Happy Lententide, board gamers! What awaits us in this divulsion of board-based diversions? I'll tell you what: a veritable trove of tabletop treats. And speaking of treats, Lewis gave me a rolled up chocolate crepe thingy to celebrate pancake day. What a time to be alive! And what a time to be attending NoBoG! I was tardy to the Tun — not, this time, because of any pancake-related procrastination but due to the rather mundane delay involved in waiting in a queue to get cash, and then typing my PIN in wrong. I'm not good with numbers, OK?! But this was not enough to stop me getting in on a game — oh no! — I arrived to the main room, pint in hand (I had to put that cash to good use, after all) and immediately bagsied a spot in Dicenstein. I then discovered that all the spots had been bagsied already so I sort of dithered a bit, but then two other people un-bagsied their places and the resulting polite-off culminated in my playing it. But more on that later — read on to find out to what everyone else was getting up.My first excursion was to a game I can't think of a decent pun for because it's called bloody Tash Kalar which just doesn't lend itself to jokes in the English language. All I've got is something weak to do with moustaches, so leave your suggestions in the comments. Anyway, my first impression of this game was that it looked pretty complicated. This was confirmed by Sam whose first words to me were "I'm enjoying it but it's fucking hard." The basic gameplay consists of what he described as "combat Othello" — placing tokens in certain patterns which allow you to activate cards, each of which requires a certain pattern of tokens, summons something special and potentially has some special effects. The more powerful the effect and summon, the more complicated the pattern is that you need to have already. Sam wasn't feeling to confident about the game because Alex already had a fire elemental out which had wiped out a whole bunch of stuff all at once — the potential for chaining things together and wreaking destruction seems quite high.
A rather unclear shot of Tash Kalar. In the
middle is the grid on which you put your tokens.
I checked back just after the game had ended and now Sam was rather enamoured with it as "it went brilliantly because I fucking won!" Monika accidentally took victory from the other two players and handed it to Sam. They both insist that she would never do anything nice to Sam on purpose so this was not a deliberate coronation, but kingmaking is obviously a possibility. It seems like it could be a bit of a mind-bender — "You feel you could do a lot better if you were a lot smarter because you have to think so many jumps ahead."
The game looked really interesting as well as the card designs being gorgeous and I'd quite like a go at some future NoBoG (hint!)Next I was off to spectate a race where the prize is the whole galaxy! Quite high stakes. I've played a couple of times before but apparently I've forgotten all the symbology of it, which is (famously) intense. I should be ashamed of myself really — we mathematicians are supposed to be good at memorising and understanding crazy abstract symbols. The players had an embarrassing situation of their own though; Joe — a first timer! — looked set to win! "If he's developing, I'm definitely developing, said one nervous player.
It's a race! Newbie Joe is middle-left with
more developments than everyone else.
J-Dawg (the nickname has apparently stuck!) revealed "for the record" though, that "this is not the real game" and was just a practice. Why? "Because there are new players" — like Joe — who "might be accidentally succeeding." Well that's a new euphemism for beginner's luck! And a very cruel slander to someone who could already articulate a clear strategy of "build cards. Game." He did seem to have about ten times as many cards as any of the other players, which even I can remember is a good sign.
In front of the bar the mild week was nevertheless experiencing the Dead of Winter, a game which I still have not played (they tried to convince me this week, but I wanted something a bit more duck-outable.) They'd already experienced one unpleasant eventuality in which one character found insta-death on the exposure die which you have to roll when you go a-wandering. I unsubtly inquired about the existence of any early suspicions, and even though Meltem copped to "always having a suspicious face" they weren't ready to properly finger anyone and thought there might not be one.
Dead of Winter set-up.
Having still not played this perennial favourite I asked for a quick run-down of the gameplay. Apparently the long and short of it is: feed the colony, search piles of equipment, avert crises, do/fail the main objective (delete as applicable depending on whether you're a baddie) and do your secret objective (or skip this part if you're Matt, according to post-game facebookery!) The end — simple! Given the quantity of bits I suspect it's a bit more complicated. The moral dilemma of what to do with the survivor tokens, which represent food consuming babies and old people, had not been resolved — and apparently my suggestion of just letting them die/turning them into Soylent Green was no good as you'd lose morale and then everyone gets sad and you lose. Bleak.
Serried ranks of soldiers in Dead of Winter.
On my return the game was getting close to completion and the survivors were worried about not having enough tool cards to complete the objective. Recent turns had been fairly quiet due to not moving much (staying holed up is safer of course, just sitting in front of your fire fueled by zombie-parts and doing some knitting I guess) but Meltem was still suspecting Adam of being a traitor ("because nine times out of ten he's a traitor!") Unfortunately I didn't catch the very end of the game so I may never know what befell the four!
