Showing posts with label Powergrid. Show all posts
Showing posts with label Powergrid. Show all posts

Thursday, 10 September 2015

Double Trouble

Before we start, James wrote up a lovely little segment of his experiences this week - you can go read his exploits over on his blog.

With a line of NoBoG regulars texting, commenting and getting word in via yoghurt pots and taut string that they could not make it this week, I presumed that like last week it was going to be a quiet evening - which at the moment amounts to an attendance in the mid thirties ( half full for the Tuna ).

Turns out I was wrong and this week we hit 53. At least 53. I stopped counting stragglers coming through the door after 9pm.

And what a splendiferous evening of gaming it was ! What sights to see and wonders to behold !

For starters it was special hat night ! Charlotte the ever on duty bar maid commented that she was looking forward to seeing a mad collection of hats, and noted she had a beanie herself she could put on to get in the spirit. Alas, special hat night amounted to me wearing a rather fetching dragon hat, and as promised, Ewan actually for once removing his hat instead of wearing one. There were some rather poor excuses about not being informed when I quizzed people where their hats were, rather poor form, although someone suggested we should make every week special hat week. Food for thought. One suspects however this would be repeated weeks of again just me, in a hat, and Ewan without one. Pfah.

Elliot was in resplendent attire as he cut short his Other Duties and attended NoBoG in fine dinner
Lords of Waterdeep. Why is everyone staring at me ? Is it the hat ?
wear. It was like a scene from Casino Royale. Except instead of poker they were playing Lords of Waterdeep. And everyone else at the table was distinctly less well dressed. And there were no fancy palm trees and expensive cars outside. Just a small blue fiat and some classic British weather that couldn't quite be arsed to rain, might later, but would make you think about taking an umbrella only to annoyingly forget it and leave it somewhere, which would then properly leave you without an umbrella for the next day when it could actually be arsed to rain and isn't that bloody typical.

But apart from that. Just like Casino Royale.

We also had visitors from afar all the way from the US vacationing and working ( depending on which one you asked ) in Norwich. And of course, being in Norwich, the top place to be would be NoBoG ( bite it Norwich Cathedral ). So Erin and husband sat down to play some games, taking our American count up to 4 for the week. Rather alarmingly the trend in Americans attending NoBoG has steadily been on the rise for the last couple of months. At this rate we will all be Americans by sometime next year. Good news if you like large food portions. Bad news if you don't like the idea of Donald Trump possibly being your next leader. But regardless of American trends, NoBoG is clearly the international vacation spot to be given we've had Australian vacationers and all sorts. I plan to start up an in NoBoG novelty shop to cater for the flow of tourists - possibly a line of NoBoG Special Levelling Devices for holiday makers to take back home with them.

Sam was one of our regulars that couldn't make it this week, and he lamented that Mice & Mystics was probably going to be played whilst he wasn't there - a game that he wanted to have a go with. So to spite Sam we decided to play two simultaneous games of Mice & Mystics on one large table with both groups right next to each other ( largely because I was the only person who knew the rules, so I just shouted a bit to teach the two groups at once - Joe's clever idea that ). Double Trouble !

Mice & Mystics, Joe's group use "tactics" to win. Pah.
Our group of Mice didn't confer about what to take or skills to match, and piled in all dashing swords and bluster and quickly made it into the corridors beneath the castle. Two rooms in, and two mice down, we were slightly delayed having to rescued the downed mice before we walked into a torrent of spiders and centipedes. If you've never played Mice & Mystics before, then this is hardcore mode. Rats and Roaches are for wimps. Only truly heroic mice deal with the bigger spiders and centipedes. Surge after surge hit us, and in hindsight, a poorly timed dash into the next area left us reeling and bloodied and Tom as our spell caster, running desperately around a pit firing off magic bolts at chasing bad guys. Tom was last to go down, a mouse trap snapped shut on him after one too many dices with death, and as he brushed himself to get up, a centipede finished him off.

Game Over.

The other Mice & Mystics group used ridiculous ideas such as "talking to each other about what good synergies of powers they could use before selecting characters", and moving around so that the healer could always heal the hammer wielding tinkerer who kept multi smashing enemies. Pah ! They also set the game on beginner mode and removed some of the nastier events from the Search deck ( in our game it was one of these that ate a mouse ). They battled through the entire first chapter and successfully reached the tree roots - and had barely moved their time ticker on at all. I think they played it wrong. Real heroes do not discuss tactics. They spend their time coming up with rousing battle cries instead. I think we all know who the real winners were here.

Elsewhere Sean brought some possibly dodgy wrestling game to table and had a blast with that - Richard asked if you knew the winner of the game before anyone had even started, and everything else was just scripted. Sean said the game was good - or at least wasn't an abject failure, something which Andy agreed with when he noted it could have been a lot worse than it was. I'm still not sure if that was a compliment or some kind of back handed compliment insult thing. The game has some rock paper scissors action going on, with a bit of deck buildery shenanigans built into it according to Sean - the only down side being that only two of the four players could ever be in the ring at once. Why you couldn't have all four going ham is an open question. Seemed cool though. A tentative thumbs up !

