Showing posts with label 6 nimmt. Show all posts
Showing posts with label 6 nimmt. Show all posts

Thursday, 15 January 2015

You Win Second Place in a Beauty Contest...

... in a lineup of one. So goes the Monopoly inspired joke. More of that later.

Did you know ? The most popular day of the year for holiday
hunting is January 5th. Just after lunch. One can only assume
this is because everyone is miserable being back at work after
Xmas.
Since Christmas the NoBloG writing goblins have become slack. Weekly issues are failing to get out, news is being missed, and all the while the slacking goblins have been eating the last remnants of festive chocolate, complaining about having eaten too much, and using their office time to search the web for cheap winter holidays. What can you do ? I have sent them all off to a recuperative post christmas blues tropical beach, and been forced to do my own typing in their absence. Pfft.

The last couple of weeks have returned to a busy pub of gaming with 34 people turning up on both weeks ( with a huge variance of *who* actually turned up in the differing weeks... should everyone instead decide to turn up at once ... ), with Resistance having a resurgence in popularity and returning to its regular-ish slot of end of night play.

Stu and Tom were with us this week, both of whom like nothing more than the meta game of the Bargain Bin Rummage. I think they must have some competition going on as to who can find the cheapest or most obscure game. In the past this has brought us classics from Giants, a euro game about shifting giant heads around Easter Island... and putting hats on them.... to Felinia, a game about sea going medieval cat merchants. That is to say, cats, who are merchants. Stand up on their hind paws. And engage in conversations about... fish ? As opposed to merchants who deal in cats.

This week Stu ( or possibly Tom ) had managed to dig a bit of serious retro gaming out of one of his secret bargain bins. Waddingtons Formula 1. Which with an initial release date of 1962 is I am going to guess, older than every single NoBoGer currently in irregular attendance.
Formula 1, Tom roars into the lead with a bit of
judicious picture taking timing

At first glance the game looks suspiciously monopoly inspired. A dice. Two decks of cards bearing an uncanny resemblance to Chance and Community Chest - except of course, here they are Pit Cards and Tactics cards. And a carefully measured track with spaces to move your playing piece around. There are no second place beauty contest wins here however - but instead varying advantages of moving faster, accelerating to top speed, careening around a bend without incident, or the reverse, missing a turn because.. well.. you have been subject to poor pit work. Such are the advanced game design machinations of the 1960's family game. If it doesn't have a random number generator lurking in a deck of cards, you are doing something very wrong.

Five enjoyed this hark back to a more innocent gaming age, with Caroline roaring across the finish in first place. And despite its age, everyone really did seem to enjoy it.

Elsewhere Mr Bond brought along one of his Christmas presents - Imperial Settlers, a full table of four spending the evening standing up and poring over the wording on cards. No idea who won. But seemed fun.

Lewis, Tom, Lauren and Andrew had a go with Takenoko, followed by Get Bit and Love Letter. Lauren was on the warpath and taking no prisoners, bashing her fellow gamers with expletives, threats, yells and anything else. She ended up winning Takenoko and Get Bit, although whether this was due to great game play or just banter intimidation it's hard to say. She took her losses on Love Letter hard. I think she wanted a clean sweep victory.

Downstairs Caverna was given a whirl, with it has to be said a group that was probably thrown to the
A busy Wherry Room full of gamers
lions. Just about all new to Caverna, and in some instances new to gaming. A trial by fire. I'm not sure how this went down, but highly experienced Euro gamer Guillame wiped the floor with everyone apparently. Hmm. We might have scared off some new people there.

An epic six player game of Lords of Vegas was on the table over, and over from them - I think Room 25 got another bash.

Upstairs I got to take a couple of completely new gamers on a tour of what's what, starting with Colt Express, of which the programmed movement seemed to at times really mess with their heads, before moving onto Sechs Nimmt, which as I suspected, they really warmed to and took a picture of it at the end so they could go buy it themselves. Scratching my head for easy finishers we settled for Loot Letter, which almost earned a ban from Mr Bond because it had Munchkin in the title.

Last week Bondy threatened NoBoG legal action against the players of Munchkin on the grounds of Bad Taste Gaming. Despite having taken photographic evidence of the deplorable activity and posting it to the NoBoG twitter feed, the threatened Official Letters of Warning have yet to be actioned. A lucky escape perhaps for the transgressors.

