Showing posts with label Tichu. Show all posts
Showing posts with label Tichu. Show all posts

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


Wednesday, 6 March 2013

The Cogs of Water Kemet

An excellent evening of gaming, with numbers rebounding up to a populous eleven for three tables of gaming goodness. The ebb and flow of NoBoG personnel saw somewhat of an uncommon roll call for the night - Ed made a welcome return after a good few months missing in action, Fletch was also back and the not always present Jimmy, Moritz and Nicky turned up too !

Two new games to NoBoG were present - the new and hot Kemet and the errr new and hot Lords of Waterdeep.

Eschewing the newness, Pete, Ewan, Jimmy and Tom settled in for some cog spinning action in Tzolkin, Jimmy putting on a fair hand of winning, but the experienced Pete took the victory instead. Jimmy then managed to get the excellent Tichu onto the table as a follow up game.

Lords of Waterdeep played at pace - the game finished fairly early leaving with a joint victory for Fletch and Nicky - Moritz and Dean trailing after them in their quest to farm ever more magicians, and so the four brought forth..... Race for the Galaxy. Which everyone except Dean had never played. No word on whether they thought Race was 'the best game ever'  or  'eh just a blah card game' - it tends to be a Marmite kind of game, although I have to say most people seem to scrunch their face up at it. Pete - prime evangelist for Race - is convinced you need to play the thing at least half a dozen times to truly begin to appreciate it.

Lastly myself Sam and Ed took a punt at Kemet - which played out perfectly in the time available, the final turn winding down as last orders were called. Kemet is a light area control / conflict game themed around a mythological ancient Egypt. The order of the day is moving your limited armies around a limited map, winning battles, occupying a few key map locations, teching up, and getting to 8 to 10 VPs before anybody else.

After playing the game, Kemet strikes me as a cross between Game of Thrones with a few elements of Civilisation - but, for me, it's better than either and does a nice job of being not too much of an action constipated Euro, and also not too much of a limited over simplified yawnafying conflict game.

Combat - for which every win earns you a victory point - runs very similar to Game of Thrones. Select a card from your limited hand ( that is one use only and cycles back when you have gone through them ) that has a strength and add it to the number of units in your army. Whilst in GoT you then roll a die to add some randomness to the mix, in Kemet you can play a number of fairly limited pickup cards that may have an influence on the combat and change numbers.

After a win / loss for the battle is calculated actual body losses are calculated via a damage done versus protection afforded and the battle loser retreats away. Astute readers may notice that as damage done is not connected with winning the battle, it's entirely possible to win or lose a battle and yet everyone dies ( or indeed no one dies at all ).

The board is fairly space limited, and army sizes are hard capped at a small population level - you have a total of 12 soldiers with a max single army size of 5. Recruiting soldiers is a fairly low cost task, so combat losses arent particularly devastating, and as you can't deploy Risk like levels of uber armyness its more the gaining or handing over of VPs thats the critical thing.

A few spots on the board give you something to fight over and think about - do you go for a VP site(s), for 'cash' ( prayer points - which the entire economy of the game runs on ), or attack an enemy army for a VP.

So far, fairly GoT-ish.

Now add in a technology stack. There are 48 technologies on offer - a handful of which are dupes of each other, which break down into three wide and not entirely accurate categories of Economy/Society , Attack, Defence. These offer fairly straight forward upgrades for things that you can pretty much guess. +1 strength to attacks. +1 to defence. Extra prayer. Free upgrade. Cheaper items. Yada.

This has subtle effects on your melee capabilities as well as pushing you into earning VPs or prayer in certain ways. Whilst one player might be earning prayer for each enemy slaughtered, another might be getting extra prayer during the overnight phase of the game.

Technologies are tied to a level - 1 through 4 - and you have a tech rating in each of the three categories that tells you what the highest level of tech you can currently buy is. It costs prayer points to upgrade your tech, and then more prayer points to actually buy a tech at that level.

Hero type units are available as a 'tech', which allow you to place special mythological creatures onto the table to help your armies out. In general they buff an accompanying army with extra strength, speed etc and make a creature lead army have an advantage over those with none.

Finally, what you can do on your turn is prescribed by a Euro style action placement - five* actions at your disposal, choose from a list of nine or so possibilities.