Game of Thrones. Note ground zero of the Great Eastern Sea Coke Spill.
Game of Thrones was busted out yet again - and Martin and Davey were back with us at the table after a hiatus of a month ( I thought we had lost Martin for good ). As Lewis was also playing, it was necessary that a drink was thrown over the game ( it is now customary for any game Lewis is playing to have even odds that a drink should be thrown over it ), but to be fair it wasn't the fault of Lewis - but perhaps just his drink throwyness aura. They failed to finish the game, but everyone seemed to have a good deal of fun, except for perhaps Lewis who was beaten into a corner, and didn't really gel with the game. Don't worry Lewis, I'm not a big fan of the Shuffle Bits Pointlessly Between Three Areas for Five Hours game either. Game of Thrones. It's like diplomacy. But Winter Is Coming.

Hal brought along the new-ish Churchill game, which sees three players take on the roles of the World War II Allied leaders of Churchill, Roosevelt and Stalin. Although the game is about WW2 it
Churchill. Looks. Twiddly.
is not a war game, but instead something of a political animal about which Allied Leader will come out of WW2 with the most clout. Which is a point that is not that often touched upon when talking about WW2, and marks the point where the British Empire and any kind of British world power was finally extinguished - bankrupted and exhausted. Even before the war had ended at the beginning of 1945, Churchill began to refer to the meeting of the Big Three ( the common term for the three leaders ) as The Big Two and a Half, realising that the post WW2 stage would be set for the US and the USSR. Britain would no longer be a world power. An outcome he lamented and dwelled upon post war as one of his worst failures ( along with the parlous state of the world with the US v USSR stand off )

I managed to stick my head in half way through the game, and both Hal and David commented the game was strange. Good. But strange. Difficult to get a grasp of what was going on.

Pete got his much favoured Tzolkin to table - something that hasn't been out in a while, and proceeded to thump his two fellow players ( Alex and... someone... ! ) into the dirt, then jumped up and down on them for good measure. To be fair to Pete, as something of a challenge to himself he
Funkenschlag aka Powergrid. Admit it. Funkenschlag sounds better.
went for a risky strategy that he has viewed in the past as either being untenable at worst or at best very difficult to actually do well with - going for maximum workers, and therefore, maximum maintenance costs. However. Grabbing a couple of buildings early on that made sure all his maintenance costs of food were then covered  no problem meant that Pete could steam roller through his usual efficient scoring practices. Oof. I looked in halfway through to see Pete with an apologetic look on his face, and one of his opponents declaring that he had built at least one building and he would take that as a victory. Oh man.

What has been seen cannot be unseen. Is this guy
teabagging the recently deceased ? It certainly looks like it
Shocking behaviour ! And it's labelled indifferent public !
Indifferent to teabagging ??!
A whole bunch of other things were played - Blood Bowl Team Manager, Powergrid,  Legendary Encounter, Takenoko and more ( there were 12 tables of gaming in total ).

I got to squeeze a couple of games of Guillotine in, and Richard played a card he described as the "teabagging" card, possibly of someone teabagging a recently guillotined victim. Decide for yourself !

As ever, a few pictures left over for the gallery. Not so many this week. I was busy herding two tables of Mice. Or Mystics. Whichever.



James in the fore, and deep in thought David plays Churchill in the back.

Blood Bowl Team Manager. But have you bought Blood Bowl 2 yet ? Ewan has... crazy... keen.. fool.

Tuesday, 28 April 2015

Pleasure Pants - Get Them Whilst They're Hot

Another busy week last week with 39 people getting in for some gaming action. Any other time that would have been a record, had we not already pushed the bar up to 44 from the previous week.

James had a mini pre-game game for us all this week, with game mention Bingo. He's been threatening to do it for months, and so everyone was treated to a small bingo card with a list of games to cross off when they were called out. I think this is largely a reaction to somethings always being present in the game roll call session and James having a James like sense of humour. Elliot called out a bingo half way through the roll call, and won the prize of nothing whatsoever. Congratulations. Perhaps we should get a special hat in future. The winners hat. Design suggestions welcome.

Snake Oil ! Can I interest you in some pleasure pants ? Um. No.
Lewis had a new thing to try out with an intriguing name - Snake Oil, one of those card games that can expand to fit a whole gaggle of players, although, it did seem to run awful long. Lewis kindly forwarded on a report of the session for it, so we can hear what he has to say and find out what it's all about.

Right by the entrance to the Ribs, I (Weird) had somehow managed to gather a group of eight fellow players to try out the card game Snake Oil. This party game has players each getting an opportunity to assume the role of a customer, their role determined from a card from the customer deck - politician, newly-wed, caveman, hostage, and so on. How we're managing to sell things to these people I dare not ask.

