Showing posts with label Machi Koro. Show all posts
Showing posts with label Machi Koro. Show all posts

Tuesday, 26 September 2023

WhaDiYoB? - Space Base (2018)

🕑 6 min read

Welcome back again, to our 'What Did You Bring?' segment! This week will be diving into a game which doesn't seem to have made many appearances at NoBoG in recent times. Space Base by John D Clair, published by AEG. 

In a galaxy, far, far away, but not that long ago - a space base has become home to your space fleet. As the newly minted Commodore of your Fleet, it is your mission to trade and increase your wealth and influence; all in the hopes of ultimately becoming the Admiral of the Fleet! 

Space Base is essentially a race which encompasses a tableaux building dice rolling game, where luck plays a big part along with some quick thinking, and some satisfying tactical choices too. 

This game is fast becoming an ever-green, and is the most popular game by John D Clair, according to BGG. I suspected that quite a few of us may have somehow over looked Space Base, due to there being a galaxy full of other rising stars. So here's my take on it, and why I think you might want to dip your toes in, roll some dice and do some intergalactic exploration if you get the opportunity. 

Space Base is one of those games where learning it is easy, however mastering it will take numerous attempts. John Clair has given to us a highly sensitive set of in-game controls and customisation which imparts immediate feedback. It gives me a sense of excitement and anticipation when I know I am sitting down to play it again. So here goes.

If you have ever played Machi Koro, then you will have a head start on understanding parts of this game. Each player begins with a tableaux (space base) of 12 sectors equipped with the same 12 space vessels. On your turn you roll two six-sided dice. The number on the dice correlates to each numbered sector. So if you roll a 6, you gain the (blue coloured) bonus given by the vessel docked at sector 6. However, alternatively you may split the dice total, for example, if you rolled a 4 and 2, you may collect the individual bonuses on sectors 4 AND 2 instead. Roll a doubles and you get to use the same number twice if you wish. Typical bonuses include additional Credits, increased Income and/or more Influence (victory points). If you collected credits then they are added to you running total. You may then spend credits on a new vessel (only one purchase per turn) bought from a multi-level (tiered) market place. However, even if the vessel you wish to buy is less than your current total, your credits are still returned back to zero for that turn, thus wasting any remaining credits. At the very end of your turn, your credits bounce back up to your last income level. This means, you will have to save your credits for a BIG purchase a few turns down the line. Or, you could concentrate on raising up your income level, giving yourself a powerful launch pad, to be able to afford the expensive vessels found in the 2nd and 3rd level markets. 

In Space Base the first player to 'max out' their influence tracker at 40 points, wins. You can do this by purchasing vessels which give you influence bonuses on yours and other players turns OR by buying some of the single use Outposts which are priced from 1-40 credits. The larger the outpost you buy, the more influence (victory points) they will score you. These outposts usually are acquired towards the end of the game to speedily increase your influence, so you can swiftly and/or sneakily nab a last gasp victory. 

If Space Base was simply just the game I described above then it would still be quite an enjoyable one. However, there is a little more to it. Let me explain. 

You may have been thinking, wait, if I only have 12 sectors, and I buy a new vessel to dock at one, where does my old vessel go? Is it decommissioned? No. It is sent into space (deployed) to explore and trade in the furthest reaches of the galaxy. What this means in game terms is that it is flipped upside down, and slipped under you player board at the same position it was first docked at. You now earn a new (red) bonus from that vessel each time the number is rolled on any of your opponents turns! Not only that, some vessels will give you unique power-ups that can be used to increase or decrease the sector number rolled that turn. So now you have a small engine builder which can help you find some more of the good luck needed to win a campaign. Indeed, how you choose to arrange and deploy your fleet over your space base provides you with a unique path to victory. Plus, just like with Machi Koro, advanced players will be taking note of where their opponents are strongest or weakest, and try to take advantage of this information. 

Final thoughts.

I was introduced to this game a few years back after falling in love with Machi Koro. As soon as I began playing Space Base, I knew I would adore this too. For such a simple game, it really pushes you to be creative with your choices, and try your luck at engineering a smooth running warp core, which works on both yours and your opponents turns. Failing that, you can go for brute force, save your credits up and purchase a super-powered vessel or outpost, and put all your xenomorphic eggs in one nest. 

Space Base sprawls out quite satisfyingly over a large table, and is reasonably priced for what looks like a LOT of game. I suspect that many of us will play this game several times before we manage to grab ourselves a well earned victory though. It is worth saying that since this game is dice roll driven, you could easily benefit from a really lucky set of dice rolls, and artificially get your fleet's warp drives running at warp 9 prematurely.

Space Base will play quite easily in 1 hour, however if you play at the higher player count of 4-5 players, or most of you are first time players, plus some of you are prone to analysis paralysis... then put aside another 30minutes for sure.

See you all later!

Friday, 2 June 2017

The Bamboozling Business of the Baffling Board Game

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

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

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

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!

