Showing posts with label Room 25. Show all posts
Showing posts with label Room 25. Show all posts

Wednesday, 11 March 2015

Spies at the Jet Garage

A busy week this week ! In the apparent subjective random chaos of the universe the pub was this week quite full for no good reason whatsoever, making our 32 attendees seem that much more as we struggled to obtain tables for our cardboard shuffling.

We managed to squeeze everyone in however with the threat of punishments for those daring to play less than 5 player games ( as it turned out we had two tables do this ) and the very real possibility of otherwise having to enact the Beta Site Protocol.

Lords of Vegas. Sam practices his nazi salute.
Everyone else awkwardly pretends it didn't happen.
Downstairs Cyclades ( I think or possibly Kemet ) made a return to table after some time away, and on the next table over a rather surprising game of Tzolk'in kicked off with 5 newbies. If you'd asked me to guess what game would be played without at least someone at the table having played it before, Tzolk'in would probably have been one of the last games I would have picked, as being a crunchy euro it's not exactly the sort of game you can just fall into in 5 minutes. Nevertheless after a rules explanation from Pete the 5 got on with it and they all seemed to enjoy it. I didn't manage to get an idea of who was doing what. Without a monster action efficiency vet at the table I daresay the game was... quite enjoyable. And not the soul crushingly inevitable cog grinding madness that it can be. *cough*.

Over from them Martin got one of his favourites to table again with Room 25, and then followed one of the Werewolf variants, Andrew having brought three different Werewolf variants to the pub. It seems you can never have enough werewolves. I caught them in a game that was winding down, much argument about who the werewolf was, with some dubious statements as to eye witnesses and swapped roles. Looked good fun.

Pete and Joe enjoying the latest crossroads card - Dead of Winter
Upstairs Dead of Winter made a return, half newbies, half experienced, and despite a bucketload of paranoia filling the table and a call for exile being ignored by a whisker, there ended up being no betrayers at the table. Collecting samples was the name of the game, with 15 samples to collect, or after dice probabilities, 30 zombies to kill.

Pete on his first ever game of this focused heavily on getting everyone to kill zombies in good order, and the first turn passed in something of a breeze.

Although it must be said a rather unwelcome change came over Pete almost the instant he sat down to play. He questioned why we need to support helpless survivors. Weren't they indeed a burden. Couldn't we just kill them ? Eat them ? Push them out into the cold ? No. We're civilised. Besides. You lose 1 morale for everyone lost. Usually. Ah he said. Incentive.

The morale of the story being don't be in a zombie apocalypse with Pete. He will be eyeing you up thinking of how well you'd go glazed in honey with some accompanying roast potatoes.

Despite our great start, if you've ever played Dead of Winter however, you'll know that things can go tits up very quickly, and you can be up to your armpits in helpless survivors and difficult crises before you can say BRAAINNNSSSS.

Which quickly started to be the case as no less than three survivors ended up being bit and dying, and a suddenly burgeoning population saw food requirements double overnight.

As morale dipped towards one, the samples were on the cusp of being completed and as we staggered towards the finish line - worrying that a betrayer could tank the colony at any moment - we managed to obtain the last sample and in a bit of collective support everyone fulfilled their objectives. The impossible had happened. Everyone at the table had won.

Pete declared the game to be easy and stated it was his lack of presence in previous games that had made them fail.

Uh huh.

Kingsburg - Davey in the corner had strong infrastructure built
Elsewhere Kingsburg rode into town, and when I looked Davey seemed to have developed a nice board with a full track of military and a nearly full track of something else - although crucially at that point he had no pure victory point buildings. I'm not sure his score tally was enough to take it, despite him having a good infrastructure. Over development of useful buildings perhaps ?

On the other side of the pub, Sam having purloined pub tables to get his group going brought Lords of Vegas out, which seemed to be developing nicely when I looked - there seemed to be quite a number of monster casinos out in play.