Once the player decides on a customer role, all other players must try to combine two words out of the six cards in their hand to create a product, catering to the role in question, then attempt to pitch said product once prompted by the customer. In my instance of being the customer, I happened to draw the 'nerd' customer card, which led to the kind of mix of products you'd expect from any round, from practical combo's (a shower fan), to video game DLC (energy key), to the really rather creepy suggestions from the far side of the table (kiss monkey). Ech!

With a difficulty level on par with Cards Against Humanity, and given the entertainment value of watching someone try to sell a banana beard to... well, any kind of customer, I reckon any group can find quite a lot of enjoyment out of this game. It's not a game to focus on scoring, given how unlike Cards Against Humanity you know exactly who's suggestions are who's, but rather a game to see people try to sell pleasure pants to an insomniac.

I would personally recommend this game as a 4-player filler rather than an all-evening 9- or 10-player session. Should've known that before, but at least we know that now. Great fun all the same, and gg to Andi for claiming 4 out of a possible 8 points to win. Quite an inventor amongst us!

Their group then split into two tables for some Colt Expressing and Sushi Go-ing - and Lewis recommends that if you haven't played Sushi Go you really should, the food has faces. Which apparently makes it more appetising  / fun. Hmm. Note to self. Don't accept dinner invitations from Lewis.


Over on our table we cobbled together a game of Alchemists, where despite me forgetting to play the first half round, we did a fairly decent job of piecing together what was what. James somehow blasted away to a significant lead in this and ended up winning, despite only mixing 3 potions for the entire game. What ?! I had mixed a good half dozen, got master of the green potions at game end, but due to some early game spurious theory gambits could only limp in joint last with Pete.

There was much spluttering around the table of I Am Right, and You Are Wrong, and in what could be an early pattern, various Euro gamers believing they are infallible only to find out they have ballsed up their notes. James swore that the app had given him a wrong result, but on checking at the end, the app seemed to be bang on point. A glitch ? Or user error ? Sad to say, in my decades of imprisonment within the IT industry, in 99.9% of cases it's user error. A PEBKAC. Problem Exists Between Keyboard And Chair. Somewhat out of date these days given the swishy touchy mobile slatey kind of devices that are prevalent. But who knows. The potion app was struggling with the dingy pub lighting.

Concordia - NOT a game about cruise ship piloting
A short peanut flick away from us Hal got the much fancied 2014 game Concordia to table. I am beginning to think that Hal has very good taste in games, as most of what he turns up with looks interesting. Well. Except that drab blockade runner game. Concordia was nominated for a bunch of awards in 2014 ( but failed to actually win anything ), and is a game I have had half an eye on, wanting to see it in action. Despite Pete's humorous summary of the game being about piloting cruise ships as close to the coast as you dare ( which went straight over my head for 5 minutes until I realised what he was talking about ), the game is actually about commerce in the Mediterranean in the era of ancient Rome - short on rules, long on scoring opportunities.

Players get to wander around a simple board, building houses, collecting resources and trying to build some lovely scoring combination for game end - of which there is something of a point salad, depending on what you are concentrating on. The main thrust of the game is around your hand of cards, each of which is an action allowing you to perform something or other - producing goods, building houses,  buying more cards and so on. Hand management is a part of this game, as once a card is played it stays down, but, playing a certain card allows you to pick them all up again ( although crucially here it also triggers a scoring round for yourself the first time you play it, meaning that you have to be particularly efficient in how you play this ), and some cards allow you to copy other players cards.

It looks like a cool euro economic builder to me, but I failed to get a proper response from Hal's table as to what it was like. A general thumbs up was offered.

The table behind us started off the evening with a bit of Resistance Avalon, where I assume the evil doers took the game as after a while someone at the table put on their best theatrical voice and cackled loudly into the pub that the other players were all their unwitting slaves. Or words to those effect. It was all very Macbeth.

Downstairs the ultra classic Agricola was dusted off, and David has a brief write up of that for us.

Myself, chloe, owein, Richard and ewan played agricola on Tuesday.

It was a suprisingly close game with just 5 points between first and fourth place. Owein came out on top with a solid cover all bases strategy.

Ewan managed to make a mega pasture which used all but two of his fence pieces, which was pretty impressive.

I think it was the first time I've played a game at the club in which everyone knew the rules, which was refreshing. Especially as agricola isn't kind to new players.

Agric - things are serious when you have to stand up
to take your turn
Uh huh. Agric is one of those nice perennials that never gets old. Whisper it - I prefer it very slightly to Caverna. But I live in hope of some Caverna expansions coming along to mix things up a bit.