Lastly downstairs they had an epic game of Avalon Resistance - they were frightened off of using the new chiefs and spy hunters malarkey and instead stuck to swords and sorcery. Pah. Luke performed the tricky game intro spiel with morgana, merlin, percival and the kitchen sink and did a good job getting it all right. However. You could hear his brain whirring as he paused at each step, thought about it, thought about it again and his voice steadily slipped into BBC English. Watching Resistance can be nearly as much fun as playing Resistance.

Upstairs I got to enjoy a quick filler of Port Royal with Hal and Mr Bond. Stealing the win right at the end away from the many be-pirated Hal, Mr Bond declared the game to be awesome. Because he had won. With a strategy of... doing everything not particularly well. Except possibly capitalising on everyones failures more than anyone else. I had personally gone card draw crazy - ignoring victory points to.. I don't know. Show off with how many cards I could take ( which helped me not at all ). Hal had a very solid heavy pirate strategy. But somehow. Pushing his luck just... never... worked. Greed ! Without it, he could probably have won the game a good few rounds earlier. Fun game. Funny banter. Always a laugh with Hal and The Bond.

Port Royal is a really nice little filler game, a push your luck, build up a simple tableau, earn victory points piratey card game. It's not long enough or deep enough to become some card memorising synergy monster like Race for the Galaxy, and its shorter and less prone to breaking than Glory to Rome, but shares a few elements with those games... in a piratey themed way. And let's face it. Pirate themes are the best themes. You can take your Race for the Galaxy Uplifting species and.... uplift them. I'll stick to pirates.

Last week Mission Red Planet showed up for its quarterly airing. Newbies all. And for once I managed to capitalise on my experience, and romped to a 3 point hoarding win. We then had some Frank's Zoo. Which I totally failed at. Although it has to be said this was more to do with my partners than myself - both of whom flopped out in last place for zero points, and despite me finishing first in the last round, I had the worst score. Bah.

Suburbia was also on show. Resistance. And err. Other things. Like Munchkin. And Seven Wonders ( which James had never played before... ! ). And Tragedy Looper. And more stuff. Which I forget. And the goblins are all away at the beach. So who knows.

Wednesday, 26 November 2014

It's Christmas !

It's Christmas !!!

Christmas has arrived !

*checks watch*
 *checks it's still November*

 watch - an archaic device that was used in pre-internet-azoic ages that strapped to primitives wrists and allowed a person to tell the time, possibly the date, and boast that they could tell the aforementioned time and date in depths of water up to 30m - something that no one, ever, in the history of 30m water depth watches ever used. Latter age watches worn by particularly flamboyant and misinformed primitives also had calculator functions provided via buttons too small to use - which like the 30m water depth were never actually used other than to spell Boobies - at the time rated as cutting edge humour before the enlightened internet wisdom of youtube taught us that dancing cats are actually the cutting edge of humour.

This week the Ribs was resplendent in its Christmas attire with tinselly tinsel and apparently the entire European stock of twinkly lights stapled to every surface that wasn't a table.

All the Christmas regalia had a surprisingly subduing effect on the patrons of NoBoG where a room full of people managed to be almost entirely silent - except for James which goes without saying. James loves a good chat - probably something to do with the fact that he spends all his time working on fish ear bones which are notably 1) incapable of chat and 2) not great conversation starters unless you happen to meet someone else who works on fish ear bones. I think James might be the only person in the world that works on fish ear bones - I can make this claim safe in the knowledge that I have only ever met one person that works on fish ear bones - which therefore makes the chances of meeting someone else into fish ear bones remarkably unlikely. Thus he is starved for chat.

And with the theme of Christmas and shiny new presents to open, this week a whole slew of new games were on offer to partake of.

Imperial Settlers
First up Darren brought along the new Imperial Settlers, a 4 player civilisation card game that sees asymmetric sides competing to build their society up into the most VP earning society. Along the way you might get to steal or even burn your opponents stuff as well as the usual Euro type things of producing things, paying for things and deciding what action you want to take. This plays fairly quickly and is open to more player screwovers than is typical in VP engine building type games. It seemed to go down well, Elliot gave it an initial 7/10, mainly docked points because Ewan - as the Barbarians - was stealing his stuff. Mr Bond also gave it a thumbs up, but with some provisos about it being dependent on what cards you pull and how powerful they are for scoring opportunities.


