Showing posts with label Smash Up. Show all posts
Showing posts with label Smash Up. Show all posts

Friday, 6 November 2015

Ra Ra ah-ah-ah

Ro-ma, ro-ma-ma. Well, I expect that reference to split the audience.

This week - possibly in a fit of indecision about what to play - we had the old school and noted giant of euro gaming Ra in the house, a classic title by a classic designer Reiner Knizia. If you're into your board gaming and haven't been in the gaming wilderness for the last 20 years then you're very likely to know who Reiner Knizia is, and if you have your proper board gaming chops, have at least heard of, if not played Ra.

Ra, Ra, ooh la la. A classic Knizia game.
If you don't know who Reiner Knizia, then suffice to say he is a prolific game designer of the euro type , and is part of a stable of game designers that cemented the term "euro" into the gaming dictionary in the first place.

If you want to get fancy about it, then maybe you could consider Reiner Knizia a crucial fuelling part of the Renaissance era of gaming ( where pre 70's ish would be antiquity, 80's and prior are medieval and say, post late 90's are modern ).

Ra is a simple Egyptian themed auction game, where players compete to out bid their opponents to pick up auction lots of tiles. Tiles are scored on some simple rules, set collection, bonus points, penalty points, and with the game split across three rounds ( or epochs ), scoring is performed three times, with a bit of overlap between rounds as some tiles stick around for the whole game. So the whole art of the game is in assessing whether a group of tiles is something you'd like to bid on, getting your scoring sorted out into some semblance of brilliance, and a bit of jockeying for position in timing of bids, availability of tiles and what exactly your bid strength is. The game despite being known as an auction game, and talking about auctions, and bids, and yada, isn't really anything of the sort - it's a trick taking game where your bids are fixed amounts determined by the tokens you are holding ( effectively everyone is playing with a single-ish suit from a deck of cards, and playing highest card wins, which kinda is an auction, but in the same way that playing Top Trumps is kinda an auction - IE no one ever refers to playing card trumping games as an auction . Oh you nicely outbid me there with your King of Hearts on top of my Jack of Hearts... this is never said. ).

Ra is a classic beloved by many of the gaming cognoscenti, but for my money, it's too dry, too simple, the theme makes me want to stab my eyes out, and I'd rather be playing something other than Ra. Not that it's bad by any means. Inoffensive. Like porridge. With no sugar. Or salt. Or anything in it. That makes you sit up straight before you eat it. And recite your 12 times table. Just. Yeah. Next ! Ra combined with Tigris and Euphrates - another well beloved Reiner Knizia game - are enough to make me throw up my hands in despair and go and find other things to do, such as beat my head against a wall.


Planet Norwich in the Norfolk System.

The clans have returned from distant stars to invade the Inner Sphere, the til now peaceful Commonwealth planet of Norwich suddenly finding itself the target of a rapid and brutal clan assault. Clan Ghost Bear landing advance forces onto the planet have already decisively engaged with the defenders, where despite being outnumbered have succeeded in pushing through defences and leaving a trail of destroyed enemies behind them.

Having broken through Inner Sphere lines, roving Clan scout forces now fan out in a rapid advance seeking to strike directly at the enemies capability to conduct and supply a war - ending the fight before it can really begin. Commonwealth forces in the form of the Davion Guards scramble to close the breach in the front lines whilst simultaneously reinforcing all strategic points behind the breach in danger of being overrun. But the task is a difficult one - the clans with superior mobility and firepower can strike at will and fade before a significant defence force can be assembled.

Reorganising the reserves into fast response defence lances, Davion Guard forces are distributed widely across the breach pocket with a hope of forming an anvil to delay Clan raiders caught in the act, before landing the hammer blow of a fast response.

Sector QF, just south of the Dereham lowlands - a call distorts across counter measure disrupted frequencies. Clan forces spotted, heading inbound towards the Unthank industrial zone. The Guards force on point scramble to their mechs, the brave pilots prepared to face the onslaught of the clans and provide the anvil. Meanwhile 60 klicks away, turbines spool up and thrusters ignite as the fast response drop ships pick up their mechs and prepare to speed to the battle to support their defences and deliver the hammer blow.

 Elsewhere I got to suffer play through another session of the even older than Ra - Battletech ( a game from the medieval period of gaming if we are keeping up the analogy, so, similar-ish to modern games, except no plumbing or toilets, other than a hole in the wall to stick your arse out of, giving rise to odd smells, suspicious lumps of matter loitering in odd places, and a certain air of unwashed, inelegant, grime about it all ) , Sean was dead keen on giving this a go being a bit of a Battlemech fan ( and who doesn't like big stompy robot things.. ), and having watched it being played a few weeks back.

Battletech, the filthy Clanners hug the edge of the map.
And that was cool, I found it pretty riveting, the time whisked by, a fair bit of analysis paralysis, a lot of thinking, a bit of taunting, and a good deal of ineffective fire. Highlights included a jumping mech making a bad landing and falling over in the river, and then me deciding to jump on top of their sorry ass to try and kick their head in, followed by a graceful pirouetting jump out of a cauldron of fire into a back flopping landing in a lake. All performed in a 55 ton mech. There was also lots of gratuitous use of the laser line of sight checker.

