Showing posts with label trajan. Show all posts
Showing posts with label trajan. Show all posts

Monday, 17 July 2017

Cows & Cows & Board Games



HULLOOOOOOOOOOOO! I'm writing this from the magic of a train, which means I keep getting distracted by cows. Typically the cows are in the fields rather than on the train. The train has just reversed direction at Ely and I'm now facing the wrong way, which I'm rather miffed at. Anyway. This is a NoBloG not a travel diary, I suppose. This week I'll be sending you missives regarding Plague Inc, Trajan, Camel Up, Sons of Anarchy, Plague Inc (again) and Adrenaline. Ooh look, horses.

First let's conquer the world the infectious way in Plague Inc, which is apparently so good that two separate groups of people were marching (in boots carrying foot-and-mouth, no doubt) their microscopic minions across the globe this week. Let's start with the front-room group, which was already pretty infected when I arrived. As I draw up, Matt fails his roll (his disease still being pretty pathetic so he only had a one-in-six chance) — disappointing for him because in his words "it would have pissed Lewis and JD off" if he'd got it. He is, however, the filthiest of all the players at this point, having acquired soe bonus infectiousness along the way which has bagged him a presence in a bunch more countries. Why are we going so slowly? Hey — dragonflies. Lewis on his turn talks a little excursion to Argentina then (paradoxically, in my view) gains cold resistance. But he wants to take one of those fashionable breaks in Iceland so it makes sense. With his low lethality he also is unable to succeed in his rolls to kill the countries he's managed to break out all over.
Thumbs up for disease!
Disease points
In the second game of Plague Inc — Sean tells me there had to be two "just because we wanted to kill everyone!" — Sean and Jake have a comfortable lead but are battling bitterly for first place. As this is being explained, Katherine is deliberating: "I just can't decide where to infect now!" But after having made up her mind picks up a mega-bonus which might throw the final tally, so confidently expressed mere moments ago, into doubt. I leave after being given cause to doubt the players' understanding of basic biology the advice is given, "remember you can't infect Kenya! They have diplomatic immunity." After a short pause it is pointed out that just regular old immunity immunity would probably suffice.
Because obliterating humanity once
is not enough.

Next up I have a look at a suitably imperious Trajan where it seems the eponymous emperor has been replaced by a Great Old One — one of the lesser-known dictators of the Roman Empire. John is getting confused about which place he's in, pretending to be last when actually not. All part of the meta-gaming strategy to get his opponents to go easy on him. Alfie is actually winning, whilst Pete insists they're all winning — awwww. However Pete actually has loads of bonus actions lined up so maybe he too is trying to divert attention. After all this motivational muttering, John still seems sad but nevertheless takes a bonus to hammers (or something, I'm just going by the symbol on the card. A bonus for do more break smash sounds good though.) Also this synergises with his end-game bonus (which unlike in a lot of games, are public information.) I leave them to work out who is winning the old-fashioned way — by playing the game to the end — and to their fate with the Ancient Horror.
Trajically Trajan. Tragic because
everyone's gone mad with terror.