Sunday, 19 June 2016

All Quiet on the Mash Tun front

Perhaps everyone stayed home to watch the Euro football. Or maybe people were put off by the chatter about having to share our space with football hooligans who wanted to watch the match on the big TV in the pub. Or maybe it's just an odd time of year.

But whatever it was, this week we had the lowest turnout for a number of years ( the official book of records reckons 2013 ) - we hit 26 people by the end of the evening.

As it turned out, the football hooligans sharing our space turned out to be a small family of Italians on Monday, and three very quiet guys on the Tuesday.

Lords of Vegas. Six player mental variant.
Games this week. The front of the pub played a frankly mental six handed game of Lords of Vegas. I told them this was mental. Twice. They ignored me. There was then some bemoaning of downtime during the game, and post game there were some polite comments about perhaps it was a little too long. Uh huh. Lords of Vegas is cool. And it can seat six with expansions. Which is very flexible and very cool. But I'm not entirely sure this isn't a seat too far for the game. A bit like trying to fit six seats on a bicycle. You might get it working. But it's not pretty. Or practical. I'm reminded of a Mr Bond pearl of wisdom here as he has noted in the past that expansions can be a very dubious affair when applied to solid base games - doubly so when expanding player count. Lords of Vegas sweet spot is four if you ask me. Which you weren't. You're welcome.

Some reformed table of theirs then played Machi Koro where James pretty much slaughtered everyone gaining his first ever victory against Lewis who had failed with a single dice strategy. Lewis had an absolute barrelful of new games that didn't get played, mostly smaller format card games, a mix of Kickstarters and purchases at the recent games Expo. It will be cool to see them get some air time in future - if you want an interesting, off beat, smaller card game, go see Lewis !

Citadels
Tim's table had an apparently utterly cut throat game of Citadels going on, where everyone except American James was being an ass. Maybe Karma smiles happily on nice guys, because when I checked in with them, he was winning. Despite playing nicely. Or perhaps because he was playing nicely. Sam then bucking the trend of generally shouting at people towards the end of the evening, accusing them of being werewolves or calling into question their dubious Aryan heritage, played a calming and refined game of Splendor. He does do refined occasionally. I suspect however that he would like the game much better if there were secret nazis in the game, and he could collect his sets of gems whilst also offering choice fascist slurs to other players. Or possibly secret dwarves. Which then sounds a bit Saboteur like.

Upstairs they played Trajan. I haven't a clue what went on there. I didn't venture upstairs at all other than to do a spot check. I still haven't played this game. I still need to play it. Some day.

Lords of Waterdeep
Elliot's table got to play the classic Lords of Waterdeep, where Joe played an absolute blinder and was slicing and dicing his way to victory.

Our table got to play a very full five for Rokoko. The game about making outfits for the high and mighty of Louis XIVs shindigs. Five is the most this game takes, and, with five it's a good deal tighter and longer. But still good. It wouldn't suffer an expansion with six though ! Sean had an impressively strong start hauling in some great money and making some good outfits, but then sputtered out in the face of bad turn order and paying little attention to updating his personnel roster. Mel on the other hand was fighting for first turn, spamming some excellent outfits into the royal hall and was doing a good job of recruiting. She put in a very strong score, and if she had managed to get another fireworks display or two built would have won the game. Adam descended into talking to himself at length. I called him the Adam collective such was the breadth of his conversations and arguments with himself - it was like watching a whole other table playing the game, all condensed into a single person. If only he could have changed his voices between lines, it would have been even better. And probably slightly worrying. But very entertaining.

Mel lost in thought surveying her outfit making empire in Rokoko
Poor Andrew seemed to be dicked over at every turn in this game and got off to a slow start along with me, but by the end he was doing a lot better and put in a challenging score. For myself I was entirely shut out of the points bonanza royal hall, no fireworks for me, struggled to do much points wise at the start, but bided my time by hoarding just about all the red cloth and grabbing savvy team members for my staff. In the end I managed to pip a win with a bare couple of room dominations and a butt load of money. The money aspect of this game *is* balanced in a situation like this, I was shut out of most things, but still managed to earn decent VPs from money and a crucial few other spots. I think the problem with money is if you are doing well on the board AND you get a decent money flow with a money VP gain - but, in theory, that's tough to do, it's probably one or the other, money or outright VPs as you can use your outfits either for VPs or to sell off for cash.

Super close game in the end. Very cool.

Unless I missed it, this week was probably the first week in... almost... ever.. that absolutely no filler type games were played. Unless you count Splendor. Which I don't. No fillers ? Madness.

Monday we played Deus, Machi Koro, and I gave a quick demonstration of Akrotiri. Hal won everything. I think he was fiddling the dice with Machi Koro as he romped to a win rolling almost nothing but 11's and in the entire game not a single 9 was rolled and 8 only once. With dice rolling like that he should play Craps for money where 11's are a natural insta win.

That's it, see you all next week, the footie is still on next week, so sharing table space will be a thing again.

Sunday, 15 May 2016

Back to the Caissons


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Takenoko + chibis

Chinatown

Mind blowing Aquasphere

Champions of Midgard !

More Assaulting

Steam time with Beardy McBeardface, Dave and Lee

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

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