The peace of Porfirio Diaz - Pax Porfiriana
And lastly Pax Porfiriana made another return to the Ribs, this somewhat obscure title surprisingly having made half a dozen appearances at the pub in the last year or so. Apparently we love us some revolutionary mexican shenanigans at NoBoG.

Pax and Dead of Winter ended up finishing at the same time, leaving us with the tantalising possibility of giving the yet to be properly published game Spyfall a whirl.

Having printed the print and play version of this out earlier the only problem was that all the printouts were not yet sleeved - not a huge problem, and everyone agreed they could just sleeve what was needed, or as I suggested, just not even worry about it. Play with how it was.

However.

Tip a bunch of unsleeved cards on a table. Add a pile of as of yet unused sleeves. Then tell a bunch of OCD gamers there is no need to sleeve. Wait. Watch the beads of sweat form on foreheads as OCD tendencies are repressed. The eye twitches. The hands that creep towards the sleeves.

Predictably perhaps after a minute of discussion there then followed ten minutes of frantic sleeving by a NoBoG flashmob sweatshop.

I ended up just managing from on high - I did no work myself, I let the NoBoG sweatshop collective get on with it. When asked who was the winner of this sleeving game, Hal retorted that I was the winner - presumably having just got all my cards sleeved by a willing work force. This turned out so well in fact that I am sure there is a business opportunity in there to do with stimulating the OCD tendencies of NoBoGians, sleeving up cards, and offering services on ebay or somesuch. If you could introduce a betrayal mechanism into the sleeving process it would probably become the hit NoBoG activity of 2015. In any event I am considering bringing other unsleeved games to the pub in future, with a just so happened to have handy pile of sleeves and more reverse psychology comments that guys, there really is no need to sleeve these cards.

As for Spyfall itself, this played out really fun. As Punk Rich noted it had that fresh, buzzy, fun feel of Resistance in the early days when it was all new and shiny and people were getting to grips with how to lie convincingly to their fellow human beings. Although Pete was less charmed with it. Fun. But not deep enough. I think however it's as deep as your questions / players. It's like an unstructured Resistance session.

So what is spyfall ?

Spyfall is an easy filler werewolf type game with up to 8 players taking part in a bit of a Question and Answers deduction session. One player at the table will be a spy - and not know which location everyone is currently at - whilst all the other players are given the same location plus a role they fill at that location. So for instance, everyone might find themselves on an aeroplane, with one player as the captain, another as a stewardess and so on. But the spy knows nothing. The art of the game is in wheedling out the spy - or not. As the spy you either want to remain hidden, or for extra bonus points, remain hidden until you can figure out the location and declare it. As non spies you are trying to find out which one of you is clueless as to the location - without giving away the location to the spy - with a bonus point for the player successfully calling out a vote. Players are given eight minutes to ask questions - one player asking one other player a question, then that player asking someone else a question and so on.

So for instance. An utterly horrible question might be - Pete, are we at the Submarine ? Answer - Yes. Good job. You've just handed the spy the win.

Four rounds were played in total, with Graham calling Richard IV out as a spy with his dubious answers, Punk Rich panicking to a quick minute and a half spy guess as to the location ( wrong ), and then finally a couple of spy wins, the first being Punk Rich sailing to a spy victory as the wrong person was lynched, and lastly Bondy narrowly avoiding a spy vote to then call out the location was the "dodgy Jet Service Garage", earning himself a game winning 4 points in the process.

There were some great moments in the game, with Punk Rich as a spy completely nailing an answer on the location with a broadening your horizons statement ( for the school - he had guessed it was either the University or school ) and thus utterly avoiding any suspicion, and Pete launching into an impromptu political statement when asked something along the lines of whether everyone should attend this place ( school ). Graham also called out Owein for not laughing when everyone else did - this can be a giveaway in spyfall - but he wasn't actually a spy and not enough people around the table were convinced either.