Next up it's Camels. Which are also up. I've got no idea what's going on — they seem to be humping each other, and it's not even past the watershed. I am scandalised. When I enquire about what is actually happening, Ellie informs me that "it's a complete disaster" — presumably because she is not doing as well as she hoped. At this point accusations start flying: "that's cheating! You didn't get what you want and you rolled it again!" says Katie. Ellie retorts that she "rolled it wrong," which is an excuse I really would like to try in the future. Katie on the other hand is upset because "everyone was against me." "That's because you're winning." Amid much scrutiny due to the aforementioned incident, Dan rolls his die very carefully and with a touch of flourish, but I don't think it helped. I didn't learn anything about the rules but the game involves high emotions and a lot of swearing so it's probably good.
Oh my.
Woof. This doesn't have anything to do with
board games but who's gonna complain?!
The game of Sons of Anarchy seems disappointingly orderly and calm. Dave nevertheless asserts that it's caused such anger that the table has descended into gang violence, though I think he's getting confused between the game and reality again. Dave has three contrabands (i.e. cocaines). Contraband (cocaine) you can sell for cold hard cash (money) which is probably good. Dave then promotes a guy to have a bike. I thought that it was rather iniquitous to have gang members cycling around but apparently he got a motorbike which is probably more thematically appropriate. James on the other hand has no money at all but an absolute ton of cocaine — presumably piled up in some kind of parody of Scarface. Then a fight breaks out. No, in the game, not in real life. Both parties secretly commit a certain number of gang members and perhaps some guns, and roll dice. The total strength determines the winner, and bringing guns to what is no longer a knife fight also kills off some of the opponent's fighters.
Anarchy in the Mash Tun
Money! Drugs!
And now if I may get your Adrenaline pumping I will describe the game I played. Though I've left writing this up longer than normal and been distracted by a lot of farm animals so the details are getting a bit fuzzy. I'm pretty sure Benjamin was the sheep... Anyway the game started as it usually does with a scramble for the good weapons. I ended up with a Power Glove (run at people and punch them in the face), a Heat Seeking Missile and the localised area-of-effect Shockwave. In retrospect I probably should have found myself a medium-range weapon as positioning became very difficult — I either wanted to be right in people's faces or as far away as possible. As the game's mechanics tend to ensure, everyone got killed a similar number of times, not that being killed really does anything bad to you anyway. James zipped around the map using his Cyberblade (which allows you an extra move after you whallop someone with it) while Colin somehow avoided getting shot for ages.
Rarrr, kill 'em all!
Once the end-game phase was triggered, Colin and I had also managed to forget to actually kill anyone — Benjamin and James being the only two to have done so. Colin also unfortunately misunderstood the end-game and thought he would have an extra turn, missing out on the possibility of getting some last-minute points. As it happened if he had done so he might have inadvertently handed me the victory instead of James. The result of my ridiculous length of time trying to work out how to kill Benjamin was "you can't," requiring one more point of damage than I was able to do. In the end I came joint second, so that was OK. I've played Adrenaline 3 times now and I'm still not entirely sure what I think. It's definitely fun but it seems to be missing something — you're basically only ever trying to do damage — whether to finish someone off, to get more damage on someone before they die, or to get damage on someone new. With some more tactical options it might have a bit more depth — if there were some incentive to not take damage other than giving points, or an effective way to block other players from hitting a particular enemy. I also wonder if the action limit could be made a little more lenient without making it too easy — you can never do what feels like a "complete turn" because you typically want to move, pick up ammo or a new gun, get into position and then shoot someone, but you can generally only do two or three of these. I call on NoBoGgers to make it so!
Contemplative Colin.
Adrenaline gets pumping.
And that was the week — shooting, camels, more shooting, Cthulhu and everywhere the terrible spectre of disease. And more cows, right there in that field. Hope you've enjoyed, BYE!

Friday, 2 June 2017

The Bamboozling Business of the Baffling Board Game

Greetings, Gamers! I think you know the drill by now: this is a blog post about board games, I write it, you read it, we all achieve a state of enlightenment and oneness with the universe. Smashing. In this round of board-gaming zen I have reports relating to such wonders as Harry Potter: Hogwarts Battle, Dark Souls, Trajan, Cash and Guns, Tiny Epic Galaxies, Keyflower and Resistance. Let's get gaming! or actually not gaming since the games have already been played and I'm just writing about them. COUGH
We first transport ourselves to a magical world of Magic, Evil and, err... Neville Longbottom in Harry Potter: Hogwarts Battle. Yep, Elliot has landed the least desirable of all possible characters and even gets the pet toad, Trevor. James dispatches Peter Pettigrew because "he is an enemy who deserves to die," which seems very morally black-and-white but what do I know. Now at this point I must confess that a small argument broke out. This is because James made the unforgivable assertion that Neville Longbottom is better than Sam Gamgee. Now I know we have an election coming up and supposedly there are some important questions to be decided in that, but I'm sure we can all agree that it is absolutely necessary, once and for all, to clear this up right away. Sam Gamgee was the only one who could deliver a Strong and Stable Rinxit. What did Neville do? Kill a snake? #ConfundusOfChaos.
The state of play at Hogwarts
With that vital issue resolved now and forever, I got a quick run-down of the game. It's a co-operative deck builder with a varying difficulty, and most of the players are only informed as I'm talking to them that they're playing on the hardest difficulty. Oh dear... You have to build up your decks with extra spells, characters and items and work together to prevent the forces of evil from taking over the castle. Each character has some unique cards available only in his or her deck, like Neville's Toad Trevor, which when activated either deals some damage to an enemy, or heals Neville. I can only assume that he exudes some health-restoring drug/potion from his skin which Neville must lick to "activate." I'm guessing if he was stoned off his face on hallucinogenic toad-juice this would explain Neville's clumsiness in the books...
"Kiss me and I promise to turn into a prince,
and definitely not exude any toxin!"