Things hot up (cool down?) in Dead of Winter
At this point I interrupt your regular programming to relate a tale from the Epic Spell Wars table wherein Hannah loudly lamented that, "he had three wild magic and I killed him before he had to use them! I'm so terrible!" For those not in the know such a card requires you to shout "WILD MAGIC!" whenever you activate a spell with them, hence being seen as something of a forfeit. We share your sorrow, Hannah. Though to be fair there was quite a lot of extremely wild magic being flung back and forth!So, to return to the regular schedule, I went exploring! Specifically I explored the little alcove where they were exploring early 19th century America just like Lewis and Clark. In Lewis and Clark you are trying to get from one side of the continent to the other first by river, then over land, then by river then land then river. (If I have correctly remembered the precise sequence of river/land which I may not have...) You do this by acquiring lots of little hexagons. (Actually hexagonal prisms...) Effectively it's a "really complicated race" in which the hexagons represent canoes, horses, logs, meat, tools and skins. They're not really called skins, but these particular players want to sell four of them at once. hehe. The player possessing Lewis from the start was a bit miffed that this didn't confer any advantage, but when I asked what it should give you, he said it should make you automatically win, so I'm not sure he can be trusted to devise balanced house rules. You also have Indians whom you can hire to help you, but they slow you down because when you break camp to actually do some movement, the more Indians the less you move.
Hexagons! More than four skins!
The fundamental means of making progress is paying resources in order to use cards, to do which you actually have to play two cards together — each in a different role, so you have to choose which of the card's sides is best to use. Tim, whom I am now required to quote as Timbelina, said the game was "a bit brain melting" and this effect seemed to already be underway as he was already talking to himself, asking why he was only playing a one-power card when he had something that needed more power! Goey Joey (what have I got myself into with these nicknames, seriously?!) was the only one who'd ever played before but wasn't exactly racing ahead as when I looked in for a second time they were all stuck on the mountains. The reason for this is that you tend to grab a load of stuff which is useful for progressing through the river and have a bunch left over when you get to the end of the river section, but it is apparently avoidable if you plan ahead well.
Trying not to let his mind melt onto his hand
and ruin the cards.
I wound my way back around the tables to find a heavenly game of Celestia in the offing. A quite unbelievably cute airship is captained by a new player each turn who may or may not be able to pilot it from its current station to the next one. If you think the captain is capable (which is to say, possesses the right resource cards), you stay aboard in the hope of a far-off land flowing with milk and honey (note: not actually sure what the resources you pick up are; probably not milk or honey.) If successful, you, the captain and the other True Believers move on and the captaincy moves to the next person. But if you are too trusting in your pitiful pilot, you go crashing down with the ship and get nothing, and the ship returns to the start. You do always have the option, though, of expressing your lack of confidence in the captain by simply disembarking. You then get whatever meagre rewards await where you are, which are of course not as delicious as those at loftier destinations. It seemed a neat, simple concept with lovely pieces and cards.
SO CUTE! LOOK AT IT!!
Trying to decide whether to trust the captain.
And that brings me roundly back to the spooky graveyard of malformed cuboids forming the Dicenstein! Now an iniquitous past in Warhammer has given me a love of games with ten trillion dice which is exactly what Dicenstein is. Though as I will explain, there are some missed tricks here, but all those dice, each having little pictures and weird symbols printed on them, make a cool first impression. The figurines, too, are quite nice, though the size seems a bit off — they don't stand up well and laying them down doesn't work well with all the dice that clutter the board at the beginning.
My goodness, that's a lot of dice! Note fallen-over
Dracula-figurine, because trying to keep them
stood up was just too much effort.
The aim of the game is to accrue points by digging up graves containing monster parts (represented by dice) and either cashing them in or using them to create your own, better monster and battering the other beasts with it. You start out as a craven hunchback which will automatically melt into nothingness after three turns, but when you melt, die by being clawed to death by a mantis-creature or return to your lab, your monster disintegrates and you reform it by rolling all your acquired dice and selecting four (one head, one body, one each of arms and legs.) Each die has stats that you add together to make your terrifying hybrid beast of brutality, and then you venture out again. Each type of dice also confers a unique power on your new monster, like being able to move diagonally or to re-roll some of your opponents' attack dice. Before you do this you have the option to return a set of dice — but you have to balance getting cash with having enough dice left to make a good monster.
Lewis tries to serenade a swarmling.
I don't think it's working.