The game is nice, turn over is high, I think it's meant to have quite a high churn rate and although it sort of looks like it might be something of a turtle combat game that Risk can be, it's nothing of the sort - the disadvantages for losing your home city are fairly mild and it's weighted in the favour of the original owner to get it back - and with a fairly restrictive movement and unit cap, you arent going to be worrying that much about the state of your army. In short you can get cleared off the map entirely militarily, but in the end it's not much a of a big deal - next turn you will almost certainly win a battle and come back.

Final scores, Ed with a bucketful of techs - 16 or 17 at last count - marched home with 9 VPs, I had 7 and a measly half a dozen techs, and Sam had 6 VPs with around 9 techs. Sam offered something of a casual alliance at the last gasp to stop Ed from winning, but then promptly attacked me and kicked me out of Ed's city ( which I had been occupying and sampling the wine cellar of ). Ironically the last turn saw me and Sam attack each other and leave Ed largely alone.

Politics eh ?

Great game. I recommend you give it a whirl with Sam.

Wednesday, 27 July 2011

Navegador: A Beekeeper's Tale.


Cuba finally made it to the table. It has been on the brink of play for well over a month since Rich sold his spare copy to Phil, but this week we had the numbers and Rich was willing to teach it. I say teach it, I'm not sure if he actually did as he walked to an easy victory over Phil and Nicky. Alhambra was then given a rare outing and saw Phil claim the win.


Meanwhile Jimmy, Mike, Tom and I sailed east with the game Navegador. The game is inspired by the Portuguese Age of Discoveries in the 15th & 16th centuries. Players take actions such as contracting workers, acquiring ships and buildings, exploring the seas, establishing colonies in discovered lands and trading goods on the market. For some reason the box lid depicts Jimmy dressed as a beekeeper.

Jimmy won a fairly comfortable victory by specialising in factories and workers, I came in second by also concentrating on workers, but opting for colonies. Mike came third with what looked like a balanced strategy and Tom, who to be fair hadn't played before, languished in fourth by not really doing enough of anything.

There was debate as to whether Navegador is the best of Mac Gerdt's Rondel Games; Jimmy thought that it clearly was, and while I still favour the slightly flawed Imperial - mostly because of the theme - I think Navegador is probably the more accomplished design.

We finished off the night with a few hands of the Chinese card game Tichu, which has become a favourite closer with some of NoBoG. A good win for myself and Jimmy over Tom and Mike.

Beer: Blakemere's Bobby Dazzler. It has the tagline Blonde, Spicy, Arresting - alluding to the blonde woman on the pump clip, who I doubt is a real enforcer of the law, especially in the skirt she was wearing. It was certainly blonde in colour. Not really spicy, but it did have a little bite. Arresting? Once again going a bit far, but this is certainly a very good golden ale, with a good head, a hint of wheat, a hint of citrus and a bitter finish. I rate it an 8 and compare it to 7 Wonders as it's a great session beer, which you can keep going back to all night.

Wednesday, 13 October 2010

Hugo the Glorious.

Tuesday saw Rory and Sarah saunter down to the Ribs of Beef for their first proper session at NoBoG. Rory was stung by a scorpion, trapped in a tunnel and ultimately fell down a bottomless chasm. Sarah, on the other hand, was showered with gold, silver and all manner of riches. What did they do to deserve such unbalanced treatment? Who could be so kind to Sarah and viscously cruel to poor Rory? Original Rich of course. He wasn’t doing it on purpose though, he was introducing them to the fantasy adventure Dungeon Quest. This is Fantasy Flight’s re-make of Games Workshop’s 1980’s classic. It’s a light game when compared to other dungeon romps such as Descent or Runebound and they managed to squeeze in three games - all of which, seemed to end with an abrupt and violent death for Rory’s characters and a horde of treasure for Sarah’s. I’m not sure whether luck was smiling on Rich , but he did wander over to our table and mumbled something about always winning the game we were playing, which perhaps was an indication that things weren’t going all that well in the dungeon.

And what is the game that Rich always wins? Why Louis XIV of course; the ultimate trying to impress the king game. Jimmy, Phil, Pharmacist Luke and myself were all trying to out lick the arses of the notables at the Sun King’s Court in order to try and be the king’s most favoured brown-nose. It’s a clever little area control game, which I am quite fond of, despite the lack of a proper board. Final scores: Jimmy 52, Luke 47, Matt 45 and Phil 37.

Phil and I then exacted revenge on the other two with a game of Tichu. We battered them and the game was called after three hands with Jimmy and Luke on -25 points and Phil and myself on 225.