Elsewhere downstairs another Euro classic got spanked onto a table - Powergrid, or more correctly Funkenschlaaaaaaag, this time with the American map - which I couldn't remember ever seeing before. It actually took me a minute to realise what I was looking when I took a picture of an upside down Powergrid America map. Looks cool. Although six players with Powergrid is for me... gah. Too many.

Powergrid America
Another table was playing something else. Which. I cannot remember at all. It wasn't new, otherwise I would have taken a picture of it. A mystery game.

Fillers rounded off the evening for some. I got to play Artificium and like Sam the week before went from a lacklustre score all the way to a trouncing lead by way of chaining wizards. Other things were played. But I didn't check in on them. And people don't write to tell me of their sessions either. Hint. Hint.


Tuesday, 3 March 2015

Duang Good Gaming

As the internet debates whether blue is white and black is gold, and further afield many ponder what on earth the word duang means, which to be fair are the most gripping problems the planet currently grapples with, here at NoBoG we carry on sublimely unaware of such trivialities, preferring instead to tackle the much more serious and important playing of games down the pub.Without which the entire German board game industry would no doubt collapse.

As Bill Clinton was prompted to say - It's all about the economy stupid.

This week we had a raft of never seen before at the pub games on offer, starting with the very lovely Lewis and Clark.

Lewis and Clark is a Euro 'racing' game all about getting your expedition to be the first to plot a course across the North Western part of the US and hit the pacific coast based on the historical expedition that started out in 1804. Which is quite shocking to realise - that in 1804 a great swathe of the US was largely unknown. Makes you realise just how young the US is.

Lewis and Clark is a very mild deck builder, in fact so mild that I am loathe to even say it is one - but the fact is you start with a set of cards which you will almost certainly be adding to. Albeit you'll probably only add a half dozen cards at most to that hand. Each card allows you to perform a certain action, and along with spaces on the board also offering actions, allows each player to gather resources, improve their expedition and for the true goal of the game - push their expedition further up the trail towards ultimate victory.

The delightful Lewis and Clark
Hand management is crucial in Lewis and Clark - each card doubling as both action and strength, meaning players must choose wisely which actions to sacrifice as strength in order to play other actions, as cards played stay played until a hand reset in the form of an optional encampment action is called. Getting the timing of this right - as well as being able to dip in and riff from other players played cards is half the art of the game.

The other half of the art of this game is resource management. Which has a severe wrinkle in from the usual play action, spam resources, use hoarded stock. Lewis and Clark punishes you for having too many resources. Likewise you won't be able to do what you need to do unless you have enough resources. Meaning that a player must walk a goldilocks tight rope between too little and too much. Too many resources will see your fat expedition going backwards with time penalties, whilst too few will see you struggling to efficiently use your actions to set a good pace.

Hand management, tight resource control, interaction between players in first come first served action spots, duplicated actions played and a changing route that forces you to switch resource gathering strategy means that Lewis and Clark is no slouch. Indeed Mr Bond declared the game to be somewhat brain burny as you sit and work out just exactly how many resources you need, what actions you are going to play, which cards you can afford to burn, and just where every other player is right this minute.

Overall the game is lovely. The artwork is absolutely beautiful - each card is unique in art, and apart from the start deck, every single action card is also unique in function. The game is steeped in historical theme - all the characters within it are research and accurate, and as for the mechanics of the game - they really are very well done and a step up from the usual. It must be said one important errata has been published for the game - nerfing an otherwise spoiling strategy of sitting on your arse at the start, ignoring penalties and accruing ever more crap for a single devastating burst of speed.

Highly recommended - Mr Bond won an otherwise incredibly close race with a final burst of speed taking him across the finish line to setup camp first on the pacific coast.



Sam II brought along the next new thing  - Super Motherload which is all about mining. Why it's not called Super Motherlode I couldn't say. Perhaps it's an illiterate publisher, or perhaps they are making a very clever point - so clever in fact that it seems dumb. Or perhaps because it loads. As in computer game loads.

Blurry shot of Super Motherload
Super Motherload is a fairly simple deck building game where the results of your playing your ever improving deck are placed on a community board that represents you digging ever deeper into the surface of Mars. Play a bunch of cards to mine some spots on the board, get rewards for mining those spots, use those rewards to gain new cards. Rinse and repeat. Along the way win victory points for achieving various goals - the first to use four cards to mine, the first to dig a four length tunnel and so on. The small wrinkle here is the community board which allows all the players to interact in the same space. If one player digs deep for a reward the next will be able to mine from their tunnels to get somewhere else - thus you need to  not only keep an eye out for what you can achieve, but also what you might be offering to others by doing so. There's also quite a nice board revealing malarkey going on, in that you can't actually see the lower depths until you've completed certain aspects of the current depth - the person that achieves completion gets a small advantage in being able to pick exactly what the next depth will look like, even though its a binary choice.