I move on and find myself standing next to the campfire of Dark Souls. The players complain of a very unrealistic experience as none of them have died at all, yet. I haven't actually played the video games (yet) but nevertheless am well aware of how un-true this is to the source material. It's a co-operative monster slasher that has been getting quite a bit of play recently so presumably is quite good fun. It comes in a very hefty box with large miniatures which are just crying out to be painted (not literally crying out — though the name might suggest otherwise, Steamforged Games has not managed to actually embed the souls of the damned into the plastic figures) and indeed Sam has got started on a few of them.
"Cash me ousside, how bow dah?"
The monsters have some rules or "AI" which determines how they move and attack, so you have to try and play around that to get them to do the least damage to your team and put yourself in position to counter-attack. As I observe, poor Emma is actually being pushed into harm's way, but she is the tank (the tank role if you're not familiar with the terminology; this is a medieval fantasy themed game and does not feature armoured vehicles, instead Emma deals little damage but has excellent armour and so can soak up damage for the team) so it makes sense. This should keep everyone from getting leathered by the big dude who could, if not counter-played properly, hit everyone at once.
Emma the Tank moving things in Dark Souls
I leave them to their inevitable death and mosey along to imperial Rome where Trajan is holding court. Sam said, "I thought this was going to be the most boring game ever, but actually it's great." I'm not sure if that's exactly a grand endorsement, but there you have it. Personally I find such a U-turn completely contemptible. In Trajan the aim is to impress the Emperor (who presumably is Emperor Trajan, although I never did check...) by doing all sorts of stuff. That stuff includes conquering Europe (of course), build stuff, producing luxury goods, selling goods and probably more. Before I arrived Monika was winning, but now isn't winning and so, in an apparent fit of pique, attempts to destroy the game as she gets up to go to the bar. Bad form! (Mind you, I can't talk, as I'd had about three attempts at destroying Matt's Machi Koro box by the time the evening was up... I swear I hadn't been licking Trevor!) Whilst Sam was off "conquering the arse-end of Europe" (pretty sure there was something in the UKIP manifesto about that) Declan snuck up the senate track to get his pick of some end-of-game bonuses. Sam was rather miffed about this and tried to deploy dubious biology to convince him to leave the bonus Sam wanted, proclaiming that Declan was, "gonna have loads of spare bread! It grows on trees!"
Tragically Trajan
Returning from the bar (and having failed to destroy the game) Monika confessed that her strategy was really just to destroy Sam. I'm not sure that's actually a strategy but it's a goal, and more than that, it's a goal we can all get behind. On the other hand, Declan's goal was just to understand the game by the end of it — "I'm getting there," he said.
I believe these ranks qualify as "serried."
In a violent game of Cash and Guns, everyone agrees they're shooting Ben. Except they end up shooting at JD. Woops! Ben was the mafia boss and forced Hannah to aim at JD, whilst James was already aiming at him because he foolishly assumed he could count on everyone else to murderise Ben. Even though Hannah holds her gun funny, it was enough that JD would have been splattered against the bar, except he wisely ducked out. He had after all already been wounded twice (surviving despite the lack of medical facilities available in the Mash-Tun) and needed to play it safe.
Point guns! Point fingers! Point guns... kinda weirdly?

