Showing posts with label Trains. Show all posts
Showing posts with label Trains. Show all posts

Wednesday, 5 March 2014

Splits, Venues and International Table Top Day

Greetings NoBoGers, the blog is back after a week away. Blame the disruption on unscrupulous invading powers trying to wrest NoBoG sovereignty away, or possibly government hackers spying on the webcam feeds.

International Table Top Day

It's been raised again whether the combined irregular chaotic membership of NoBoG are planning to do anything on International Table Top Day. If you're asking yourself "What the Hell is International Table Top Day ?" I'll save you typing it into Google - click here . Suffice to say it's a day... that's promoted...  to go forth and play table top games, and be inviting to unsuspecting members of the public. And this year it's on Saturday 5th April.

Potentially the day could be a good excuse to play some longer games that don't fit in of an evening, and also might interest new local players that have not yet heard of the delights of NoBoG, however the day falls on a Home match for Norwich City F.C. with all the traffic and difficulties that entails.

Any interest in this, then post a comment on the blog, twitter, or have a chat down the pub about it.

Last Week - Split Venue

Last week with a potential quiz night at the Ribs conflicting with our numbers, we split into two groups - one staying at the Ribs and one taking a short walk down the road to Take 5. Those who remained at the Ribs got to play Seasons, Kemet and Ticket to Ride Europe and King of Tokyo whilst those down the Road played a couple of games of Trains, and a couple of games of Mice and Mystics.

So given the potential of Take 5 to replace the Ribs as the default venue of NoBoG how did the place stack up ?

On the plus side, Take 5 had a nice atmosphere and friendly staff - some nice large tables on the ground floor, and a whole heap of space upstairs - twice as large as the Wherry Room at the Ribs, meaning that everyone could get into one room.
Bondy gives his best Royal Wave upstairs at Take 5

The kitchen was open, serving food, and also a range of cakes and other things were on offer, providing a bit more of a rounded experience than an evening at the Ribs. Rich managed to eat his body weight in cakes as he seemed determine to try one of everything before the evening finished.

 On the negative side, tables were in short supply -

Even though only 7 of us ended up at Take 5, we managed to take up every bit of table space available upstairs. Lots of room. Bugger all tables.

And it was expensive.

And closed early. Half past ten early.

On the whole the opinion seemed to be somewhat negative for Take 5 - nice place, good space, but the lack of tables is a killer, and the higher prices didn't help. Personally I rather liked the place and wonder whether there might be an opportunity to talk with the landlord about getting some extra tables - even fold up tables. When we went in there the place was empty - 3 or so people, and by the time we left, there was but a single person. I would think the prospect of having 20 or so people in the pub on a Tuesday would be Good For Business, and that maybe providing a few tables would be inconsequential if it got you steady business. But I wouldn't know and as no one else seemed that taken by it, perhaps not even worth pursuing.

As it stands at the moment Take 5 is fine for an overflow destination when it needs to be, but as a replacement venue it just doesn't have the table space.

This Week

An interesting range of games were on offer this week, some shiny new things, old things that were new for NoBoG and some old things that had hardly been seen at NoBoG at all.

Bondy brought Descent 2 along - it's been a year since he last brought it down, and that was quickly subscribed ( and over subscribed ) to by all the Richards plus Pete. According to Mr Bond The Riches have been identified as Punk Rich, Lovely Rich and Richard the IV. As to which one is which... I'm also sure there is a Dick/Table joke in there somewhere too.

Bondy played the Overlord for Descent, and managed to squeeze in a couple of scenarios against the Alliance of Riches Plus Pete. However, despite Pete putting some dubious magical skills into play - in somewhat of a repeat of last week when it was speculated his wizard was no such thing and was actually just a mental patient running around shouting Blazaam at things to no real effect - Bondy failed to hurt the intrepid adventurers, succumbing to a blast of Pete Magic that actually worked, and some Beserker brutality by one of the Richards.