Spot the difference - Super Motherload artwork
The artwork is sumptuous albeit somewhat wacky in style. I can pretty much guarantee that looking at the card art will not in any way give you a mining vibe. It might give you a 1970's cop show vibe. Say, CHiPs for those of a certain vintage. But mining... not so much.

The game actually looks quite fun in an easy going kind of computer game mimicking type of way - and that's no surprise as the game originally started life as an easy going laid back computer game available for your console and pc couch gaming. I failed to get the opinion of those playing it at the time to see if it was as cool as it looked. I suspect the computer game is more varied and cool, and the board game is slower but more social.

The last newness was taken with the world premiere of Orctions a game that Elliot has been mulling over in design for more than a decade. I have no idea how the game plays. It has auctions. With orcs. But what can be said is that it attracted 8 players who all seemed to have a fantastic time playing it, and such was the good vibes it generated that Lewis became an instant evangelist and is not only buying it as soon as its released but was promising to go to the UK games expo to help with its launch. You can find out more about this at the somewhat in development orction website http://orctions.co.uk/

Pandemic. Going well ? Maybe not...
Elsewise the G man was in the house again - this time playing Libertalia, Ra and something else which I forget with the ever diplomatic Stu. Stu's group kindly played a filler game of Forbidden Desert as a kick off game to allow the late arriving G man to join in.

Betrayal at House on the Hill had a return play, having been absent for sometime, with a Frankensteins monster being burnt to death - again. It seems Frankenstein isn't so hard to put down in Betrayal.

And finally Pete got Lord of the Ice Garden to table again, this time with Tom and Rich IV providing competition, of which the wily Tom gained victory.

Lord of the Ice Garden. Pete didn't win.
I think he subtly blamed RichIV for ending the game too early.
Know Your Players - Rich IV is not beyond delighting in explosive suicide
Filler type games and other things rounded out the week, with an impressively strategic Sam II pulling a great victory in Saboteur as he got all the Saboteurs to help him out - having early been thoroughly sabotaging, only to turn the tables at the end to reveal the gold and himself as a good guy - not a saboteur. Sam put this down to actually not looking at his role card until most of the way through the second game and thinking he was a Saboteur when he was not. Regardless of this it allowed him to place the winning tile and grab the lions share of the loot. Perhaps hes hit upon a great, albeit risky, counter saboteur strategy - pretend to be one of them until you can lay the winning tile.

Blockade Runner. Hazel contemplates the awfulness going on.
Never mind. Cheaty Mages afterwards was much better.
The week before that ... Hal brought a never seen at NoBoG game to table - Blockade Runner, a game about shipping cargo into the Southern States during the American Civil War. I'm not sure what it is with Hal but he seems to have a penchant for some really obscure games - which certainly does make an interesting change to the usual faire.

I'm not entirely sure what goes on with this game, but suffice to say its something of a Euro with a map of the Southern US, some auction mechanics going on, deliveries and some card play.

I have to say when I looked over at this game the thought crossed my mind that I hadn't seen such a drab board since the 70's. But all that glitters is not gold and all that. Unfortunately when I asked the players what the game was like, Hal was first in with a single word - abysmal, and everyone else followed with milder but equally unglowing terms. Unfinished. Nice ideas but doesn't quite work. Needs refinement. And so on. Uh huh.

Walk like an Egyptian... Imperial Settlers
I got to roughly teach a group how to play Imperial Settlers. Which I am really liking and wouldn't mind picking up for myself - we were playing with Mr Bonds copy. Netrunner Sam who is something of a 51st state veteran quickly picked up the game ( the games being by and large the same thing ), and with a strategy of large card flow went on to a good win with the Romans, with me trailing a dozen points behind, and Stu and Nicky a good 20 points behind me. With a little kick here and there I'm sure I could have taken it, but as the Egyptians I was fannying around with stone and building funny monuments - no swords to be had.

Cash and Guns 2 - Lauren Birthday Edition
At the other end of the room Lauren brought her birthday copy of Cash and Guns 2. And engaged with a full group in an extra noisy game of gangsta shooting and looting. Pandemic got a play upstairs. As well as Powergrid. And possibly some other stuff I really cannot now recall....

Fillers, Netrunner Sam busted out a new game to me - Cheaty Mages. Which is a pretty basic bet on the final result of a card type game - where every player gets to - mostly - secretly dick with the value of the result. This is a nice filler game with a high level of interaction and table backchat - as most filler type social games are wont to do. I'm not sure its classically cool enough to be up there with the greats, but it is a solid filler and a welcome extra choice in the field of quick high player social games.

The classic Powergrid still doing its thing.
Guillotine is having something of a ... *cough*.... renaissance, and with a few copies floating around is being played quite a bit. Simultaneously on two tables at one point. So thumbs up for guillotine. And well done Tim for introducing this quiet winning game to everyone.

