselves to be a certain role - which may or may not be a bluff - and then taking the action for that role . Anyone that doesn't believe any role declaration can challenge them. So far, so Mascarade. The differences however are that you have two roles in front of you at the start of the game - and you can look at them at any time. You also can't switch your role cards with others... you can only switch with the face down deck and only then if you declare yourself to be the role that can do that. And lastly some roles can actively block others - you simply declare yourself and state you are blocking their action ( which can also be challenged ).

Money is acquired in Coup in very similar ways to Mascarade - one role gives 3 gold, one steals 2 from another and so on, but here money is not the game end, but rather a means to an end - gold can power up some key abilities that allow you to eliminate other players role cards - either completely out of hand with no recourse, or by using the cheaper but blockable assassinate role. Lose both your role cards and you are out of the game.

Any challenges you make also result in the loss of a role card - for whoever turns out to be wrong with their challenge.

Quite fun to play, but eh, the game failed to have that key bit of tension and suspense for me. It seems to dance around the current trend for secret role based games ( werewolf variants ) , but miss most of the point of them. Whilst I like Mascarade, and it's a fun game to play, it's definitely not as strong as something like Resistance, and the game can occasionally fall flat on its face when people don't realise a game winning role is at hand - or a lot of roles have been revealed. Coup takes that Mascarade premise adjusts it again - and I feel gets an ever weaker game out of it. There's a very binary feel to Coup - two roles, two failures only, there doesn't seem quite enough interaction or quite enough impetus to actually get into peoples faces - it can be just about impossible to work out whether someone has a role or not ( there is no info ) and the punishment for getting it wrong is throwing half your chance to win the game out the window. At least in Mascarade the punishment isn't nearly so strong, and there's also the fun of failing to keep track of who you are.

Eh. Meh. I think Coup needs a few more tries, but misses the mark I feel. Give it a go and see what you think !

Wednesday, 23 April 2014

Frank's Alien Frontier Zoo

This week saw an almost but not quite record breaking crowd of 27 turn up to the Ribs ;  having just checked the dusty NoBoG tome of facts 28 is the number to beat. NoBoG ranks were deflated by missing regulars but much bolstered by a gaggle of new people, Lauren, Chris, Martin, Davey, Zen and Cal , and we had some irregulars turn up - Cross Atlantic Pete ( because we can never have enough Riches or Petes ) who likes to come along once in a blue moon.

On offer this week was a fine collection of gaming spread across six tables. Lords of Waterdeep entertained five - a game now so often played at NoBoG that it might be an idea just to glue it and perspex it permanently to one of the tables. The non gaming visitors to The Ribs can then puzzle about the strange table design over their pub lunch. Kemet also returned to once more tromp across the sandy desert with its weird bunch of mythological creatures - no Med Ed this week so he didn't get to face plant ( in the nicest possible way ) everyone else. Dean made the huge mistake of taking an early lead, only to then get stamped on hard. If there's one common rule to playing more meaty 4+  player games with other experienced gamers then it's this - never ever take an early lead unless you're a masochist who likes bringing people together in order to beat you senseless.

Archipelago made a repeated showing for the third time in a week, with Pete actually being the separatist instead of just play acting the separatist, but singularly failing to upset the colonists past the level of General Moaning About The Weather. Tsk. Island Rebellion Level = British. Instead of moving to a more rebellious French based level of unrest with cake eating, guillotines and general unhelpful unions, the resplendent Mr Bond romped his way to a glorious colonial power victory with a supply of pineapples and single church. A sure fire recipe for island bliss.

The snazzy 4th ed. Alien Frontiers
Meanwhile upstairs four took on the freshly reprinted and updated Alien Frontier plus faction expansion, with Matt coming on strong at the final push for colonist domination,
but I suspect he may have been pipped at the post.

The dodgy chaos faction was in play - my favourite - which allows all sorts of shenanigans to be had moving colonies around willy nilly, as everyone except yourself suddenly has a dire urge to settle in a single miserable overcrowded part of the planet for absolutely no gain whatsoever. Assuming of course you can keep up with the heavy ore expense to keep pushing everyone else around.

The quirky Steam Park got another show too, this being followed by Survive, with one greedy sea monster eating every Atlantean it could, whilst his mate, Cant Be Arsed Charlie simply waving all the swimmers by as he took a leisurely float around the blue waters. Apocalyptic Top Tip - Always check to make sure you are swimming to safety past the vegetarian sea monster in the event your island sinks and leaves you heading for more stable shores.

Castle Panic was up on the last table, where for once the green tide of trolls, orcs and goblins was resisted and sent packing back off into the forest, the castle only a couple of towers worse for wear. Lauren made a great effort to switch sides half way through the game by loading enemies onto the table - a shame as the game has no separatist / traitor / filthy spy - but rallied to be the top killer of the day. An inside job ? I think so.