I fled the ganglands for the loneliness of outer space in Tiny Epic Galaxies, in which James is apparently cheating by farming when he isn't on a farming planet. The idea is to gather up the planets for your own nefarious purposes and then complete your (secret) missions. The game was in early stages; Lewis was the only player with a planet of any kind, having got lucky and been able to snag one without even possessing any upgrades. The game comes with cool unique dice (though what they determine I didn't ascertain) and some nice marked wooden cubes to mark your resource levels and other things on your player card. The two resources are "energy" and "culture" and this was a particularly uncultured game as everyone was using it up to try and screw each other over. I heard multiculturalism had failed anyway.
Some tiny epic planets to occupy similarly
diminutive yet awesome galaxies
This brings me round to the game I played, Keyflower. Keyflower got off to a slow start because the buildings we drafted initially were almost all in the 7–14 range and so were undesirable to get at the beginning of the game. This was the first time I'd seen this failure mode of the drafting rule (which was such a popular house rule for the base game of Keyflower that they included it as an official one in the expansions) the problem being that there's no mechanism to get rid of cards noone wants so you just end up with a poor, restricted selection for ages. I got pretty unlucky with this, frequently being unable to afford anything useful to me, compounded by Matt's investment into the red (i.e. dick) cards, stealing my (and everyone else's) money! At this point I should probably confess that, although we broke out Keyflower and started reading the rules, we decided it was too complicated to learn with none of us having played before (in spite of us all being experienced board gamers!) and, tacked onto the (always optimistic) playtime of 90-120 minutes, would probably leave us still playing by midday Wednesday. We therefore replaced it with Machi Koro.
Keyflower
Highlights of the game included me and Sam repeatedly deconstructing our landmarks for money and then forgetting we had done so. By doing this I once managed to roll two dice using my non-existent train station, make everyone put the money back they'd earned from the roll, and then go and roll exactly the same number with one die. I just like making people suffer. As the game progressed and the red dickery became old-hat, players started building up stocks of purple cards with which to screw each other. And how! Sam emerged as a clear favourite but as the game came to a climax(!) it was Dave's stack of number seven cards that brought him the win. Playing the probabilities always works (on average.) That is, if you can ever even afford to get a number seven card in the whole game. Oh well! Next time I might insist on the alternative card draft that is apparently a possibility, where you have split stacks of 1–6 and 7–14.
It IS Keyflower! Shush!Dave's winning spread
Keyflower (shush) over, it was time for a traditional round of deception games and tonight's pièce de résistance was, err, Resistance, aided by the foam guns from Cash and Guns, to pick the teams for missions. Because more guns = more fun. The game got off to a good start with a win for the eponymous resistance, though accusations were already flying. In fact they'd been flying since before the loyalty cards had been given out, so maybe that's not so relevant. Unfortunately the second mission was sabotaged — the terroristsfreedom fighters had a traitor in their midst! There was much consternation and a third team was eventually picked consisting of the tried-and-tested first time, plus one more. This too passed, vindicating those four players and casting doubts on the cacophony of voices calling for votes against the choice. It was only natural to make the fourth team up of the same lot, plus a fifth when, suddenly, not one, not two but three failures had made it into the pot! The table immediately erupted in debate and, unlike certain other debates this week, attendance was not optional! (And it went on for bloody ages!) What were we to do? This meant that at least one of the original, trusted team was a filthy spy! Accusations flew, established trusts were shaken. After what seemed like hours, the final team of five was selected, avoiding the now-suspicious dream-team from earlier. This was it! What would the final cards say? Success, success, success, success... FAIL! This was a surprise to no-one except me because in spite of being evil (and having played "success" on two of my three missions) I'd gone so far undercover I'd forgotten who one of my fellow agents was and didn't realise we had one on the final team. But more important than anything else: more important than winning, more important than convincing Dave I was good, more important than convincing Matt that Sean was evil (maybe I didn't have much of a hand in that...): I'd finally been on the bad team at a NoBoG deception game! The upstart insurgency had been quashed, though in light of having played the game, we are now all open to future accusations of calling the terrorists friends.
Someone else took this photo. I can't even tell
who it's of, but as punishment for messing with
my stuff, here you go!
And that was the night! Raucous, rambunctious and just a tad raunchy. And I got to be evil.