Everyone enjoyed themselves, albeit, such is the way of things, it was a harrowing session, and I think it's fair to say everyone felt like they'd gone ten rounds in the ring with a heavyweight champion by the time we called halt to the game.

For the record, the clan pushed up to the edges of the industrial zone, then were perturbed by my jumping shenanigans and some supporting fire from Andy ( notably Sean spent all game waltzing around without firing a shot until the last rounds - we had assumed until the very end of the game that he was some kind of pacifist handing out leaflets.. albeit in a 50 ton walking mech ) .

Battletech - in the distance the clan raiders pull into sight
The clan advance crunched into a confused rabble, sidled along the edge of the map in comedic hand holding fashion ( Sean did a very good spontaneous mime impression of this which you had to be there to appreciate ), before just getting into the industrial zone as the reinforcements arrived and the hammer blow dropped. We stopped one turn after that. But it was fair to say that things were looking grim indeed for the Clan, although Andy's Warhammer had by then had both it's arms blown off. Just a flesh wound. I'm invincible !

More miniatures and dice rolling were going on on the table across from us, where David hosted his quasi regular Imperial Assault game, with his Empire once again facing off against the heroic rag tag Rebel team. Pete playing as ever the wookie reports that he had great fun charging into the fray,
Imperial Assault. One of the monsters seems to have
had an unfortunate incident with it's knicker elastic.
running screaming down corridors in the way only wookies can, and laid about cleaving stand in bad guy extras left and right. Causing chaos and confusion the hairy hero bleeding profusely stumbled to the macguffin console, only to fumble through the blood and tears the activation sequence and fail the mission.

There is a reason they don't give wookies medals. At the end of Star Wars watch closely. There's Han. Here's a medal. There's Luke. Have a medal. There's Chewie... screw you buddy, we're fresh out of medals ! You and your hairy ass can just stand in the back being generally unappreciated ! Harsh. And it's all Pete's fault. They've never forgotten the time he fumbled that console roll. Do you know how many Bothans died for that ? Many Bothans ! Many !


As this is the second failure in a row for the Rebel team I have come to the conclusion that David is facing off against the B Team of the Rebel Alliance. These are the guys that you never see in the films, the one's they don't tell tales of derring-do about, the ones that generally screwed something up in the first place that then made the presence of the A Team Rebels a necessity. The Death Star ? Yeah. The B Team screwed that up by failing the mission to steal all supplies of Imperial hammers to deny the building work from ever starting. Resulting in one blown up planet. And a last minute emergency mission to blow the completed Death Star up. That's why there's no medals for Wookies. A failure to delete the hammer invoice order from the death star construction console. Peeettteee ! Or in character. "aaarrrrarrarrr-arr-arrrarr-arrrrr".

Moving on from Rebel debacles, Sam got to try out the excellent Colt Express with the new stagecoach expansion, which brings hostages, whiskey, and victory points for getting shot ! It all sounded pretty cool, and I absolutely have to give this a go when I get a chance and am not playing
Thunderbirds are go ! F.A.B !
Battletech until midnight. Prior to this Sam busted out the FAB game - ah ha ha - Thunderbirds, a brand new spanky offering of this now 50 year old... we'll go with classic. To be honest I have no idea what goes on in this game. It's co-operative. It has miniature depictions of the Thunderbird vehicles. One can only presume you go around the world saving people whilst displaying very little face movement and refusing to walk anywhere where you could instead build an unfeasibly complex mechanical system to ferry your sorry ass around in an automated chair, thus avoiding the burdensome necessity of actually getting up. International rescue is one thing. Being bothered to get your ass out of your armchair is a whole other ballgame. I'm with you there buddy !

Who knows if Sam's intrepid team won or lost ? But really, playing Thunderbirds the Game in your automated chairs, I think we can all agree that everyone is a winner, regardless of game outcome. I'm not sure, but I could swear at some point I saw Sam with serene face gliding past in an automated chair headed for the bar. FAB !

Another old school classic was also on show at the Tun in the form of Alhambra. They played a pretty full six handed game of this I think, with I'm going to take a guess at a pure vanilla setup. So none of the bazillion expansions on offer.

Elsewise the lovely Suburbia got a turn on the boards, Lewis got vanilla Smash up out and Codenames and a host of other fillers also got a play through. I had my head buried in Battletech so I probably missed a lot.

For those counting, 43, another quiet night.

The Gallery...

Smash Up

Codenames

Suburbia

Sunday, 20 September 2015

Card Drafting Heaven

"If you find yourself alone, riding in the green fields with the sun on your face, do not be troubled. For you are in Elysium, and you're already dead!" - Maximus Decimus Meridius from his cavalry warm up speech.

This week Dean brought along the new and swanky card drafting, pool building game Elysium to NoBoG with its lovely art and Greek mythology theme. There is some fluff and nonsense about you competing with other demi gods to compose the greatest feat of narcissism by collecting artefacts, heroes and composing legends about yourself all in a bid to impress Zeus and have him pick you, X Factor style BC ( oh the horror ), but what it boils down to is collecting sets of things to score more victory points than your neighbour. And yeah. They all have Greek mythological things going on. Imagine Canasta, or some variant of Gin Rummy, but instead of the Ace of Hearts you have Persephone, 3 of Hades.