As Bondy comforted his wounded pride at game end, he positively reflected on the fact that Pete was hurt and diseased, and surely would be an easy target for the next scenario to be played on another day...

New and shiny dexterity game Rampage ( named as a homage to the very cool, old 80s arcade game of the same name ? ) got taken upstairs, where Dean whipped his unrealising workers into assembling the Movie Monster City Trashing game before proceeding to balance, throw and breathe/spit all over the components. This was not however some drunken or rage fuelled Euro game gone wrong, but part of the unique charms of the game that sees you balancing things, flicking things and even using 'breath weapons'. The game is a visual feast of 3D pretty things and funny gameplay and definitely one to watch. However, its suitability for the worlds most cramped table space in a subdued darkened pub where bits can and do jump off the table is open to debate. Also not a great game to play if someone has the flu - where using your breath weapon and breathing over the components brings a whole new long term infectious strategy to the game play. Those of a squeamish nature or weak immune system may like to walk away, or don a Japanese style germ mask.

On a nearby not quite so cramped table, Castles of Burgundy played out to a nail biting finish, with Stu and Nicky ending up in a tie breaker situation, beating out also rans, Paul and Tom.

For more new and shiny, Sam turned up with his new recently shipped Kickstarter affair Galaxy Defenders. A simple area based co-operative tactical combat game, players get to fight through a number of scenarios versus a programmed alien AI. Everyone seemed to enjoy this, and it will be good to see this again for another bash.

Five player Caverna played out on the last table - with two complete beginners ( no experience of Agricola either ), two that had played it once, and myself, veteran of many a game.

Not surprisingly I managed to romp to a strong win, with Clive putting in a good show with a heavy weapon strategy, and the beginners just struggling to understand how everything slotted together. Enjoyable game, but the static setup is beginning to bother me more and more.

Mascarade got a quick outing at the end of the evening - beating out a suggestion of Resistance play, however, there are rumblings about Resistance not having been played in *weeks* ( the outrage ! ) and that perhaps next week and entire evening could be devoted to it. Madness surely, but it seems Resistance is missed.

People. 19 last week - and the Ribs managed to attract no one to their quiz night, meaning our shuffling shenanigans weren't actually required. 21 this week.

Wednesday, 16 October 2013

Many a Season

Autumn has most definitely arrived in Norwich, the ground has begun to swell with fallen leaves, the air has started to turn crisp, and there is rain and moisture almost permanently in the air. Where might one go to obtain respite from the clammy doldrums of Autumn you ask yourself ? Well for 21.5 of us sanctuary was to be found within the Ribs where warmth was to be had and games needed to be played.

Those who are paying attention will note that 21.5 attendees marks yet another record turnout for NoBoG, and play had to be accommodated over 5 tables of gaming goodness.

After some initial management problems akin to herding cats, two classic games were quickly put down to play - Power Grid and Chaos in the Old World. Robin lead his bunch of merry gamers on their quest to throw on the lights in as many cities as possible in Powergrid, whilst Chaos in the Old World was a shark pit of well experienced hands... plus Ed.

Rich rode to a plague ridden finish in Chaos by pushing the unlikely Nurgle to a convincingly strong VP win - with Pete in an almost as strong position just a single point behind. Tom had a diabolical ( see what I did there ) game as Khorne, and limped home after a few hours play, having barely managed to put a score on the board - a dismal 14 points for the record. Surely a new low. He lamented having switched from points to outright mayhem halfway through the game, his strategy netting him little of use as the others contained or matched his machinations.

Trains !
Meanwhile, Bondy marched a group off upstairs for another week of Trains - it seems that Trains is a game that is required to be played upstairs in the pub. Two games of this were cranked out, the latter of which Bondy managed to monopolise on a terrible wave of synergising cards and VP scoring to romp to a clear win.

The final two tables elected to play the same game - Seasons. Because why not. Well, why, because 5 people wanted to play it, and Seasons only takes 4. Seasons is new to me, and if I had to explain it in a single sentence I'd say, Magic with victory points instead of health + Zombie Dice.