Sunday, 19 June 2016

All Quiet on the Mash Tun front

Perhaps everyone stayed home to watch the Euro football. Or maybe people were put off by the chatter about having to share our space with football hooligans who wanted to watch the match on the big TV in the pub. Or maybe it's just an odd time of year.

But whatever it was, this week we had the lowest turnout for a number of years ( the official book of records reckons 2013 ) - we hit 26 people by the end of the evening.

As it turned out, the football hooligans sharing our space turned out to be a small family of Italians on Monday, and three very quiet guys on the Tuesday.

Lords of Vegas. Six player mental variant.
Games this week. The front of the pub played a frankly mental six handed game of Lords of Vegas. I told them this was mental. Twice. They ignored me. There was then some bemoaning of downtime during the game, and post game there were some polite comments about perhaps it was a little too long. Uh huh. Lords of Vegas is cool. And it can seat six with expansions. Which is very flexible and very cool. But I'm not entirely sure this isn't a seat too far for the game. A bit like trying to fit six seats on a bicycle. You might get it working. But it's not pretty. Or practical. I'm reminded of a Mr Bond pearl of wisdom here as he has noted in the past that expansions can be a very dubious affair when applied to solid base games - doubly so when expanding player count. Lords of Vegas sweet spot is four if you ask me. Which you weren't. You're welcome.

Some reformed table of theirs then played Machi Koro where James pretty much slaughtered everyone gaining his first ever victory against Lewis who had failed with a single dice strategy. Lewis had an absolute barrelful of new games that didn't get played, mostly smaller format card games, a mix of Kickstarters and purchases at the recent games Expo. It will be cool to see them get some air time in future - if you want an interesting, off beat, smaller card game, go see Lewis !

Citadels
Tim's table had an apparently utterly cut throat game of Citadels going on, where everyone except American James was being an ass. Maybe Karma smiles happily on nice guys, because when I checked in with them, he was winning. Despite playing nicely. Or perhaps because he was playing nicely. Sam then bucking the trend of generally shouting at people towards the end of the evening, accusing them of being werewolves or calling into question their dubious Aryan heritage, played a calming and refined game of Splendor. He does do refined occasionally. I suspect however that he would like the game much better if there were secret nazis in the game, and he could collect his sets of gems whilst also offering choice fascist slurs to other players. Or possibly secret dwarves. Which then sounds a bit Saboteur like.

Upstairs they played Trajan. I haven't a clue what went on there. I didn't venture upstairs at all other than to do a spot check. I still haven't played this game. I still need to play it. Some day.

Lords of Waterdeep
Elliot's table got to play the classic Lords of Waterdeep, where Joe played an absolute blinder and was slicing and dicing his way to victory.

Our table got to play a very full five for Rokoko. The game about making outfits for the high and mighty of Louis XIVs shindigs. Five is the most this game takes, and, with five it's a good deal tighter and longer. But still good. It wouldn't suffer an expansion with six though ! Sean had an impressively strong start hauling in some great money and making some good outfits, but then sputtered out in the face of bad turn order and paying little attention to updating his personnel roster. Mel on the other hand was fighting for first turn, spamming some excellent outfits into the royal hall and was doing a good job of recruiting. She put in a very strong score, and if she had managed to get another fireworks display or two built would have won the game. Adam descended into talking to himself at length. I called him the Adam collective such was the breadth of his conversations and arguments with himself - it was like watching a whole other table playing the game, all condensed into a single person. If only he could have changed his voices between lines, it would have been even better. And probably slightly worrying. But very entertaining.

Mel lost in thought surveying her outfit making empire in Rokoko
Poor Andrew seemed to be dicked over at every turn in this game and got off to a slow start along with me, but by the end he was doing a lot better and put in a challenging score. For myself I was entirely shut out of the points bonanza royal hall, no fireworks for me, struggled to do much points wise at the start, but bided my time by hoarding just about all the red cloth and grabbing savvy team members for my staff. In the end I managed to pip a win with a bare couple of room dominations and a butt load of money. The money aspect of this game *is* balanced in a situation like this, I was shut out of most things, but still managed to earn decent VPs from money and a crucial few other spots. I think the problem with money is if you are doing well on the board AND you get a decent money flow with a money VP gain - but, in theory, that's tough to do, it's probably one or the other, money or outright VPs as you can use your outfits either for VPs or to sell off for cash.