Elysium - pic courtesy of BGG
Elysium is pretty much what we've seen before from such games - every round a pool of cards is placed in a central area for everyone to draft from. There is no real purchasing going on of the cards at this point - everyone has an opportunity to draft four things in turn, the only constraint being whether you have the right colour selection left to take an available card ( which by and large you always will have ). A small twist on the typical drafting shenanigans at this point sees your card pool split in two - those that are active and possibly earning you capabilities and gold, and those that are inactive and that score you end game points ( for sets of things and special VP multipliers ). Timing when you push an active card into a scoring card is a little of what the game is about - you get limited opportunities to do so, and every card you push down costs an amount of gold, so getting your ducks in a row of how many cards you want to push down, covering the costs, and getting enough actions to do it is the order of the day - not that it is particularly taxing to do so, this is not a game that's going to beat you over the head.

The game offers a mild point salad in how to approach things, there are bonuses for being first or the best in particular category, and you can also engine up into raw points early game, or go for the long game and invest in sticking stuff into your scoring area.

There are limited opportunities to dick with other players ( Poseidons cards are all about the dicking) but by and large the gameplay is not terribly cut throat, something like say Core Worlds is a much more explicit fight and race for crucial point scoring opportunities. Elysium is way more laid back, build your own area up, graze from the deck pool. It's also not a heavy synergy lead game like say Imperial Settlers where that drafter is all about the ramping up of interaction - you will be turning cards into inactive point scorers throughout the game which keeps the interaction and complexity rate low ( imagine if at the end of every round of Imperial Settlers you widowed cards into an end game score pile where they no longer took part in the game - and you only scored end game points from that pile, not your open tableau ).

Elysium, pic courtesy of BGG
All in all the game is a nice example of its genre, lovely theme, nice artwork, good production and is a cool addition to a collection if you have a need to scratch a card drafting itch and don't already have something like Abyss or Core Worlds ( unless you are Dean who seems to collect *ALL* the card drafting games ), but ultimately doesn't really bring anything new or innovative to table and is something of a Me Too game.

For my money, Elysium would probably edge out all the other card drafters - it's a bit more relaxed, simpler, quicker, streamlined and open to newbies doing well, as opposed to experienced players slicing and dicing in Core Worlds, and on the whole I probably prefer the Greek theme to anything else - even sci fi. Gasp. Blasphemy. Then again, I have two mutts and their names are Ares and Athena. And I dig the Iliad and the Odyssey. And I can fan girl when I know the stories of the characters I am picking up. So. You know. Bias. YMMV and should arguably pick Core Worlds instead ( Imperial Settlers is different enough here that imo, they are just enough of a different game to stand apart ).

Martin won this by possibly a single point - Richard IV got the end turn order over me and stopped my glorious victory. The points were very close all told, everyone was within a point or two of everyone else. Dean, expert and shoe in for the win came last. Surprise !

On Her Majesty's Service
We also busted out a game of On Her Majestys Service earlier which was all round pretty funny, and incredibly back stabby. I went from a single turn away from victory all the way down to last place, Martin, stole the single turn away from victory spot away from me, before I managed to stab him a few times, leaving Dean in the oh so close to winning position before Rich IV came from nowhere and pipped the win. Ridiculous. Funny. High points include Dean exclaiming that I had dicked him twice in one turn, and Martin's face when it went from the smug, I have won next turn it's all downhill to the backstabbed, shit, now I can't win. Priceless. The game has enough going on to make you think in a turn, and enough backstabbery to make that journey sometimes painful and usually funny.

Med Ed was in the house and decided to play one of my new things Isle of Skye - which amounts to Carcassonne on steroids. But this is Carcassonne with someone taking a deeper look at the scoring, sorting out the tile placement and putting in a better way of interacting with players. In short. It's a whole lot better. In fact. If this game doesn't at least get nominated for an award I would be surprised - it's simple yet offers a surprising degree of variation complexity on what you should do in your turn, and has a very high replayability factor.

The game is played over the course of 5 or so rounds ( depending on player count ), with each game having different scoring things at different rounds, meaning no two games are ever the same ( there are some 20 different scoring items, and only 4 per game are ever selected ).

Isle of Skye
The game itself revolves around your placing tiles to create your own little Isle of Skye fiefdom, with fields, water, mountains, roads and the usual malarkey giving you a modular landscape to piece together, on the face of it like Carcassonne if you had your own private board.

But here's a nice twist. At the start of a round everyone gets to pull three tiles in secret from the tile pool. You then have to decide which of the three you will discard, and for the other two, how much money you will place on them. Once everyone is finished, all tiles are revealed and then in player order you can buy a tile from anyone for the amount of gold they have placed on the tile. Purchased tiles are then added to your pool for you to place, whilst the seller gets your gold, and the gold they placed on their tile back. Unpurchased tiles have the gold removed and go into your placement pool.

