Tuesday, 13 August 2013

Feedback Required

Feedback is required here - all you lurkers and not quite lurkers get your act together, dust off your communication skills and offer your opinion.

Do you think some form of suggestion box for what games to play / bring along for the next week of NoBoG would be beneficial / work ?

The point has been raised before. On paper its a good idea. I am not sure in practice whether it does anything for you given a certain threshold of procrastination. I don't know though, that's just my hunch. NoBoG is nothing if not laid back and relaxed. Actually pre-planning something beyond - There will be Beer, and There Will be Games is practically heresy.

If anyone has anything to say about such a game play suggestion box type thing - Yes, No, I would Like To Offer A Brilliant Plan for alternatives / Or A Plan On how you could go about doing that, then leave a comment !

If you have nothing to say about it... leave a comment.

The Technical Ideas Implementation Staff at NoBoG Towers await with baited breath and twitchy fingers. We've let them out of their usual dark subterranean office for the day....

Thursday, 8 August 2013

Your Mission, If You Choose To Accept It...

Thirteen this week, some old hands, some not so old hands, and some still lemon scented daisy fresh new hands on hand to lend a hand. Too many hands ?

Tom blustered in late complaining about 20,000 football fans trafficking up Norwich, and carefully deposited a large black box in the corner of the room. I saw it. Mysterious. Then ignored it.

Dean, Tom and myself then sat down to a late start of Yedo, a worker placement game I had just picked up, set in feudal Japan in Tokyo. Or Edo. Or Yedo. The game is a pretty standard example of its genre, you get to place a limited number of disciples onto the board at certain spots, each spot having a choice of actions related to it.

Manipulate your actions and your resources to gain other resources, complete missions, and ultimately earn victory points. Throw in a bidding mechanism at the start of the round to see who gets to buy what, mix with some player interaction that allows you to trade, block others, outright spoil turns with unhappy cards and you can see you have a fairly typical Euro going on.

Some randomness is injected in the form of decks of cards - from events that can alter the game board or give advantages or disadvantages, to missions, actions, weapons and bonuses - just about all of which can be snooped on and rearranged *before* you get to pick a card.

The bulk scoring method of the game is in the completion of missions Missions are graded from the easy, to the ridiculously tough and their rewards follow expectations. Representing a powerful clan with all the usual Samurai shenanigans, you might expect these missions to be particularly Samurai-y and of derring do. Tom's first mission however was to 'find out what was on the menu at the local restaurant'. Really. Less Samurai. More Chinese Takeout Delivery Person.

Not wanting to be outdone, Dean then quickly followed up with a mission of his own - 'find out where the market stalls were in the market'.

Hmmm.

Not standing for such ridiculous stuff of these lesser clans, my first mission was to kill the Tailor's son - the Tailor had not been paying his protection money, and so, therefore, quite reasonably, it was time to bump off his one and only child.
Yedo, surprisingly Euro for a Japanese City

Dean admiring my underhand handiwork then went to pray at the local Christian church, only to knock the clergyman over the head and run off with the collection box to complete another mission. Shocking behaviour.

Missions were completed, VPs were assembled, I had a nice lead all game only for Tom to romp to a victory with some lovely bonus cards that left me in the dust. Poor Dean had a tough time of it, consistently cursed himself for his own stupidity, the woes of fate, and revealed at the end of the game that he had been trying to kill the Shogun since turn 7, but someone was always getting in his way - the red light district closure, the market closure and so on. If he had been able to kill the top guy, the game would have ended prematurely and in all probability Dean would have taken the win.

Not a bad game. Dean compared it to Lords of Waterdeep but much more complicated. I didn't particularly find it complicated, but then I haven't played Waterdeep to compare it.

Meanwhile elsewhere, Archipelago got a run out - it's been a while since the islands have been up for contest, and this time it was Richard, Fletch, Rich and Pete that shook out their governors and tried to make the best profit out of the colonies.

