Friday, 15 February 2013

There was a man who went to Venus...

“Will you be pulling out your Merchant of Venus and slapping it on the table?” Dean enquired. That was all I was going to write this week, but John has been spilling the entire contents of his brain on to the blog over the past few months and a one line innuendo just won’t cut it today.
There were ten of us. No intrepid travellers from far off climes decided to visit this week, so we were left to endure the company of people we already knew.

John did indeed slap his Venus on the table. He’d been threatening to do it for a while and the encouragement from Dean was all he needed.  Rich was impressed and joined them for travelling through the galaxy buying and selling to alien worlds in hope of earning a buck.  This is the second edition of Merchant of Venus, the first being published by Avalon Hill back in 1988. The blurb on Board Game Geek says that this revision "remains true to its magnificently campy core while updating the map and game components and expanding game play in surprising ways that will cause even the most hardcore fan to celebrate." Campy hardcore! It also notes that in true Fantasy Flight tradition the player count has been lowered from six to four. No doubt so that a five player expansion can be released at a later date in order to delight (squeeze cash out of the) fans. As suspected, the intrepid three never finished the game, but they said it was good and could be played in the NoBoG timeslot with a bit more familiarity. John reckons he won.

Stu, Sam and Nicki raced through a few games of Kingdom Builder, which has seen some good table time lately. They then saved the human races in Pandemic. Before finishing the evening with some Coloretto. A victory for each of them and a combined victory to boot - this would have stood them in good stead if Crocker’s victory league table had survived the formative years of NoBoG. As it is, nobody really cares who wins.

Finally we come to Tzolk’in the fancy gear turning Mayan worker placement game. The tribes of Bond, Ewan, Pete and Tom competed for the prestigious prize of having the most victory points at the end of a complete rotation of the central cog. This was my first experience of Tzolk’in and it was one that I greatly enjoyed. On the face of it there is nothing new, other than the gears, which are an inspired way of speeding up the upkeep between rounds. The gears also allow the progression of time to become an easily trackable and usable factor and the actions of your workers get better as they age. I also like that having more workers isn’t an obviously good thing as it becomes prohibitively expensive to use the full complement. The rest of the game is decent, though familiar worker placement fare, with feeding workers, progressing along tracks and building engines to do actions more efficiently. One thing it did lack was the Mayans love of fiendish booby-traps (everyone knows ancient civilisations loved to foil tomb robbers and adventuring archaeologists with ingenious death-dealing devices?) I felt slightly disappointed that every time the gears were turned a random worker didn’t disappear to his doom through a hole in the board. Surely that should have been included? Anyway, I’ll certainly be back for more, but if you hate worker placements the novelty of the gears won’t distract you enough from the grind of optimisation.  Pete won with a building strategy – pipping my crystal skull and god track exploits by two points. I am enraged! Who said nobody cares who wins?

Wednesday, 6 February 2013

The Rise and Fall of Fortune

An epic four tables of goodness this Tuesday, with a veritable smorgasbord of games on offer.

Hawaii followed by Tichu was the order of the day for Jimmy, Nicky, Dean and Matt, whilst elsewhere a quick game of Kingdom Builder was belted out in the same time that it took Pete to setup and do a rules session for Terra Mystica.

Tez and Jerry newcomers all the way from Alaska turned up just as Kingdom Builder was finishing and with a bit of a reshuffle, Rich joined Jerry for some Twilight Struggle action, and Tez waded into a repeat of Kingdom Builder.
Pete and his Degenerate Halflings in Terra Mystica

Sam learned the finer points of Terra Mystica with myself and Pete, and despite me for once hitting just about everything and having decent optimisation, Pete romped to a win with a "degenerate strategy" he had picked up from board game geek. Earning a huge haul of points in the last round - 39 from digging - tested a theory posited on the geek that the digging victory points and the halflings digging points bonus caused the game to break. To put things into perspective, the differential of points between first and last place in a 3 player game for end of game VPs is 36. So, in theory you could ignore the end game scoring entirely - and just dig - the most basic action available.

I am not sure about breaking the game, but it certainly makes everything else far less meaningful - after all if you can get more points just by doing a basic action, rather than a much more complex series of actions, then, why bother ? Sure everyone can benefit from it, but a race keyed to digging - such as the halflings, will see monster benefits from it.

The designer of the game has noted that in the reprint a new rule will be added that prevents the VP for digging appearing in the final stages of the game - and thus somewhat avoiding the issue.

As for the halflings - their digging VP bonus is pretty tough to match, and its probably one of the easiest things to score from. Broken ? I would have to play it more. But it's certainly challenging playing against it.

More shuffling of players and 6 Nimmt, Hey Thats My Fish and Hansa Teutonica rounded out the evening.
A room full of gaming... and drinking.

Pete, Tom, Sam and Moritz clashed in Hansa - and when I looked at the board the setup seemed rather off. This might be explained however by the presence of - new to me - VP cards - each player having secret objectives to control a set of cities and gain a VP end score for doing so. The board had a massive number of cities occupied - the most I have ever seen in a game, with some pretty hefty city and web scores at the end - the privileges had been quite hit up ( probably to get access to all those city spots ) and everything else was less frequented.

Pete struggling to get his third action nevertheless had an early lead with a clear bag and book.

Interesting. If you read last week you will remember that Pete was of the opinion that actions, bag and book were all much of a muchness. With a clear bag and a clear book, but only 3 actions, surely here was a time to prove the theory.

Unfortunately things were disastrous for Pete, who limped into a shocking unheard of last place, with Sam taking a well scored lead - despite having maxed out blocks and getting hit with a few horrible route swaps that left him unable to really take advantage of them. Tom, the only player with five actions came in a close third. Wrapping up the action point track to milk it for points ( pretty much what I did two weeks ago and kicked ass with ) this time failed to pay off as the other players refused to bite, and left Tom not gaining much out of his action point control.

I watched the end game - it seemed strange to me. I didn't play, but I am not sure I like the influence the VP Cards seemed to have. Part of the 'charm' of Hansa for me is the fact that it's like a piece of clockwork - (almost) perfect information, with an enormous level of player interaction. The fact that the VP cards are hidden and prioritise random cities seems, eh, to 1) Lessen direct confrontation and 2) Inject imperfect information into what is an otherwise perfect information game.

Matt won Hawaii, pipping Dean who had lead for most of the game to the win, Rich barely lost the Twilight Struggle - the commies put in their place by a resurgent US but perhaps most importantly I won the two games of Hey Thats My Fish. Cross paths with my penguins at your peril.

Tuesday, 5 February 2013

Stats



For around six months of the past sessions. 

Average number of attendees is 9.83, and there are most likely to be 9 people turn up in a given week. ( 9.83 mean, 9 median and mode ).

Lowest turnout was 5 ( in the snow ), highest turnout was 17.