A lot of frantic thinking was going on at the table for this game. The most popular word was Um. Um. Um. Um. Uh. Stalling sorry. Um. Uhhh.

After the final round Graham had managed to come up with a great universal question to weed out spies - What are the toilets like at this location ? Depending on your answer you can figure out if they know what they are talking about. One shot only of course. For use on suspected spies.

Funny werewolf filler variant. I expect to see more of it in the coming weeks.

If you'd like to try out Spyfall yourself ( and as it's not yet available ), there are a number of print and play versions available in the files section on the geek , but be warned the full game is some 208 cards.

Alternatively, if you'd like to play with the extra special Norwich NoBoG spyfall variant, you can print out the sheets that you can find here, including such places as the Norwich Cathedral, UEA, Norwich and Norfolk Hospital and of course the world famous Norwich Space Station. Uhh. Yes !

One cool thing about the game is that in theory, just one copy can play multiple tables simultaneously. With 25 odd locations to use, and only one ever being in use at one time, you could quite easily run three or four tables from one set. Although if you are truly wily you could possibly listen to other tables to help you figure out which location is *not* currently on this table. Filthy cheating.

A great evening of gaming, awesome fun. Roll on next week !

Boardgame Geek Print File for Spyfall http://boardgamegeek.com/files/thing/166384
NoBoG Spyfall A4 Card Sheets http://www.singularity-space.co.uk/spyfall_nobogstyle.rar

Thursday, 15 January 2015

You Win Second Place in a Beauty Contest...

... in a lineup of one. So goes the Monopoly inspired joke. More of that later.

Did you know ? The most popular day of the year for holiday
hunting is January 5th. Just after lunch. One can only assume
this is because everyone is miserable being back at work after
Xmas.
Since Christmas the NoBloG writing goblins have become slack. Weekly issues are failing to get out, news is being missed, and all the while the slacking goblins have been eating the last remnants of festive chocolate, complaining about having eaten too much, and using their office time to search the web for cheap winter holidays. What can you do ? I have sent them all off to a recuperative post christmas blues tropical beach, and been forced to do my own typing in their absence. Pfft.

The last couple of weeks have returned to a busy pub of gaming with 34 people turning up on both weeks ( with a huge variance of *who* actually turned up in the differing weeks... should everyone instead decide to turn up at once ... ), with Resistance having a resurgence in popularity and returning to its regular-ish slot of end of night play.

Stu and Tom were with us this week, both of whom like nothing more than the meta game of the Bargain Bin Rummage. I think they must have some competition going on as to who can find the cheapest or most obscure game. In the past this has brought us classics from Giants, a euro game about shifting giant heads around Easter Island... and putting hats on them.... to Felinia, a game about sea going medieval cat merchants. That is to say, cats, who are merchants. Stand up on their hind paws. And engage in conversations about... fish ? As opposed to merchants who deal in cats.

This week Stu ( or possibly Tom ) had managed to dig a bit of serious retro gaming out of one of his secret bargain bins. Waddingtons Formula 1. Which with an initial release date of 1962 is I am going to guess, older than every single NoBoGer currently in irregular attendance.
Formula 1, Tom roars into the lead with a bit of
judicious picture taking timing

At first glance the game looks suspiciously monopoly inspired. A dice. Two decks of cards bearing an uncanny resemblance to Chance and Community Chest - except of course, here they are Pit Cards and Tactics cards. And a carefully measured track with spaces to move your playing piece around. There are no second place beauty contest wins here however - but instead varying advantages of moving faster, accelerating to top speed, careening around a bend without incident, or the reverse, missing a turn because.. well.. you have been subject to poor pit work. Such are the advanced game design machinations of the 1960's family game. If it doesn't have a random number generator lurking in a deck of cards, you are doing something very wrong.

Five enjoyed this hark back to a more innocent gaming age, with Caroline roaring across the finish in first place. And despite its age, everyone really did seem to enjoy it.