Isle of Skye, closer shot of the tiles
This means that on tile pick up there are plenty of things to consider here - where can I place these tiles that gives me good scoring, either now, soon, or later. What state are other players boards in, and can others use these tiles and potentially purchase them away from me. How much money do I have to potentially make some tiles very expensive for others to buy and lessen their attraction. Do I save my money for future in case something really good comes along that I want to keep or purchase.

And on reveal that set of choices multiplies. Who has a great tile for me. Who would really like tile X. Can I afford it. Is it worth it. Yada.

Although simple in principle, the puzzle of where to place, what to buy and what to guard is surprisingly deep, and I suspect this game would be a trough fest of Analysis Paralysis in the wrong hands.

On the whole a fantastic light tile laying game, scratching the itch of building your own little kingdom, enormous replayability in scoring and timing options, and a whole bunch of player interaction with the open tile buying. Great game, well worth having a go of.

Trains : Rising Sun
Elsewhere Tim brought along Trains Rising Sun, which is the second game in the Trains series, which for those that don't know is Dominion with a board and themed solely around ... trains. I very much like Trains, and whisper it, I think it's superior to Dominion, albeit Dominion scores heavily on the breadth of available options making it supremely replayable. Trains Rising Sun is a welcome addition to the line to start giving the whole thing more breadth in what you can do. Either play it as a standalone, or mix it up with the original Trains to expand the number of options available ( just like you get with each Dominion set... ). Davey reported that although Tim was excited about having the rare opportunity to bring something a little heavier this week, he was less excited at getting beaten into last place. Oh dear. Stupid game anyway ! Maybe this is the real reason Tim never brings it.

We also had Lewis introducing new people to Smash Up and beating them all with his... Steampunk Cats, followed by Monty Python Fluxx that saw only Lewis brave enough to adopt silly accents and other ostentatious diplays of ridiculousness. Although to be fair, in Lewis' case that's normal behaviour, where silly Bane accents come as part and parcel of Batman Love Letter, so he has an unfair advantage.

Multiple simultaneous games of Dead of Winter were on the front tables with a whole bunch of new people. Not sure if this is a new trend of the front tables to have multiple copies of the same game going on.

Pete had a Petetastic evening with two games he really likes - Steam followed by Hansa Teutonica. He mentioned getting an early 5 actions in Hansa, so I would presume the game went very downhill for everyone else from that point on.

James and Torres
Old school Torres was busted out, I think James won this by a single point, and then they went on to play James' prototype Robot Robot... which if we aren't playing at least one prototype every week, then we have failed. Perhaps everyone should clump together into a co-op publishing house and raise a new game company from the ground.

The university season has restarted, so, as such, we had a spread of Uni people back with us, including Luke who seems to have had an argument with the barber over the summer and lost his shoulder length hair. He brought Betrayal at House on the Hill back to table, along with some other social crowd pleasing goodness.

Firefly also made a visit - I think its first visit to NoBoG, but slacker that I am, I have no idea how that went down, or indeed much of anything else that went on in the Tuna.

And there were some ridiculous Speed Avalon Resistance games which unsurprisingly was a crushing win twice for the bad guys.

I also failed to get decent pretty pictures of what was going on this week. The camera died. What can you do. Thanks to Tim for a couple of his snaps.

In other sad news the new red gaming cloth has also died. After suffering from the great Eastern Sea Coke spill a few weeks ago, its tangle with the washing machine caused it to shrink to a fifth of its size and declare it was done with being a gaming table cloth and instead had focused on embarking on a new career as a rather fluffy bath towel instead.

56 this week for the count, just one off the record 57.

Tuesday, 18 August 2015

The Return of the frakkin' Toasters

Monika bounced excitedly up to me clapping her hands.

"Did you bring it ???!" she asked with a big grin.
"Yessss... but... it's kind of late, not even set it up yet." I answered unconvinced
"Well, where is it ?! I will set it up. Quick !" she replied with boundless enthusiasm.

I gave her Battlestar Galactica and left her and Voitek to it whilst I made sure everyone was sorted with a game.

So this week, Battlestar Galactica once more sailed the deep black with just about all the expansions spread between five players - two of which were toasters, the evil cylons.

James is pushed out the airlock. Don't worry, he's not
human, he's a fancy hoover. With murderous tendencies.
I called Monika and James out on being evil from near the start - a few slips of tells made me suspicious, although Voitek also had a couple of slightly dodgy calls at the start of the game, but, to me, Monika and James were clearly Not One Of Us. And that despite me playing the ever suspicious Baltar, and Voitek playing the equally suspect Boomer.

Whatever it was, the case against James and Monika seemed quite compelling and Richard IV early on obliged the rumours by pushing James out of the airlock. There was a little debate about whether to push Monika or James out of the airlock, in the end it was James. We had made only a single jump of distance one, we had barely started, and one of our number had been spaced. Forcefully plunged into the pitiless vacuum to die a terrible death.

Richard cackled gleefully. One thing playing with Richard teaches you is that he loves a bit of chaos and disaster. At least as far as board games go, he is definitely in the "just likes to watch things burn" camp.