Whilst everyone seems to be on a guillotine love in, Hal for one still hates it. It fills me with rage he confided. I am not sure why this is. Perhaps he has some French Nobility in his genealogy and still harbours a grudge towards the filthy Robespierre. He does have a liking for fancy wines. So maybe there's something in that.

Tuesday, 17 February 2015

Colt Express Beer Goggles

Twenty Nine last week at the ribs, numbers declining from the heady heights of the previous weeks 38, although given the pub was more busy than usual at game time, it felt - to me - just as busy as last week trying to get everyone sorted.

This week Lewis is guest writing for his own table experiences - without further ado...

Ticket to Ride
On our table we first played Ticket to Ride: Europe, teaching Sam how to play for the 1st time (still some learners!).

A close game throughout, but I pulled off the win having taken first with the longest route bonus.



I then drew out my two new additions to my collection.

Le Guillotine
First, Guillotine, which featured a short 2nd day due to Jamie (@JEndlessraining) playing a card that allowed him to end the day after his turn, picking up two nobles adding up to 6 points. He ultimately won, though I stole 2nd from Sam. Teehee.


We finished off with Pickomino, which had me controlling most of the titles throughout the game, but after a brief moment of confusion over the French rules over certain die results and a struggle to trigger the end of the game, James (@JamesHayward92) took the win by one more worm than me.

Three satisfying games, with Guillotine and Pickomino being described as "slightly frustrating" but great fun. What game isn't, at the very least, "slightly" frustrating?

Meanwhile upstairs...

XCOM. Tom II wonders where it all went wrong.
Despite there being no evidence for the presence of aliens on planet earth, apart from dodgy videos of some dude in a skin tight leotard prancing around like an idiot , the ribs played host to XCOM again last week, four intrepid commanders swearing to defend the pub from any ill looking alien. Which is very public spirited of them. And you would imagine involving standing at the pub door with a clipboard and a menacing look. Tom II, Richard IV, Davey and Ewan headed up this enterprise with an early game status report providing troubling news - the entire ground infantry / door bouncer force had been eliminated to a man, leaving only the tea boy and the caretaker left at XCOM HQ. Who was the commander in charge of this debacle ? Tom. Tom was in charge, so I blamed him for the mess.
The buck stops with the C in C.

By the end of the evening however the team had turned things around and seen off the aliens, Tom proving his quality leadership skills after all, albeit one presumes with a large marble plaque commemorating the lost Poor Bloody Infantry.

Imperial Settlers. With Deans thumbs and not his face.
Which is either a framing error, or sparing viewers a horrible sight.
On the next table over a nice game of Imperial Settlers was afoot - I say nice, but this was nice as in Mr Bond doubling down on his raiding capabilities and burning everyones stuff to the ground. Particularly Dean who was the Japanese. With those oh so burnable buildings made of wood and paper. Elite Ed ( the artist formerly known as Writer Ed ) confessed he didn't really know what was going on, and had only got to grips with the game about two thirds of the way through, his Romans bringing up a very poor rear score. Nevertheless by game end he had sorted himself out to bring himself within touching distance of the others, but the brutal barbarian Bond won the day, with his victory points for earning swords malarkey going on.

Nice game Imperial Settlers. If you haven't tried it, you should.

On our table we opened with Colt Express. With Luke relating to us the drinking game version of Colt Express that he apparently regularly plays. When anyone gets shot you take a shot. As it were. This ends up doubling the penalty of getting shot - not only do you get a duff card in your hand, your mental clarity also takes a hit. Colt Express Beer Goggles. Luke then told us how he often won such games, but this turned out to be not so much excellent tactics, but telling everyone else the wrong rules and filling everyone with bullets that never ran out. Sam won this. A reasonable haul of loot and a bonus for shooting everyone dead.

We then had a blast of Sheriff of Nottingham, which surprisingly seemed to revolve around 5 guys offering or demanding cocks. I'm not sure who started this cock filled innuendo, but when Martin started demanding that he wanted to hear Sam say he wanted his cock we had reached Peak Cock. Luke displayed some dubious tactics again, claiming that anyone taking 2 or less goods had to be searched - which he duly did and thus proved easy bait - and was endlessly goaded into searching goods and bankrupting himself. By the end he had lost most of his money and carted a sorry collection of items into the market. Martin won this with a policy largely consisting of honesty. And cock baiting. Um. Ok.

Archipelago. I think Med Ed is quietly signalling me to
sabotage the deep in thought Pete.
Downstairs Archipelago got another wheeze. This time Pete was not picked at the post by an evil Separatist and took a convincing win as the Pacifist, managing to pick up or even come first in almost everyone elses categories too. Very good. The other players looked a bit shell shocked over their beating.


Powergrid got a play with six I think. I like powergrid, although I find myself always shying away from playing it, but Powergrid with six is... heavy. Not sure how this worked out. There looked to be some confusion from the new players half way through. Which sounds about right.
Powergrid aka FUNKENSCHLAAAAG. Sounds better in German.