Super close game in the end. Very cool.

Unless I missed it, this week was probably the first week in... almost... ever.. that absolutely no filler type games were played. Unless you count Splendor. Which I don't. No fillers ? Madness.

Monday we played Deus, Machi Koro, and I gave a quick demonstration of Akrotiri. Hal won everything. I think he was fiddling the dice with Machi Koro as he romped to a win rolling almost nothing but 11's and in the entire game not a single 9 was rolled and 8 only once. With dice rolling like that he should play Craps for money where 11's are a natural insta win.

That's it, see you all next week, the footie is still on next week, so sharing table space will be a thing again.

Monday, 30 January 2012

Welcome to Feld Club.

Stefan Feld has come to dinner and he won’t leave. He’s drank all the port, he's been grinding water biscuits into the carpet for the last half hour and now he's standing on the table threatening us all with the butter-knife. Actually this isn't true - I don't think Stefan would be such a terrible guest, but then again I probably wouldn't recognise him. What I would recognise, even under the pressure of a butter-knife stabbing is one of his games. Trajan is no exception, and there were two of copies of it in our midst on Tuesday.

Both Jimmy and Luke had brought Trajan and even Pete, who hadn't, was whooping with delight at the thought of Trajan. Numbers, however,  conspired against a two table Trajan-fest so Jimmy, Luke, Tom and I delved into Trajan while the other five - showing a complete lack of imagination - played Hansa Teutonica. Trajan is apparently about the Roman Empire, but I won't be mentioning that again as the first rule of Feld Club is that you do not talk about themes. 



You know what the second rule of Feld Club is. The third rule of Feld Club is that the game must have a slightly convoluted, but an interestingly new mechanism. Trajan delivers an uppercut by using individual player mats depicting mancala bowls. At the start of the game, each player has two differently coloured cubes in each of his six mancala bowls. Each turn, the player picks up all the cubes in one bowl and distributes them one-by-one to bowls in a clockwise order. Wherever the final piece is placed, the player takes the action associated with that bowl. Mostly these actions allow each player to take actions that influence mini-games on the central board. The six actions are: senate (points on a track),  military (points on map), building (taking points tiles), trading (er, taking points tiles), Trajan (add new Trajan tiles to your mancala) and forum (take tiles in order to stop bad things happening - which is the fourth rule of Feld Club; bad things happen in the game and you must try to stop these bad things happening).


In addition to determining the action each round, if the colored pieces in the final bowl now match the colors shown on a Trajan tile next to the bowl, then the player takes the additional actions and points shown on that tile. In this way the game feels like a puzzle to be solved as you manipulate the coloured cubes in the mancala bowls to take the actions you need, but also satisfy the requirements of any Trajan tiles you have acquired. Fifth rule of Feld Club is the need balance the individual puzzle elements while still trying to score points. Trajan, like Luna last week, will appeal to those euro-ites that like optimization, efficiency, and exploring the puzzle elements and competitive routes to victory. Those who need a kick-ass theme best keep away.


Beer: Old Ale from Adnams. Not old as in out of date, but Old as in the type of beer - usually malty and dark. This was very dark red in colour, nutty, malty, slight acidic hint of fruit. Surprisingly wet. 6/10.

Tuesday, 29 November 2011

November

Quick update for the past three weeks.

We’ve been graced by another new member, Adam. He’s been twice. The first week he lost everything he played, but in the following session he had his revenge and won everything he participated in. An interesting fact about Adam is that he isn’t colour-blind.

We’ve played 7 wonders (three times), Sid Meier's Civilization: the Board Game (twice), Power Grid, Chaos in the Old World, Santiago, Caylus Magna Carta, Frank’s Zoo. As well as two offering from Jimmy’s recent trip to Essen; Trajan and Hawaii.

The festive season will soon be upon us. I’ll check with the pub as to whether they have any Christmas dinners/parties that will impact on our Tuesday meetings in December. I’ll post any clashes on here and on the NoBoG calendar.