But in this case pushing people out of the airlock was good move. It turned out the rumour mill was right and James was indeed a filthy traitor - and thus no one was particularly upset. It wasn't a human we had ejected into the void. But more like a Henry Hoover. A Henry Hoover with a remarkable capability for conversation. And murderous plotting.

And then we didn't trust Monika either. Who shortly after revealed herself to indeed be another

Battlestar Galactica ... and a new table lamp !
toaster. And we still hadn't even got half way through the game. In hindsight the debate about whether to push one toaster out or the other toaster was moot. Any toaster would have been good.

You'd think having sussed out the bad guys would be a great help to us. It wasn't. Galactica seemed incapable of jumping more than a distance of one at any time. Cylon ships piled ever higher and were never dealt with. And then the boarding parties started.

At one point I was the Admiral, CAG and President. That's all the titles. Belonging to one person. At this point I was the most important person in the fleet, everyone else was a mere peasant and had to do as I said. On the other hand, there was no way I could successfully fulfil all three roles at once. The cylons joked that I was the only person left in the fleet, hence I had all the jobs. I just like to think it was my natural leadership skills being rewarded.

In the end the fleet was destroyed, we had barely got half way, supplies had run out, Galactica was almost critical with damage, and my epic reign as Admiral CAG President was a failure. However, I also like to think that such an important person as Admiral CAG President would have had an escape plan. And a personal escape craft. And unlike the rest of humanity made it away safely. Possibly with a hidden cache of champagne.

So looking behind the curtain a bit about what makes Battlestar Galactica tick, it seems to me that the jump cards have an enormous impact on whether the game runs short, long, easy or tough. Getting a set of 1 jump cards can effectively kill you, whereas getting a couple of juicy 3 jumps can make the going a piece of cake for the humans. On reflection, cutting all the waffle out, I think the game actually just comes down to that jump progress, and little else. It also has the capability to make the game go on forever. But you could argue you don't want to look behind the curtain of an FFG game. FFG games are to my mind notoriously random in design. Whilst I enjoy a number of FFG games I could never imagine ever calling one of their titles "elegant" or "clever". Long on bling, long on components and short on.... balance, playtesting and editing. Looking too hard at the Wizard of Oz just destroys the illusion. Better to ignore it and enjoy the show.

Alchemists and another of the lamps.
And a pretty new blue table cloth !
Elsewise Nate turned up again with a choice selection of good Euros, and eventually settled on Concordia. Elliott banged out Ticket to Ride again - Ticket To Ride Marklin - which apparently is different to Ticket to Ride in that you have passengers. That go on a journey and then die. It's very maudlin. I have no idea. We also had some Alchemists, Lords of Vegas and Takenoko, where I believe Lewis took the win by a single point.

And my copy of the ever excellent Mission Red Planet hit the table, with some evil shenanigans leaving Tim and his lucrative high worth area out of luck as Dean sabotaged his scoring efforts with a secret area card effect.

Seven Wonders, Smash Up and Spectre Ops also filled out the games first up, and there were quite a few tables with just three players. The extra space at the Mash Tun means we no longer are forced to play five or six player games, but can play whatever takes your fancy with small cosy groups.

Dominant Species
James also finally got Dominant Species back to table - he's being trying for a while. Pete got off to some game stomping initial move that James was most unhappy about, but despite this the wily Tom managed to win the day - with I think his arachnids.

As well as BSG this week I also had time for a couple of games of Cheaty Mages - yes, BSG plus fillers in one evening. Madness. The end times are upon us. I am pleased to report that I won embarrassingly well in Cheaty Mages. Not once, but twice. Just to prove it wasn't a fluke. I am the cheatiest of Cheaty Mages apparently. A sentiment Sean agreed with as he watched the table - I was not to be trusted. Shockingly libellous.

Apart from the games this week we also trialled out a couple of rechargable led table lights. Which seemed to do the job ok. Personally I wasn't terrifically thrilled with them, not entirely easy to get a well lit board and keep the light out of everyones eyes, on the other hand, when they were switched off you realised just how spoiled you were with them, and how crap the light was without them. As it stands I think the lights are pretty much perfect for our needs. Light in weight, portable, adjustable and offering a good light source for the gloom. Apparently one of the lights really helped with Alchemists, allowing the phones to pick up the cards without suffering in the poor light.

We've also got a whole pile of new table cloths - mostly in blue, with a red and purple one thrown in for good measure. There are now once again enough cloths for all tables - so you can spare your board games from the unknown vagaries of pub table residues and condensing glasses and instead treat them to the luxury of a felt surface.

As ever I leave you with the gallery.


Takenoko

7 Wonders

Lords of Vegas

Smash Up

Mission Red Planet... on a red table cloth. Fancy.

Spectre Ops

Concordia

Ticket to Ride Marklin

44 if you're counting. A number of soliders down again this week. I blame it being summer and everyone swanning off for holidays. With the exception of Martin. Who was allegedly ill. I'll assume he'll be bringing in a sick note this week to explain his absence last week.