Our game proceeded in two clear phases: in the first, two of us made monsters with huge amounts of "dig" stat which essentially cleared the board of dice. Then we focused on making the most horrifying and deadly mutants of mayhem and went on to clobber each other to death as violently as we could while trying to sneak back to our labs before dying ourselves, in order to regain health and cash in dice.
I acquired quite a lot more dice than this over
the course of the game: you can see why it got
hard to roll them all at once!
So how was it? The game is fundamentally fun but pretty limited. There are clearly quite a few different tactics to explore given the many different powers and stats, but I suspect the majority are dead ends. A simple example is that the dig stat is totally useless once most dice have been dug up. The clown parts seem to have poor stats and a weak special power. If you have a gargoyle part you essentially no longer need to care about your speed because the arena is so tiny (just 4 by 4 squares) that, coupled with the diagonal movement from the gargoyle, you can move anywhere in one turn (and often you can move back in the same turn.) The game might have gone differently if anyone had tried to interrupt the shambling mole-creatures which just dug up the entire graveyard stuffing the invisible man's limbs (how do you see them once you dig them up?!) into their hamster-like cheek-pouches, though in the end this didn't make or break the game. Nevertheless clearing the board of dice severely limited my opponents' options and if I hadn't made a couple of tactical blunders (including forgetting one of my special powers which could have allowed me an extra go at scoring some dice) I suspect it would have got me a win.
Once mostly cleared of dice, the pokey size of
the 4x4 game-board is revealed.
My main gripe though is with the dice — for starters you just don't spend enough time rolling them! This surely is the most satisfying part of any dice-rolling game but you only do it when re-forming your monster. They also have tiny symbols and are often hard to differentiate from one another, which you need to do to work out which special power they confer. This means you spend a lot of time sorting and hunting through the dice to work out which of yours you want to put in your creation and which of those on the board are best to snatch up. Though it's undoubtedly cool to form your monster out of the dice, it would perhaps also do more justice to the promise of a name like "Dicenstein" if you could acquire a bunch of dice in different stats which you then had to roll to perform each action. The fact that you can only form your monster out of four dice also seems a bit underwhelming. Imagine if you could create arbitrarily large monsters by laying out dice according to certain rules, but then had to decide when to start dismantling it in order to cash in the points, while still not becoming too much weaker than everybody else so as to avoid becoming fish-man food.
Still, for this first game it was definitely enjoyable — perhaps could have done with some refinement to the mechanics, but we suffered no terrible frustrations. So hurrah! John won, and then only bloody won Port Royal too, continuing a winning streak he said stretched into last week! So your task for next week, NoBoGgers, is clearly to beat him at any game you can. Not that I'm bitter for coming two points behind him in Dicenstein and three in Port Royal. Shush!
Lewis selects from some pirate ships and shipmates
in a final quick round of Port Royal.
If you follow NoBoG at all on Facebook, then you cannot fail to have noticed something of a stir last week - and for those not on Facebook, there was some excitement going on at the prospect of the local press turning up to do a feature on all that is the Internationally Renowned extravaganza of Norwich Board Gamers. Sam noted he would have to get his hair done and Dean came over all starstruck and contemplated giving it all up in the face of "having made it".
If that wasn't exciting enough, Lewis also got wind that David Hasselhoff - he of the Knight Rider, Baywatch, German mega pop star, or tongue in cheek minor reality celebrity and panto performer depending on your vintage - had arrived in Norwich and was out about in the City. Extending the ever welcoming hand of International Gaming and Social Horse Assery via Werewolf Type Things that is NoBoG, Lewis quickly dropped the Hoff an invite to the evenings gaming via his Twitter feed.
As it turned out the Hoff didn't turn up, but journalist Daniel did, and a little while later his photographer cohort appeared too, and a mountain of notes were taken and people spoken to.
For Daniels part he seemed interested in getting down some of the definitions used in gaming - the differences of Euros and Ameritrash, co-ops, social gaming and so on, as well as a good smattering of personal information about each person he bumped into - who are you, what do you do, how old are you, how many kids do you have and yada. You can kinda imagine the article writing itself at this point. He also took down a brief run through of the top 10 played NoBoG games of last year - so, you might expect that to see print too.
He ended up watching our game of Taj Mahal for sometime - although to be fair most of the time he was watching we weren't actually doing a whole lot, and you can expect to see some photographs of an almost empty Taj Mahal board on show - before drifting off to watch Lewis run a game of Secret Hitler. On learning that we had some game designers in our midst he then went and chatted to Elliot before floating back to me, and we chatted to anyone in close vicinity.