A very shortened game of Saboteur 2 took place. A single saboteur won the day. Mostly because every single other faction was busy kicking the crap out of each other. A shameful display.

Sunday, 25 May 2014

Pew Pew Pew

A respectable twenty two for this weeks shenanigans, including Robin making an unexpected return after several months of being AWOL, and, of course, a few new people - Jodie and Mark amongst others.

A rather tough table for Castles of Burgundy was setup, wall to wall experienced players making the game a challenge. Wily Tom ended up being crowned the winner, with Pete lamenting his strategy of doing a bit of everything failing to bring home the Burgundy Bacon.

On the other side of the room to Burgundian Castles, the NoBoG classic Hansa Teutonica was wheeled out to four newbies and a single vet - myself. If you know anything about this abstract Euro cube cruncher, you will know that newbies can struggle a little at first getting their head around what works and what doesn't. Being the general nice chap that I am I gave everyone a run through of the strategy involved - ( although I know some that take satisfaction in it, I don't particularly believe in the adage of explaining the rules and only the rules to someone, then delighting in slicing them several ways from Sunday as I leverage my experience over their inexperience ) - with a liberal dose of make your own mind up and herded them around the pitfalls of play.

The game was enjoyable, tough and close fought, with everyone looking like they might have had a chance had things gone in a slightly different direction at game end. I struggled to make headway on points, but still managed to pip a win in a fairly low scoring game.

Funkenschlag - Powergrid. This time set in the lovely fjords.
Downstairs the venerable Funkenschlaaag ( Powergrid ) and Lords of Waterdeep were put up for play. A new to me Nordic board was on offer, with a lot of interest clustered in southern Norway. Not sure who won this, and for some at least the experience was somewhat bewildering, math heavy and not entirely a thumbs up - or a thumbs down. It's certainly true that Powergrid with players that kind of know what they are doing, can start to become an exercise in headbound spreadsheet mechanics.

Trains. Fletch is either confidently not viewing his hand of cards
- unlike everyone else - or is in the process of eating them here.
Lastly Ed and Fletch took newcomers and largely inexperienced Mark and Jodie through the paces of Trains. A game which by now we surely all know, is about Trains - as the now part of the furniture in NoBoG joke goes. Actually it's Dominion. Without any rioting peasants, endless expansion boxes, and with a lovely board. Which if you've played this with Owein will know is not a required part of interaction to win the game.

Fillers. After the Lords of Waterdeep lot finished, they embarked on a game of Love Letter. Which was possibly the noisiest most raucous game of Love Letter ever to be played. I am not sure just how you can play such a noisy game of Love Letter ( Ed gave a reconstruction demonstration "BOOM, yes I am the Princess BITCHES !" ) , but they managed it. Lewis blamed Luke for all the raucousity ( not a word, should be a word ) post game.

The last filler was Space Cadets Dice Duel. This is a game which splits the players into two teams, each of which gets to crew a starship with the sole aim of shooting down the other starship. Each starship has a crew station that controls one aspect of the ship, weapons, shields and so on, and if you've ever played Star Fleet Battles, you'll know exactly where this comes from. In fact, the two miniatures they supply in the box are even though not officially linked with any Star Trek IP, pretty much exact replicas of the Defiant from the Star Trek series Deep Space Nine. Coincidence ?

Unlike SFB, play proceeds in frenetic real time, with no turns at all - neither me go you go, or we go, just, just play as fast as you can - with dice used as the main interaction between a player and the game. Whilst this might sound utterly stupid and chaotic ( which may or may not appeal to you ), the action of having to roll dice - of which you always have your own personal stash - injects a delay into the game, wherein you are continually rolling dice looking for maybe one or two values that are useful to you.

The dice are the fuel of the game. The engineer player has six normal dice, and depending on the result of a die, he can assign them to a ship crew station. Once a player receives a power die from the engineer player they can then roll their own dice that interact with their station. Once a die has been rolled that the station player likes, they lock their die in, and hand the power die back to the engineer - who gets to roll it again.

The realtime nature actually works out well for this - whilst the engineer can give power dice away to crew stations to power up that station ( and let them roll their own dice ), in practice there is a time lag between assigning power to a station and something useful coming of it. Shoving power into the shields for instance simply starts the process of rolling a single shield dice. It might be 20 seconds or more before you actually get to raise a shield in the direction you want...

Gameplay is fun, frenetic and at times stressful if you have a lot to do. A great game to play, and a bit of a crowd pleaser given its wacky play, zero downtime and raucous chatter. My only concern about the game is of its longevity - once a crew gets skilled at using their ship the game could break down into a bit of a binary blah fest, where whoever gets the last best movement gets to win. I can definitely see this happening, at which point the game is a whole lot less interesting, but, it also has to be said there is quite a learning journey to be made before you reach those oh so jaded clued in cynical heights. Whilst there are less than perfect crewmen on station, fun and doubt is to be had.