Wednesday, 8 July 2015

Raining Stars

Our second week at the Mash Tun brought fifty two into the pub for NoBoG, which needless to say is a new attendance record. This worked out to 12 tables of games - which is almost all the gaming table space that the Tun has. With half a dozen newcomers turning up, but a good deal more than that veterans not present. So fifty two is by no means a high water mark. Pete has jokingly suggested that newcomers are welcome to join in future, but must all bring a table with them as their one off joining deposit.

Longer games are definitely creeping into NoBoG now we have a bit more time and a bit more space, and this week we saw a double play of Forbidden Stars, the new hot game from FFG.

Forbidden Stars. And some very non grimdark happy commanders.
You're ruining the theme guys ! It's nothing but war !
Forbidden Stars is a 3X (?) game where you command a faction of military bad asses to go forth and expand your space empire, exploit resources and ultimately exterminate your foes whilst trying to grab your game winning objectives. So, collecting income from your territory, churning out armies and throwing dice at each other to eliminate those armies is the order of the day, like a lot of the more modern deeper rehashes of Risk ( or Risk itself if you insist ) have you do.

Forbidden Stars in very many ways - if not all - is simply a refinement and re-release of an earlier FFG game - Starcraft, and a lot of the mechanisms are exactly the same in both games. Something of a tidy up has occurred in the design of Forbidden Stars over Starcraft and of course aesthetically the theme has changed from Blizzards universe to that of Games Workshops Warhammer 40,000 universe of Eldar, Chaos and all the other grimdark gothicness. ( Ironically Starcraft the original video game started its life as a Games Workshop game, but Blizzard failing to come to an agreement with GW over IP dropped references to GW's 40k universe and came up with their own eye wateringly close, but not close enough to get sued variant. It's all the same. Dudes in power armour. Hungry aliens. Enigmatic other aliens in fancier power armour. Lots of space pew pew. )
More Forbidden Stars. Pete is lost in thought.

For my money, one of the fairly unique, elegant ( gasp ) and interesting mechanics that both games have is the issuing of orders to Do Stuff. A limited number of orders are placed on the board round robin style, indicating something is happening in a given area - however, the neat thing about this is that any number of orders can be stacked in an area, and the order they are stacked in is the order they are executed in - so player turn order if you like is determined by who placed what when. This means care has to be given about what order you play orders in - you'll need to do them back to front if you are chaining them - and beware others then putting on order on top of yours effectively getting the jump on whatever evil play you had in mind.

The game has some lovely production values and comes with a metric ton of plastic, bits, cards, dice and yada, enough to make any materialist board gamer very happy.

Both tables of this as the Tun said they enjoyed it, although David noted that there was some downtime for combat, and the game does run long - both tables managed to finish, but took the better part of 4 hours to do so for 3 player games. There is also some questions about its viability with four players ( the game supports 2 - 4 players ) as this would make it play very long and incur even more downtime for others. But it was a thumbs up from all involved.

I haven't played this so can't really comment wholly objectively ( I do own Starcraft however ), but to my eye despite it being overhauled from the unwieldy Starcraft, it still retains a lot of clunky inelegance evidenced in multiple decks of cards, dice, chits and the kitchen sink being brought in to realise what is in essence a fancy Risk - culminating in the sharp pointy end of combat having dice thrown, cards played against those dice, reinforcement chits thrown on top, and then working out the relative strengths of the models involved to get a result. The critical question for me remains whether any of that is really necessary to get you a deep and nuanced combat game, or whether its just a case of throwing more crap on the pile to muddy the waters ( and if you want to see an elegant but horribly deep and complex combat system, then look no further than old school heavy wargame ASL which proves far much more depth without half the crap - although it's no innocent itself ).

I would actually say something like Axis and Allies is a much better variant of this kind of game - less fiddly, more elegant and delivers the same kind of experience, resource earning, army building, territory conquering, tech upgrading, albeit you are stuck with WW2 - no fancy space pew pew.

Yeah that's right. I went there. I rained on the parade of the new game. But seriously, Starcraft itself was a cool game - if you could handle the endless fiddly crap of it - and Forbidden Stars has improved on this, and is no doubt a good game itself. Just some patience with fiddliness required I suspect, so it's probably much more down to the preferences of the players as to whether it's a great game than the actual design of it itself.

Betrayal at house on the hill !
Elsewhere in the Tun we had two simultaneous games of Betrayal at House on the Hill. You thought Betrayal was popular before. Oh boy. With fifty people it gets played with MORE THAN ONE COPY. It's a pity there wasn't a third copy to play really. Luke related his epic 3.5 hour game of Betrayal in which he narrowly pipped a win securing his victory where I think everyone else had failed. He was very chuffed ( they were playing against the doppleganger ).

Lewis played Smash Up and utilised some overpowered robot malarkeys to thrash his way to a win - helped by top decking a card at the last moment to secure the win. Ah. Top decking. The 'skillful' art
Lewis and Davey head up International NoBoG with Smash Up
of pulling the exact card you need from a deck of cards at the exact moment you need it - a great phenomenon in things like Magic and *cough* Netrunner. Yeah that's right. I'm raining on your parade too Netrunners. Lewis also had the honour of playing with our most far flung newcomers - a couple all the way from Australia. This seems rather a long way to commute for a weekly board game session, but clearly NoBoG is the place to be. Lewis thinks we should start pitching some International version of NoBoG. Well. We did have International Tuesday Tabletop Day.