Overall Daniel stayed for more than 3 hours, chatted to, I am gonna say probably a dozen people to one extent or another, and by the end of it all it became very clear that he had way too much information to put into an article. Certainly he had the very informed groundings of just what modern gaming is about, but with so much information on a wide variety of things it will be interesting to see what he filters out and what is deemed pertinent given that he himself is not a gamer and just what kind of audience the piece is aimed at.
Secret Hitler getting playtime - and worse being actually watched by the local press - was the brainchild of Sam the Second ( yeah that's right Sam, I'm blaming you, yes m'lud, it was all Sam's idea m'lud, no m'lud I didn't play Secret Hitler at all ). You can imagine the Secret Fascist Society headlines that an article might leap to, but ignoring that, the idea of printing out this highly anticipated game was so blindingly obvious once stated that I had to do it. I had actually figured Daniel would be gone before Hitler made a showing and thus avoid any Third Reich overtones.
Secret Hitler - NoBoG Print & Play style
So onto the gaming. Secret Hitler. One of a veritable rash of social filler games that is going to pop up this year ( this could be the year everyone gets sick and tired of too many social games ), and something that has been highly anticipated by a good number of people tracking the kickstarter, as well as bizarrely getting some more mainstreamy type coverage via people like John Bain ( TotalBiscuit ) playing it online.
Secret Hitler is pretty obviously a Resistance variant. With two werewolf type teams of good guys ( liberals ) and bad guys ( fascists ), each team is looking to get a number of articles committed into law before the other team - which despite the naming, is pretty much the whole Resistance mission completion race. One player in Secret Hitler as well as being Fascist is, as the title of the game suggests, Secret Hitler, and at a key point in the game, if the Fascists have done enough, getting the Secret Hitler elected as chancellor is an instant win for Team Third Reich. So far, so Resistance-ish. The main divergence for Secret Hitler however is the simplifying of the mission resolution stage - the committing of articles to the table. Only two people ever get a say in what article is put into play - The President and The Chancellor - and as the President has control over what card choice The Chancellor gets, you can see that the permutations of who is good and who is bad is far far simpler than Resistance. Indeed one of the tags for the game is a bluffing game for people who are bad at lying. Nevertheless, don't be fooled by it's simplifying the number of options going on - the question of just who put that crappy Fascist article into play and nudged the game further towards a win for the bad guys is not an easy one. Both President and Chancellor may have had no choice but to put a fascist policy into place given a not entirely uncommon bad pick up of available articles. Indeed the main excuse you will hear on something terrible happening is - I had no choice.
Despite its apparent simplicity the game is proving to be very popular - and Lewis ran the game at NoBoG - falling on his sword to be impromptu organiser rather than player - with a full table to great acclaim. In fact it was so popular the game got played for the rest of the evening, and I only managed to finally prise it out of the hands of the final five playing it at just before midnight.
Keeping with Print and Play, James printed out the kickstarted Spirit Island - and he gave a writeup of that over on Facebook - which I'm going to copy in here...
Last night i got to play Spirit island at NoBoG. I had seen this recently on Rahdo's 'blog' and it looked like something i really needed to try. so i found the print and play version, which although rather bland should give much the same introductory experience.
for those unfamiliar with spirit island, it is a cooperative area control game, where, rather than playing the settlers come to live on a previously undiscovered island, you play the island itself. Rather, you play the spirits of the island, trying to purge the island of the plague of man.
Four of us sat down to play, and with the exception of Richard who specifically requested FIRE we all randomly picked spirits. I ended with EARTH (all the spirits have elaborate names in the game, but i was essentially earth); James took WATER and [new guy i cant remember name of] played WIND.
The 2nd Print and Play in the house - Spirit Island
The game ended up being a lot heavier than i anticipated, and the island quickly seemed to be overcome by filthy humans. Earth is a slow builder in this game, and struggles to spread influence far across the board. Early power card draws compounded this, as i gained a power where one of my used powers was not spent and remained available in subsequent rounds. as i capped out at being able to use two powers a turn i rarely had to take my spreading out action, which also (for earth) reclaims all spent powers.
Water on the other hand has no trouble spreading far and wide, but the starting powers did not seem up to that much. That said, being able to do one damage pretty much every turn did save us from a hell of a lot more invaders.
Air bolted out the gate. In contrast to other players air's powers nearly all kick off before the invaders get to do anything each round, this combined with being able to play more cards each turn meant that air could push back or kill a fair few invaders each time, and more cards played meant more powerful innate abilities. The same followed for fire, and although most of fire's powers ended up being slow, when fuelled by lightning (who in turn was often fed by water) fire could get these off fast.