Seasons puts you in the role of a wizard vying for the top job of Archmage by besting all other magic doers in a tournament of sorcery that lasts for three years. That's some tournament - but then if the competition only lasted for two weeks, the game probably wouldn't be called Seasons. It'd be called ... "ZaptasticMagicWimbledon IV - The Return of Zaptastic". Yes, I am available for hire for corporate branding / Game name brainstorming.
Seasons... upstairs


The game takes the guise of a card drafting affair played across a series of rounds that are thematically split into the four seasons. Hence the Seasons. Unlike many other card drafters / deck builders / Magic wannabes which have economy cards ( mana, gold, military strength ) to make everything else work, the impetus to your turn in Seasons is provided instead by dice. Each season has a set of dice associated with it that are rolled once per round, with each player in turn order getting to pick one of the dice to utilise in their turn. Dice provide mana to power card play as well as some actions - being able to burn raw mana for VP, drawing a card or increasing the cap size of your tableau. Mana is stored round to round in a players finite sized storage area, so you can save power up to use in future turns.

As should be apparent - due to the dice you're never quite sure what mana you might have to utilise, and, because the dice are drafted one at a time to each player, you may get to miss out on something you really need if your place in the turn order sucks.
Seasons... downstairs

The game length is predictable in a fuzzy way - each round may advance the turn marker between 1 and 3 months, so you can roughly see how long things will take, but not be able to predict it exactly.

Gameplay itself beyond all that is a fairly typical deck building, card drafting type exercise, with card synergies providing boosts to your points and actions and your VPs growing in size with every deft management of your hand.

The game prioritises solitaire building over interaction - only a minority of cards allow you to interfere with others, but we didn't play with the more advanced "in your face" cards available in the game ( although on hearing what they did, I am still not sure there is a whole heap of messing that you can do to your fellow players ).

I thought the game was cool and an interesting spin on the usual card placement, tap malarkey, but as to be expected, the random number generator is on at least medium level here - random card draws and random dice rolls can leave you with your ass in the wind as the player next to you repeat performs some card tapping horrific victory point score ability.

It's slated to run at 60 minutes - but our game lasted a marathon 3 hours, which was ok, but not great. At 3 hours the game shows its knickers a bit too much and the random number machine goes into overdrive ( probably not entirely helped by me resetting the year clock a couple of times to get at least another years worth of play out of the game ).

Nice game, needs to be kept short and sweet, probably not something I'd break my neck to play again, but definitely one to experience at least once, if not a few times to see the wacky dice + cards mechanics going on.

Simon blasted to a win in this, and seemed to enjoy muttering to himself immensely as at least a few of his turns resembled the depths of Magic depravity where a player just keeps on pulling cards, tapping things, sacrificing others things, and shoving bits around their play area. I actually managed to hold an entire conversation with Ed on the next table, watch a bit of another game, and still made it back in time to see Simon not yet quite finished with his book keeping. Epic.

The upstairs game of Seasons finished in a much more reasonable time frame - so they busted out Ghost Stories ( and failed in their co-operative bid to beat the spooks off ) as their second game of the evening.

After the shark pit of Chaos was concluded, Pete decided to bring out yet another shark pit experience with Race for the Galaxy. It will come as a surprise to no one whatsoever to learn that Pete placed a comfortable first in this, with only a mild ruffling of feathers coming in the form of Rich placing third - Ewan pipping him to second. Good job Ewan.

During some of Simon's epic turns with Seasons, and due to my favourable seating placement, I was able to watch over Pete's shoulder as he went through his Race strategies and narrated his decisions to me. I can recommend it, it's like a painting masterclass - except it's Race for the Galaxy.

The evening finished with a game of Resistance - Avalon, where the bad guys having succeeded in fouling up the first two quests singularly failed to take advantage of their dominant position and collapsed to a loss. Pete - bad guy and in charge of the assassination knife, then debated with his fellow evil doers as to who Merlin might be - shoved the knife in, only to discover they had blundered and missed the magic wielder. Good had won. Pitiful.