Marvel Legendary. Heroic failure is nothing to smile about.
Ewan brought along Marvel Legendary, the deck building super hero capering co-operative game. Apparently it was on Tabletop this week, always a good move to bring a game along that's recently done the rounds on Tabletop as there is usually interest from some in playing what they see Wheaton playing. I think they had a quick success game of this, followed by an abject defeat.

I got to play the relatively new Bring Out Yer Dead, which is a lightweight euro that sees players competing to be the best buried family in the city. Uh huh. The game revolves around a very simple simultaneous hidden action selection which allows you to bury coffins into scored plots. Along the way you'll get to utilise special actions that mix the play up, get up to various shenanigans by bribing gravediggers to shift coffins, switch places, and also gain point riffing cards to get you in game scoring or end game bonuses. This is no brain burner by any means, but there is high player
Bring out yer dead. The finger pointing was not staged !
interaction, just about perfect information, and therefore a some planning and backstabbing that can be done. An easy inoffensive game, some think it could be garnering some awards attention, but I don't think it's quite at that level.

Other games - lots of them, too many to go into detail, but Dean brought along Myrmes, a much award nominated game from a few years ago all about leading your colony of ants to better... ant-ing than all the other ant colonies. Looked cool, missed playing it by a hair. Stu played the excellent Machi Koro followed by Camel Up, Hal got Spectre Ops to table ( which rather bizarrely had James seemingly doing a crossword whilst everyone else actually played the board game ) and before that Hal played his prototype, Luke got China to table, but
Ant action with Myrmes
lamented people didn't seem to be into its old school charm and vanilla Resistance had a couple of super noisy big sessions. I also caught a glimpse of Le Petit Prince - which I assume is based on the very cool book of the same name, the game of which seemed to revolve around building a planet ? There's a few other games in there I know I missed too.

Despite our high numbers everyone fit in nicely with room to spare, it didn't feel cramped at all, and everyone seemed content with the space, although Tom was ambivalent and noted it wasn't as cosy as the Ribs. Very true. But then fifty is hard to consolidate with cosy. Whatchagonnado. Although I think a few areas of the Tun are very cosy - it depends where you sit.

I will leave you with the gallery.
Roll Call - what games ya got ?


Hal's prototype, Unfeeling Creatures

Ankh Morpork

Nations

Machi Koro

Tuesday, 9 June 2015

Sharks in the Water

If a picture is worth a thousand words, then this week, the blog is the size of a small novel.

What happened to May ? May was a blur of gaming - for those of you who attended NoBoG, you will already know this. For those of you that didn't then you can imagine that parts of Norwich slipped into a gap in the space time continuum, only to finally reappear several weeks later, beer drunk, bar snacks consumed and games played.

First off some possibly important news. The Ribs has declared that there may very well be a darts farrago kicking off in the near future held every other week on a Tuesday night and laying claim to the front half of the pub.

On busy NoBoG nights this will straight up mean there is no space in the Ribs for some of us. As we have trialled the overflow of Take 5 before, another pub like establishment a very short walk down the road and they seem to be amenable to us turning up, I propose that we just do that on Darts nights. This may mean you want to think twice about ordering an early pint at the Ribs if it turns out you have turned up only to then decamp to another pub.

It's not certain if the darts extravaganza will be a thing, but if it is, I or someone will make sure to warn people which week is dart week so you can be prepared for downing a pint in 10 minutes or just not bothering until you know where you are sitting.

Enough of that. Onto an admittedly highlights version of what has been going on down the pub in the last three weeks. We'll start with Ewan.

This week I was the table for A New Dawn; which is the follow up to Among the Stars.

In a New Dawn you play an alien alliance officer charged with exploring, researching new tech and sending out ambassadors. Hoping to colonise abandoned space stations or planets in a very 4X'y way. Competing against other players over limited resources.
 
Overall the game was enjoyable and the different aliens you can play all have their own unique feel. Not only in their special powers but in the tech available to them. As we found through our play through there are some power combos.

I can't remember who won but throughout a hard fought game In which I felt i wasn't doing well and at least I ended up not finishing in last place. Was so involved with the game I forgot to take a picture or more notes. But New Dawn is definitely worth a play if you are into 4X space themed games.
I've got you covered Ewan - New Dawn in action.

Looked cool when I walked past it. I'd like to give it a go myself. Then we have some words from Tim.

For our fist game we played Smash Up. On the night, I took to describing Smash Up as a Deck Builder without any building during the actual gameplay. Players start by choosing two teams (or races) from the selection, and combining their separate decks of cards. Our group became a four way battle between Ewan’s Time Lord-Zombies, Adam’s Dino-Ninjas, Guillame’s Super-Ape-Plants and my own band of Steam Punk-Robots.  Each turn sees the players playing one Minion Card and one Action to one of the five open ‘Bases’. Each base has a different Break point, and scores differently dependent on how much power each player contributes. What eventually transpired was a situation where it looked impossible for anyone to best Ewan and his really annoying, they just wont leave you alone, Time Lord Zombies. I had the last turn of the round, was closest to Ewan on points, but could see a way to get over the line without feeding him what he needed to win. I took quite a while (sorry) to figure out if I could do anything, eventually just playing a ‘Draw Cards’ action out of desperation. Who should I draw, none other that the female mechanic, hence forth known as Kaylee from Firefly. She allowed me to rummage in my trash for a steam-punk minigun with which to power-up my bots and  surge to Victory!