Elsewhere Mr Bond brought along one of his Christmas presents - Imperial Settlers, a full table of four spending the evening standing up and poring over the wording on cards. No idea who won. But seemed fun.

Lewis, Tom, Lauren and Andrew had a go with Takenoko, followed by Get Bit and Love Letter. Lauren was on the warpath and taking no prisoners, bashing her fellow gamers with expletives, threats, yells and anything else. She ended up winning Takenoko and Get Bit, although whether this was due to great game play or just banter intimidation it's hard to say. She took her losses on Love Letter hard. I think she wanted a clean sweep victory.

Downstairs Caverna was given a whirl, with it has to be said a group that was probably thrown to the
A busy Wherry Room full of gamers
lions. Just about all new to Caverna, and in some instances new to gaming. A trial by fire. I'm not sure how this went down, but highly experienced Euro gamer Guillame wiped the floor with everyone apparently. Hmm. We might have scared off some new people there.

An epic six player game of Lords of Vegas was on the table over, and over from them - I think Room 25 got another bash.

Upstairs I got to take a couple of completely new gamers on a tour of what's what, starting with Colt Express, of which the programmed movement seemed to at times really mess with their heads, before moving onto Sechs Nimmt, which as I suspected, they really warmed to and took a picture of it at the end so they could go buy it themselves. Scratching my head for easy finishers we settled for Loot Letter, which almost earned a ban from Mr Bond because it had Munchkin in the title.

Last week Bondy threatened NoBoG legal action against the players of Munchkin on the grounds of Bad Taste Gaming. Despite having taken photographic evidence of the deplorable activity and posting it to the NoBoG twitter feed, the threatened Official Letters of Warning have yet to be actioned. A lucky escape perhaps for the transgressors.

Lastly downstairs they had an epic game of Avalon Resistance - they were frightened off of using the new chiefs and spy hunters malarkey and instead stuck to swords and sorcery. Pah. Luke performed the tricky game intro spiel with morgana, merlin, percival and the kitchen sink and did a good job getting it all right. However. You could hear his brain whirring as he paused at each step, thought about it, thought about it again and his voice steadily slipped into BBC English. Watching Resistance can be nearly as much fun as playing Resistance.

Upstairs I got to enjoy a quick filler of Port Royal with Hal and Mr Bond. Stealing the win right at the end away from the many be-pirated Hal, Mr Bond declared the game to be awesome. Because he had won. With a strategy of... doing everything not particularly well. Except possibly capitalising on everyones failures more than anyone else. I had personally gone card draw crazy - ignoring victory points to.. I don't know. Show off with how many cards I could take ( which helped me not at all ). Hal had a very solid heavy pirate strategy. But somehow. Pushing his luck just... never... worked. Greed ! Without it, he could probably have won the game a good few rounds earlier. Fun game. Funny banter. Always a laugh with Hal and The Bond.

Port Royal is a really nice little filler game, a push your luck, build up a simple tableau, earn victory points piratey card game. It's not long enough or deep enough to become some card memorising synergy monster like Race for the Galaxy, and its shorter and less prone to breaking than Glory to Rome, but shares a few elements with those games... in a piratey themed way. And let's face it. Pirate themes are the best themes. You can take your Race for the Galaxy Uplifting species and.... uplift them. I'll stick to pirates.

Last week Mission Red Planet showed up for its quarterly airing. Newbies all. And for once I managed to capitalise on my experience, and romped to a 3 point hoarding win. We then had some Frank's Zoo. Which I totally failed at. Although it has to be said this was more to do with my partners than myself - both of whom flopped out in last place for zero points, and despite me finishing first in the last round, I had the worst score. Bah.

Suburbia was also on show. Resistance. And err. Other things. Like Munchkin. And Seven Wonders ( which James had never played before... ! ). And Tragedy Looper. And more stuff. Which I forget. And the goblins are all away at the beach. So who knows.

Monday, 20 October 2014

No Honour Amongst Thieves

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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






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


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

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

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