Whilst the bad guys were failing at Resistance I got to play Mascarade, a bluffing role game in which you are not entirely sure who everyone else is, or even who you might be. As Dean put it, this game in many ways is a distillation of the role cards in something like Citadels or Mission Red Planet - all other aspects of the game other than the roles having been removed. Memory is a big feature of this game - if you can memorise where all the cards are - and if you are good at reading people - then this game is going to be a lot easier. I would think good poker players would do well at Mascarade.

A series of role cards have a range of money grabbing powers - take money from the pot, take money from the courthouse, steal money from those next to you, steal money from the richest and so on. Each person has one role card - and a number of others are left in the middle of the table. The trick to this game is that other than the initial game reveal of roles, the role cards are mostly left face down and you must remember who is who. In a players turn they may switch cards with any other card on the table - or may bluff a switch -, look at their own role card, or state they are a given role and attempt to take the action for that role ( which may be a bluff ).

The game is a groovy filler game, and I want another play of this. I found it easy enough to remember who everyone was, and what the likely switch of a character would be when they took it - good enough that I could predict who everyone was over the course of two rounds and skip to a win. I am sure if I played it again over a longer game with more people it wouldn't be half so simple.

Roll Call - Barnaby, Bondy, Caroline, Clive, Dean, Ed, Ed, Ewan, Fletch, Jarryd, John, Matt, Nicky, Paul, Pete, Rich, Robin, Sam, Simon, Stu, Tim, Tom.

21.5 players - Caroline was the 22nd player, spectated Power Grid, but played end of evening Resistance. 21 players or 22 depending how you are counting.

Thursday, 10 October 2013

A drubbing for Team Good

Nineteen this week, and yes, more newcomers to share in the fun and games - Alina's exasperated cry of "Oh no, not more !" on seeing more people turn up for gaming should be taken as wild and unruly thought. Rest assured that she has been taken to the very deepest depths of NoBoG HQ to receive special thought re-education on the matter and is now well on her way back to normality as a card shuffling and cube counting drone welcoming member of NoBoG.

In all seriousness newcomers are always very welcome whenever you turn up, and as numbers grow we simply expand to fill tables upstairs in the pub, so not a problem. There are even plans for what to do when we fill up the pub / Norwich in general, although I am doubtful the "Norwich is full of Gamers Apocalypse Plan" will ever get put into place. There are shotguns, cans of gasoline, general anti zombie equipment and details of how to fortify the shopping mall in those plans. Hmm. Maybe that's the Day-Z NoBoG plan. *Quiet Year Flashback* *zombies* *heads on spikes* *Agnes the OAP* *Quiet Year Flashback*. Arrg. Ah well. No matter the plan, fear not, NoBoG is prepared whatever the eventuality !

This week Trains made it to table, which as the running joke goes, is a game about Trains. Once you open the box and start looking around however you might actually think it's Dominion... with a map. Trains is a light deck building game where you improve your personal deck of cards over time to either buy victory points for end game glory, or actually provide you with actions to do something useful on the map... which provides you with victory points for end game glory. Points are scored for pure VP cards in your hand and for having a track running into a station or off board distant location.

Building track and raising stations on the map can be achieved by playing an appropriate action card, but crucially, each time this is done waste is placed into your hand ( useless cards to interfere with your sublime deck build ), and, if you are building on top of someone else you get even more waste.

This means Trains has a certain benefit for people that build early or first on the map but in the process are perhaps sacrificing building and optimising their deck early. Which is a nice additional problem to juggle.

The various trains in the game provide you with money - and in an exact replica of Dominion the 3 standard trains are valued at exactly the same values as copper, silver and gold, and for each game a random set of optional cards are added in that provide additional actions and money.

Game ends when either a certain number of card piles are exhausted, someone runs out of track to place or all the stations have been placed. We managed to get two games in for a run time of somewhat over 2 hours - including a rules session.