A peculiar game ensued where there were zero - ZERO - rebels present despite there being a filthy separatist hidden in the ranks. I queried whether they had even been playing the game right, but apparently a nice mix of churches, pretty much all the rebel reducing crises appearing, and some rebel reducing characters in play conspired to keep the colony a place of happy sublime servitude.

Not sure who won, but Fletch as the separatist managed second place by going for the normal win as opposed to trying to destroy the islands. Interesting stuff.

The last table had an epic round of Arabian Tales - six players, Matt, Alina, Robin, Sam, Ewan and Nicky competed to have the most wardrobes, colourful fish or angry slaves in their adventures, with Nicky finally managing to outdo all others and be crowned the master of the Tales. Sam spent most of his time in prison apparently. And Alina wandered around Very Lost for quite a bit. It happens. If someone isn't Terribly Lost at some point in a game of Arabian Tales, then you're probably doing it wrong. Cool game, having played it myself at the weekend I am not entirely sure there is enough meat there for the time it takes, but definitely an experience. And worthy of a play, just for the insane story telling going on. Ewan enjoyed it, but noted that six players was probably pushing it a little with downtime. I can see what he means. I think the game's sweet spot might be three or four.

As ever of late, the evening finished with those damn subversives trying to undermine the government again. The Resistance made it to table, and this time, the rebels managed a flukey final round win - not because they had intelligently figured out who was who, but just by chance the spies needed a double fail at the end, and only spymaster Sam was included on the mission.

Cool stuff. I have recently picked up Resistance Avalon, with its expanded roles. Although my heart belongs firmly in the near future theme of the original Resistance, it might be nice to see what the expanded roles do in Avalon. Still, I'd much rather be some sci fi futuristic freedom fighter or corporate spymaster than a Knight of the round table.

So. Tom's  mysterious box. What was it ? As it turned out Tom had brought a Bond like piece of kit with him - no, not some homebrew setup from Bondy's dungeon, but rather a large box to take long exposure shots of... stuff. In this case, a long exposure shot of the games in play. Who knows if the picture came out very well, but Tom is working on it, and if it comes out half decent, we can post it up for all to enjoy the surreal blurry Ribs antics.

Thursday, 1 August 2013

Subversives never learn

Nothing too Euro Strenuous ( or indeed Euro at all ) afoot at the Ribs this week, with Elder Sign, King of Tokyo, Saboteur, Arabian Nights and The Resistance getting play time.

A fresh set of newcomers for the week - a hearty welcome to Caroline, Jarryd and Jennifer - taking us to what must be a new monthly record of nine fresh victims new players.

Elder Sign was first up for five of us, Jarryd, Caroline, Ewan, Robin and myself taking on intrepid / hapless investigators trying to prevent in this instance Nyarlathotep going about his evil doings. As seems to be the pattern with Elder Sign the investigators do a reasonably fine job all except for one person. Who tends to fail. A lot.
Elder Sign. Secret Cultist Joe Diamond skulks on the left.

Last time it was Dean's pretend magician who got stuck in a cupboard moping about his failures and then died having achieved precisely nothing. This time round it was Robin's PI Joe Diamond, who seemed to lurch from encounter to encounter doing little more than spawning monsters and putting doom on the track. A subversive cultist if ever I saw one.

Despite Joe's  best efforts to aid his lord and master Nyarlathotep, the rest of our derring band managed to slam the lid shut on the squirming tentacles of the outer god, and we all skipped back home in one piece for a nice cup of tea and a scone.

A ruthless game of King of Tokyo then ensued, the brawling with five was ceaseless, and both Jarryd and Caroline achieved a win by beating everyone else bloody. Victory points be damned.

Finally Saboteur made it out, and with it Pete appeared from his hiding place to join in. Pete managed some epic silver tongue shenanigans by getting one Saboteur - Jarryd - to sabotage the other saboteur - me. A sad day for the saboteurs. Robin and Ewan managed to scarper from the mines with the most gold stuffed in their pockets, despite them both losing the final round. I call it greedy.