I lost both games. I blame Fletch for our first loss and his frantic handling of shields, helm and tractor beam - I was the "no stress here" engineer just handing out dice. In truth, Fletch's job was by far the trickiest and most busy, and not an easy ride by any stretch of the imagination - particularly for a first game. And I blame Ed for my second loss - after he did a sneaky piece of manoeuvring  that flipped him to the shieldless rear of our ship and proceeded to blow the crap out of us. For my part I wasn't watching the sneaky move ( which in hindsight I should have been ) - I was watching Fletch and Pip trying to load the torpedos... and fail...

Fletch has now left us for six months of glorious touring with Her Majesty's Finest Flyers, we hope he has a safe tour, and returns eager for gaming around Christmas !

Monday, 28 October 2013

Terra Prime - Homeward Bound

Eighteen was the number for the latest installment of NoBoG, with Terra Mystica, Terra Prime, Powergrid and Seasons up for play.

Pete was happy to get Terra Mystica out again and get funky with this Fantasy Euro that sees you building settlements and digging up land to turn it into different land ready for your particular Weird Race. New to the game Ed really enjoyed this modern and quite elegant Euro and was chuffed at placing second on his first try - good stuff.

Powergrid soaked up the numbers on table two - this classic Euro is doing the rounds with some of those that are not hugely familiar with it and is getting fairly regular plays at the moment.

Peering over Rich's shoulder, spying on his cards in Guildhall
Seasons had a repeat play again this week, which was then followed by guildhall which looked quite groovy.

There has been a slew of interesting shorter games down the pub of late - despite repeated popularity of The Resistance always squeezing into the filler spot - and it's nice to be able to dip your toe in the water and try out all sorts of wacky things.

The shorter games tend to be much pointier and more daring than your solid longer games - something about the speed of play allowing you take more edgy design decisions perhaps.

Lastly, taking to the upstairs of  The Ribs, five of us settled down to pilot our spaceships into the unknown void to bring back much needed resources to Terra Prime.

Terra Prime has a fairly simple premise - go forth and explore, exploit and win. Build colonies, blast aliens out of the sky, explore the dangerous outer territories and possibly shift some cargo back to base to earn those VP rewarding supply contracts.

Easy. Right ?

Except, this game tends to mess with peoples heads. It taunts analytical Euro Cube Crunching players. It sticks out its tongue at fine optimal plans for your turn, and it rudely gives you the two finger salute at your attempts to be clever.

Hard to say why. It could be because the possibilities of what you can do - and what you can't do, shift around like a slippery eel as each person explores, builds or possibly blocks space lanes. It might be because the oh so simple tile exploration actually has a lot of tricky permutations that are all too easily overlooked. Or it might be because we all suck.
Terra Prime in action.
Dean's hand is caught materialising in for his turn.

Whenever I looked at Bondy playing this, he was grimacing. I haven't seen him grimace so much over a game since he played Ora and Labora and was overwhelmed with information.

Bondy wasn't the only one feeling the pain - Matt was also wrestling with what to do, and in the end it was all too much for his sense of analytical pride to take. In hindsight, it was probably a mistake putting the ships mascot - Bubbles the Space Monkey - in charge of navigation and letting the astral simian fly around in meaningless directions. After a few turns of what can only be described as very sub optimal turns, Matt's ship, The Banana Express, ended up exploring the outer rim, hitting a bunch of asteroids, and losing all his VPs in the process. After mad Simian piloting, and Alina having stitched him up good and proper in previous turns, enough was enough and Captain Matt declared that there was no point in him playing any further and that he should probably go home.

Literally.

Eyebrows were raised, and people paused to grok the homebound declaration.

Really ?

Bondy declared that in the entire history of NoBoG, no one had ever Gone Home after a bad start.

Ooh.

The empty Pilots seat of the Banana Express.
Captain Matt cut his losses and headed for home.

Captain Matt mulled over his options for a round, whilst everyone else made not quite so sub optimal turns. But alas, Bubbles the Space Monkey had already ruined Matt's chances of winning... and the mess the simian had left on the navigational dashboard was best left unmentioned. Cutting his losses Matt bailed out and went home, leaving the rest of us to continue on.

A brutal game ensued where everyone made horrendous choices. Bondy actually managed to fly his ship around in circles for a while doing *absolutely nothing* as he dithered from turn to turn about what the hell to do. Dean had the least crappy game and by the end was actually doing a decent job - so much so that he romped to a win some 20 points ahead of everyone else.

The evening finished as it so often does of late with a blast of The Resistance. I got to be Merlin this time. And things were going pretty well, until good guy Pete got carried away with vetoing quests, we ran out of time - and quest options, and the bad guys made sure that the end quest was stacked with evil lackeys. A pity, Pete had been doing so well... and Clive had well and truly been outed as a nefarious spy.