A smattering of fillers rounded out the evening, Resistance, Love Letter, King of Tokyo and Frank's Zoo all getting a go, with Lewis winning King of Tokyo as a Penguin Princess ( your secret is safe-ish with us Lewis ), and then added insult to injury by also winning his first ever go at Frank's Zoo. He then declared the week to be all round amazing - either for winning games, or coming out as a Penguin Princess - I am not sure which.

I feel like we should probably bust out Saboteur again at some point - there are plenty of people down the pub who have never seen it or experienced its untrustworthy gnomes before.

Wednesday, 9 April 2014

Et tu, Bingo ?

Once upon a time when I was but a whippersnapper, I would engage in an illicit ( too young to gamble ) game of Bingo all the while under the watchful shadow of my dual wielding, dozen card mashing, no prisoner taking Aunt. Its been something like 30 years since I have set foot inside a Bingo Hall, and whilst at the time it was entertaining, I haven't ever felt the need to return, sweaty dobber pen in hand.

But as scripture says, if You wont go to Bingo, then Bingo will come unto thee.

So it was this week that I got my turn at Augustus, a short game set in ancient Rome, with some fancy ancient Roman artwork, fancy ancient Roman characters and some vaguely ancient Roman symbology. But don't be fooled by the Roman thing. It's Bingo. But instead of calling Bingo, or possibly House, you call Ave Caesar ! Which to me is something a die hard actor luvvie might decide to shout out whilst playing Bingo - the word Bingo being far too pedestrian. Instead -  Avveeeeeee Caesarrrr ! *hand flourish*

The game has you completing cards by listening for your called out symbols which allow you to mark slots with the matching symbol. Complete all of them on a card and you get to stand theatrically and resonate Bingo Ave Caesar ! Sound familiar ?

There are however synergies of card scoring, sets to collect and a few risks to take - all overlaid with a weighted distribution of symbols to consider. But don't let those fancy words fool you. It's Bingo. With some Euro scoring to allow you to believe you are in fact playing something other than Bingo. With Togas.

A short game that won't tax you, a suitable title for filling in those warm up or wind down moments, pretty cool, even if it is fancy scored Bingo.

Nathan for his part was very chuffed with the game, declaring his win to be the first at NoBoG - a Bingo win. A mixed blessing.

Elsewhere this week, Agricola was played with a table of learners + Rich. But Rich failed to capitalise on his enormous experience and came in third of five, Martin instead clinching the win with some synergistic pastures and animals.

Kemet and Seasons were taken upstairs, with wily Med Ed claiming a decisive win in Kemet by stomping The Bond into the dry sands of the desert. Med Ed is rather keen on the game and always seem to do pretty well whenever he plays.

Some Tokyo Kingship and Resistance followed upstairs, with the Good guys chalking up a straight 3 mission victory win in Resistance, and the bad guys failing to spot Merlin for the follow up.

Back downstairs Manhattan project followed by Small World hit one table, and on our table Archipelago returned from the shadows.

A new expansion has just come out for Archipelago - War and Peace, which brings 40 new evolution cards to the islands.

On the face of it an expansion consisting of just 40 evolution cards is a bit weak. It perhaps would have been nice to have had a few more map tiles to increase exploration variation, and a few more victory point cards to change the scoring possibilities.

However the 40 cards still pack a punch and introduce a heretofore missing element to the azure waters - notably direct conflict and meeple death.

It's a fact in Archipelago that as you explore and expand you can never go backwards - once a meeple is on the map, it stays on the map. Buildings that you build in general stay with their owners. And by and large the colony only goes ever onwards and upwards.

Not so under War and Peace. The new cards bring in the capability to bully, steal and even outright kill meeples in an expansion that shakes up your expectations of what is possible, and sees players given the chance to be nastier than ever to each other whilst trying to maintain the semi-cooperative truce to keep the natives from rising up.

Iron is a key resource for all this warmongery and control shenanigans, and sees a welcome improvement on the strategic importance of this element - in the past it has been a bit of an also ran item.

We didn't get too far with our new and spikey game - the colony collapsed in two turns ( 8 actions ) as three very nasty crises hit in succession, emptied the market and ultimately doomed the fat and unwieldy colony before it had a chance to consolidate. Not a huge surprise given two of our players were new to the game, and of the three remaining, one was a separatist who had every reason to see the colony burn.

It was great to return to the Islands, and it should be fun to see the new cards get a proper stretch.

Stu has reminded me that this week and into next is the Norwich Gaming Festival, celebrating many things computer game related at the Forum. There will also however be a chance to play some board games - played on the Tuesday from 6pm onwards. Forum Cafe closes at 9.30pm so any session there would  be shorter and earlier than usual, but if anyone fancies popping along, they can see what's going on, computer game related or not. Otherwise it will be business as usual in the Ribs for next Tuesday.


If you are counting, we had 23 this week over five tables.