A sociable ten for this weeks gaming, which at times could have been mistaken for a Farmers pub night - both Agricola and Bohnanza hit the tables to fill the Wherry Room with bean planting, field sowing, harvesting and some dubious trading with cries such as "I'll trade my stink for your wax". The only tell that it wasn't a legitimate farmers night was the lack of muddy green boots in the room - just non utilitarian city folk shoes.
A four handed Agricola with Paul, Fletch, Rich and Pete saw Rich romp to a glorious farming win - not a huge surprise, Paul was learning the ropes and Fletch still only has a couple of games of this under his belt. It definitely pays to know your way around Agricola - it doesn't pander to the beginner, instead it mangles off limbs in farming accidents for those that are uninitiated. Fab game, but unforgiving.
Ignoring all the farming going on, City of Remnants made it out on table two for three of us. This played long, and we barely squeaked out a finish in an extended over time, Ed pulled off a nice opening aggression followed by turtle win, with a mix of definitely defensive options coming up - strongholds, armament factories - allowing people to consolidate into their areas of power. I had mixed feelings about this game - I ended up in a distant third, had tried taking the battle to both Ed and Sam, 1st and 2nd respectively, with mixed results, and then got thoroughly ass kicked by the overlord aliens. Ed and Sam merely glowered from their power bases at each other but might as well have been playing on separate boards. Eh. Ugly things going on in this game, the mechanics were way too turtle friendly here, the random number generator was biting somewhat, and there wasn't a whole heap that could be done about it. I think perhaps the game requires more churn to make it viable - getting stronghold buildings as part of the building choice is an enormous disincentive to attack - you have a 66% chance of attackers simply dropping dead before you can even begin to attack ( and death penalties are not nice in CoR ).
This tendency to turtle as the best strategy is not exactly an unknown feature of some light wargames - and you'd have to compare it to something like Eclipse that has active anti-turtle mechanics in that fixes those old school issues to really see where City of Remnants has its weaknesses.
It's a cool game and has many interesting elements - I don't think they always gel quite right however, especially for the length of time it takes. Some flaws then in this game.
Lastly, Stu laid a number of smaller time games on the table, Ra and Bohnanza, with an evening finish of The Resistance - Avalon.
The good guys won The Resistance, only for the evil doers to figure out who merlin was and knife him in the back during the victory celebration. A win for the bad guys after all ( Richard and Paul ). Boo.
1 comment:
We also got a 7 handed session of Category 5 (6 qui prend!, 6 nimmt!) before The Resistance.
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