The game plays nicely and for me is an interesting and welcome variant / extension of the Dominion mechanics, and I can see that this game could go the way of Dominions with perhaps a bazillion card expansions ( and also board layout expansions ), or even a complete re-theme and created as some other game.

Martin took both wins in our time with the game, thus proving that he is the Trainiest of Train Masters.

Elsewhere in the Ribs, Tales of the Arabian Nights flourished its way across Europe and Asia in its inimitable You Are Now Lost / Insane / A Frog type way and entertained five for the whole evening. Sam was apparently doing well this time out, but I have no specifics to offer. You can insert your own 100 wardrobes, Menacing Djinn, rubbish fish reward tales here.
Cosmic Encounter. No sign of space Goats.. yet...

The classic Cosmic Encounter bounced out for some of the more experienced hands, where I believe that Ed#1 possibly won. It can be very hard to tell with Cosmic Encounter however and it's possible that the bar maid - who wasn't even present - could have won instead. Or maybe the game ended with a Goat. Cosmic Encounter eh ?

Stu talked up playing Ra on the last table - not sure if he actually managed to get this out (*crackly NoBoG radio communications tell me that Ra was indeed played* ), when I walked past mid evening it was Kingdom Builder that was being contested over.

As the evening drew to a halt - those not playing with Insane Fishy Wardrobes - split into two groups to play The Resistance - Avalon and Cash and Guns. Excellent ! If you've never played either games, and more to the point, if you've never played either games with the NoBoGers then you should - it's possibly one of the greatest most fun ways to end a gaming evening. So long as you like lying and attempting to foil your compatriots plans. Or pointing foam guns at people. And let's be honest, who *doesn't* like pointing foam guns at people ?

In earlier weeks there has been a spate of the Good Guys winning at The Resistance - a shocking and immoral turn of events - but thankfully this week, the Bad Guys were back in form and gave Arthur's Round Table a thorough drubbing with three consecutive failed quests. The poor lady of the lake hardly had time to wake up and smell the coffee before the game was over.
The Resistance - left to right, Bondy bag of Cheese & Onion,
Hand of Matt, Silver Tongue Pete, Ed#2, Rich, Ed#1,
Clive Shoulder, American Pete bag of Ready Salted

To confuse matters we elected to play Resistance with two Eds and two Petes. Because it's not confusing enough when you start throwing accusations around about who is trustworthy when everyone has a different name. Next week we may decide to play with *all* of us adopting the name Ed, thus making the statement "I think Ed is a spy" guaranteed to be correct.

Evil Ed#1 managed to foul up some good guy questing early on but bought endless amounts of heat for his actions. Fingers pointed and his desperate verbal defences became shaky, beaten into the submissive statement of "Well, just bear in mind there's a remote chance I might *not* be a spy". Oh dear.

On the other hand Evil Ed#1 did absorb much heat from the other Evil Doers - myself and Matt - and any Good Guy that unwittingly copied Eds actions was then subject to tarring with the same Ed shaped brush. Excellent.

Wily American Pete slammed the accusation hammer down on Ed#1, and started pointing fingers at innocent old me too - I never really clocked that Pete was actually Merlin with inside information, instead, vocal Silver Tongue Pete seemed like the favourite for the bearded one. So good job there !

Alas, despite Merlin's best efforts, the bad guys won, myself and Matt managed to keep a fairly low profile, and even at the end after the final failed quest, I was being named amongst the most trustworthy of good guys ( and got to burn the last quest ).

Muah ha ha ha ha ha ha ha.

Evil.

I love it.

Roll Call -
Adam, Alina, Barnaby, Bondy, Clive, Ed, Ed, John, Martin, Matt, Paul, Pete, Peter, Rich, Robin, Sam, Stu, Tim, Tom.

( That roll call seems like a failed Dwarf name list for the first draft of the Hobbit... scratched line and a hastily scrawled comment... needs more '_ifurs', '_ofurs' and '_alins'..)