Meanwhile on the other table situated by the verandah over the river, the summer sun twinkled from the water to play over the miraculous and at times dubious shenanigans of the Tales of the Arabian Nights. Jennifer, Bondy, Sam, Rich and Fletch took this story telling game out for a spin, each taking it in turn to read out loud from a hefty book of pick your own story style paragraphs and lay down the path of fate for one of their compatriots. The game is somewhere in between a board game and a roleplaying game, with the main thrust of the game based around story telling, making the odd decision and developing a character that obtains or has thrust upon them certain character traits. Fail to charm the princess and see her stalk off to her life of luxury ? Gain the trait Envy.
Tales about to start. Bondy hasn't got his fish yet.

Perhaps my ears are attuned to such things, but everytime I stopped to listen to the tales going on, there seemed to be an inordinate amount of dubious women prostituting themselves, being enslaved, and or taken by the players. Fletch encountered an imprisoned prostitute and 'took her for himself'. Apparently this meant he had married her. Personally I had visions of a subterranean dungeon.

Bondy on the other hand following a similar fate, managed to get his hands on a fish during his quest. Not just any fish. A multi coloured fish.

Hmm.

I guess entertainment is light in the lands of Arabia. No TV I bet. Or board games.

What have you got there ?

A fish !

Uh huh.

No, no, not just any fish. Look. Its a multi coloured fish.

Uh huh.

If it were me I'd feel hard done by, going on a quest, delving beneath the ocean, and coming back with a lousy fish. Then again if your adventures take you beneath the waves, a fish reward is probably quite likely.

No chips.

After a time, when the wow factor of the multi coloured fish wore off ( it got not so colourful and began to stink ), Bondy attempted to cook the piscine, only for it to turn into a woman.

Which I don't know about you, but happens to me all the time. A common kitchen problem. Deceased fish turning into women.

I lost track of what happened to his fishy pan woman and whether he had burnt her ass on the stove, but at some point he got a gift of 100 wardrobes ( more a curse than a gift I would have thought - imagine man handling 100 wardrobes into your living room ), opened them all, got greedy and was set upon by an Efreet. That's a fire djinn. ( I know far farrr too much about Djinn after spending 3.5 years roleplaying a Djinn pathfinder campaign ).

The morale of the story is... I don't know. Never accept 100 wardrobes as a gift ? A cheque will suffice. Or better yet cash. Cash good. Gold even. What's wrong with your good old clichéd chest of gold trope. Gold Great. 100 wardrobes. Not so much. Anyone offers you 100 wardrobes as a reward, start backing away is my advice.

The game occupied most of the night for the group, it seemed like fun, I think this very much depends on who you have playing, and how open to roleplay you are. Those with a phobia of roleplaying and a desire for crunchy euro mechanics need not apply.

Finally the evening finished off with an epic 10 handed game of the Resistance. Fabulously noisy, argumentative, hurtful and deceitful, the government spies once again brought the Resistance crashing down. I was evilly chuffed at my own spy shenanigans that managed to sow discord amongst the good guys - Fletch to Rich and Pete "you're going to be so sorry when this game ends and I am not a spy" - and got enough trust and plausibility that the good guys supported me.

Kudos to the other spies, Ewan did a fair number of honestly self implicating himself as a spy to seem to gain the trust of everyone else. And Jarryd fenced verbally back and forth across the table sowing confusion amongst the logic, and finally Caroline did a good number being relatively quiet and non suspicious, backing me up as "not a spy" when put upon ( despite the split second pause and blink when quizzed what *colour* was the card..... uhh... Blue ! she lied... ), and tanking the final mission when required. Muah ha ha ha ha.

High fives for the government. Blind folds and a firing squad for the Resistance.

Will you never learn subversives ? You can't fight The Man.