After Smash Up, Rich IV joined us fro a game of Get Bit, which sees Robots desperately swimming away from a shark in order to avoid getting eaten. Needless to say, Kaylee worked her magic and my bot emerged as the last Robot Swimming, narrowly getting away whilst Guillame’s poor mechanoid was crunched to pieces.

To end the night, we played a few rounds wild-west dice shoot-em’-up Bang! The Dice Game. I was one of the Outlaws both times, and died quickly both times, having revealed myself to be a little too eager to kill the Sherif. What can I say, Kaylee never did like guns.

Power boats !
Myself over the weeks I've got to play Power boats an *almost* old school family game with it's dice to move mechanic which was funny, cool and mildly infuriating all in one ( Punk Rich won this despite failing spectacularly in the first race and instead of actually competing managed to go off on a Broads Cruise with Hazel in a leisurely exploration of the map ),  and a good few hands of the classic Tichu, which doesn't get played enough anymore now that Jimmy disappeared from our midst years ago.

Tichu is great. If you've never played it, it's a bit like a chinese version of bridge with tricks played reminscent to poker hands. If that makes any sense. Groovy, but the kind of strict four player limit ( to play the proper Tichu ) makes it surprisingly tricky to get to table.

The very nice Machi Koro. Martin won from nowhere.
Stu also kindly taught a bunch of us Machi Koro which is a game I have wanted to try for a while but never quite got round to. Everyone agreed it was a fun simple card game, and as Stu initially described it, a bit like Settlers of Catan without the board. Buy cards. Roll dice. Earn money from the cards with a matching dice roll. First player to build all their special cards wins. Simple.

I'd give this one a big thumbs up personally, and definitely a great gateway type game for those board game shy types. Despite me urging Martin not to calculate his turn as it was just "far too complicated" and better to just roll the dice again, he calculated his turn and ended up the winner. My
Machi Koro Aerial Shot
feeble social engineering had failed to net me an opposition mistake.

Libertalia also made it to table having recently aired on Tabletop. Libertalia has made it down the Ribs on a number of occasions in the past, and it's a pretty solid fun game. Rather surprisingly everyone at the table knew the rules - either having played it before or watched the tabletop episode - so we got off to a quick start where it has to be said I was picked on relentlessly and came in a very comfortable last. Guillame was first pursued hotly by the treacherous Sam who after assuring me he wouldn't pick on me then killed a valued member of my pirate team. You were the only one worth killing he lamely defended. Curses to ye scurvy dogs the lot of you.

You can check out Tabletops own playthrough here, complete with outrageous pirate talk.


Keeping a nautical theme we also played Lifeboats, the game of sinking lifeboats and voting to see who goes in the water. Getting tipped out of the boat into the water is instant death for the poor sailor so chosen, there being presumably sharks in the water. Myself and newcomer Heather forged a very strong alliance at the start and did really well, with poor James found in a boat on his own receiving most of the "bad luck" dished out by everyone else. He had a very glum face at one point. I cheered him up by saying he'd probably go onto win it - a prescient call as it turns out.

Midway through the game I had no choice but to turf my erstwhile bestie Heather out of the boat and from that point on things went positively tits up, the great allegiance breaking and Heather swearing vengeance forever.

Uh huh.

I ended up with a reasonable score, but James was the winner, although he was picked on at the start he came through in a triumph.

Finished with Cheaty Mages. I won by an embarassingly large amount. It was all rather spectacular.

Hal flexes his game design muscles and brings along his own game.
Hal apart from bringing such cool things as Powerboats also brought along a game of his own invention. Off the top of my head this brings the number of game designers in our midsts to half a dozen. I didn't stick around to get much of a gist of the game, but it seemed to be a deduction thing, working out where or what something was.





And finally, a beer report. It's been too long. Ewan reports...

Had a nice pint from Wolfs Brewery called For Fox Sake. A beer with a witty name, dark and fruity and very easy to drink.

Thanks to the lovely Monika for the pictures. The decidedly less lovely me supplied some pictures too. I'll leave you with the Gallery.

Six player Caverna. Hardcore !

Cas$h n Gun$ - Lauren ended winner as this I think



Batman Love Letter. Possibly the best Love Letter variant ??

Wherry Room at the Ribs

Bamboo ? Gardener ? Panda ? Must be Takenoko
Lords of Vegas
"Jazz Hands !"

Lords of Waterdeep

David Chloe Tim and Ewan playing what looks like a Legendary variant



Lifeboats, the vengeful Heather pouts



Punk Rich, Hazel, Pete, Rich IV and Hal partake of Hal's game