Our early game started to look quite scary, with invaders rapidly spreading to nearly every part of the island. however the spirits did manage to push them back, and quite often managed to manipulate the tribal folk to finish off small pockets of resistance. We finally managed to destroy so many buildings that the fear levels rocketed, and victory conditions changed so that we needed only destroy all buildings. things seemed to go downhill for the invaders rather quickly after that. and we reached victory just before the invaders started escalating their actions.
All in all i enjoyed this game, even though it was a lot heavier than i expected. There was a fair bit of AP near the start of the game as we all figured out just what was going to happen, and how our powers interacted with each other, but this smoothed itself out as we got an idea of what we could do. If i had any criticism from a single play it would be about whether there is an optimal solution each round or not. The PnP version only has 4 spirits, these have elaborate names and could be ambiguous enough to allow different air or fire spirits. I understand that the full version has eight spirits, and the KS set an additional two. We also played with the first turn blight rule, but not the progressive powers, so slightly simpler than the main game, and with no additional scenarios.
either way i left the game exhausted in the same way that robinson crusoe leaves you exhausted, but enjoyed it enough to play it again some time
Taj Mahal. A gentle old school Euro.
For myself, I was rather looking forward to getting the hardcore Euro Brew Crafters to table, but Bondy and Jen on hearing that the game was like a more unforgiving version of Agricola turned pale and bolted out of the gate decrying anything but that, so we settled on Mr Bonds self declared favourite game of Taj Mahal, where, by dint of what everyone agreed was a ridiculously cheaty princess that score him 2 points every turn just for sitting at the table, romped to a decent win, with myself beating out all the other Taj newbies, despite limping through half of the game with only a single card in my hand.
Ticket to Ride. When will they make Ticket to Ride Mars ?
Elliot returned to form by bringing Ticket to Ride along this week and was crushed, CRUSHED by compatriot and NoBoG irregular Caroline ( who to be fair when she plays a game pretty much tends to only play Ticket to Ride, so must be considered something of a Pro TtR player ). That'll teach you for slacking off on the Ticket to Ride training ( ah ha ha ! ) Elliot and playing Champions of Midgard instead.
As Elliot wasn't playing Champions of Midgard it fell to Ewan to keep up the back to back weekly play which probably adds up to around 7 plays for 2016 ( which given 2015's top played game of Ticket to Ride had 15 plays is rather astonishing ). Will CoM keep the pace ?
Codenames hit multiple tables again this week
Elsewise, apart from the Secret Hitlering, Codenames had another very strong week ( it seems to be something of the default go to large social game at the moment ), with some more dubious spymastering, and I am once again pleased to report, a perfect record for myself. *smug* . New to codenames Joe pronounced the game fairly easy, or something along those lines, which I took as a challenge and immediately nominated him for next rounds Spy Master. Joe looked "thrilled" at the prospect and began to backtrack, but despite his worry carried his task off well, and lead our team to a glorious victory.
Porta Nigra. Buy from the centre, build on the edges,
be careful about what actions you are taking where. Eurotastic
The rather spiffy looking and relatively new Porta Nigra was present at NoBoG this week and looked like a game that should definitely be checked out if you are into your Euros. A point salad Euro which revolves around you building buildings and working out just how to move your master builder around to pick up what he needs whilst also building what you need to score and gain bonuses, the game has a pedigree pair of designers and seems to be a pretty solid Euro affair - indeed Tom Vasel gave it a largely negative review for being too difficult to work out where to score what, which in general I take as a good sign - in my opinion Tom has a strange and often anti euro idea of what makes a good game. Horses for courses.
Tash Kalar
Tash-Kalar was also on table - this is something of a rare beast at NoBoG, by my measure this is only the second or third time it has shown up despite being fairly well liked and from the popular designer Vlaada Chvatil ( Galaxy Trucker, Space Alert, Dungeon Petz, Codenames amongst others ).
A bit of the ever marvellous Divinaire for me at the end of the evening ( if you haven't played this 2-4 player filler GO DO IT, it's very nice) , and after the travesty of actually losing a game of this last week - Pete : I've figured out how you play, and I can confuse you now and win - I returned to form and beat all other "psychics" at the table. The Universe has been restored to sanity. The game featured possibly the most inspired dick-ish move I've ever seen in a game when Sam handed me a card to utterly destroy my perfect guess and force me out of the competition on one of the tables. Premeditated, designed to spoil my game regardless of his own position, well played Sam !
The Gallery. Where Terra Mystica gets yet another play this week.
Porta Nigra, a rather smart looking Euro builder ( area influence ) with a good designer pedigree.
Legendary Villains
Terra Mystica, showing no signs of popularity drop
Epic spell wars wizards thingie
To quote Ewan : The obligatory weekly shot of Champions of Midgard