Hansa Teutonica... Brittanica ?
Upstairs Pete had a play through of Hansa Teutonica with the new Brittania map. Hansa Brittanica ? As well as being a new map to play Hansa Teutonica on, the Britain map also introduces a new mechanic or two, and tweaks some of the balance of the different scoring capabilities via some clever map design. Hansa Brittanica brings in a rule about area domination - certain areas can be vied for dominance control with the winner gaining some victory points - which is a really nice idea that could have easily been implemented into the other Hansa maps. It also brings to the table the concept of only allowing placement in certain areas of the map if you have control of the right city spot.

Needless to say Pete really enjoyed the new map and its new balancing - but he's a pretty big fan of Hansa full stop. He went on to capture a win - also not unusual, this despite Rich IV attempting to pick on Pete all game to prevent him winning. It can be hard to pick on people in Hansa - doing so often just makes them stronger in other ways, and Pete adapts very well in Hansa.

Colt Express - Get outta my way ya no good varmint !
Sam finally managed to get his copy of Escape from Atlantis to table, which went down well, and then got the new and shiny Colt Express out for a play which has possibly one of the greatest themes for a game ever - deperados shooting, punching, roof jumping and stealing their way through an old West Cowboy Train Express. Yes, it's a train game, but I think you can forgive it of any Euro cube shuffling sins, in favour of the rootin' tootin' treasure stealin' gameplay.

Players get to romp through the train, shooting others - and filling the action card hand with bullets that serve no purpose other than to fill up their hand with chaff - punching others, making them drop a loot, stealing loot and avoiding the sheriff.

Not only does the game have a great theme, but it also looks great, with a nice 3d train to leap around on and punch your fellow robbers away from their loot. I really want to give this a bash myself to see how it plays - not sure what the feeling about the game was.

Three new games in one evening ? Phew ! But there was one more to try, as Nate brought along Stefan Felds latest design - Aquasphere, a hardcore Euro with one of the largest point Salads seen thus far in Euro design. This was a real pleasure for me as I have been itching to give Aquasphere a go for some time since I read about it in the Spring.

Aquasphere is a game for up to four, where each of you play the role of a scientist doing... sciencey things in an underwater research facility. Choose your actions, deploy your scientist and robots and accrue resources, tech, VPs and a long the way vie for area control. So far so Euro. There are some twists however.


Aquasphere. A cacophony of iconography and meeples !
First is the action selection - you'll get to pick three from a total of eight - but which ones you can pick is not set and varies based on a card that shows the layout for a round. This is tricky to explain unless you can see the action selector, but basically at any one stage you have a choice of one of two actions, until the third choice, when you have a choice of one of four. Just which actions are mutually exclusive varies - and the timing of when you can get access to each action also changes. This means game to game, and round to round, the actions you can select and the interactions you can perform on the board are ever shifting.

Put simply, you never have full access to all the actions available. Their timing and exclusivity varies. This obviously has major consequences for what you are doing.


Aquasphere - my board and the action selector / score track
As well as that action selection malarkey, your actions are actually selected at least one round before you get to play them. Effectively you are playing ahead one round - and, here's the important thing, everyone else can see what you are shortly about to do and thus plan around it, or against it, or otherwise. This adds another layer into the whole action planning stage.

Finally the board is split into six segments with a first come first served capturing of resources, and a last come mechanic for scoring the control of a segment - everything you do interfering with everyone else and their plans. A scrum of scientists and robots milling around the underwater station.

As for points. This is where the crazy point salad comes into effect. Points can be scored for
  • Placing submarines
  • Placing robots
  • Obtaining research
  • Killing Octopods
  • Performing actions that synergise with your research
  • Segment control
  • Resource overflow
  • Completion of a lab
  • Completely deploying all subs
  • Segment listed lab sections 
 But there's a number of subtleties beyond that with scoring limitations and time gathering - which is used to move about or gain access to extra actions. It has mechanics from Hansa / Terra Mystics with its removal of meeples dictating what you score / what you are doing, and a scoring somewhat similar to Lords of Vegas or perhaps Suburbia where to keep on scoring you have to pass certain requirements - in this case paying a crystal to breach the next scoring range.

Although a pretty easy game to understand the basics, the sheer amount of variability and permutations on offer mean this is a monster of plans upon plans and options. I could well imagine that with the wrong people this game could be the mother of all analysis paralysis games as someone sits there and works there way through hundreds of variations. Even without that, the a game turn can often be lost in a bit of thoughtful silence as each player tries to grok the layout and come up with a semblance of a good plan.

This game just about has it all - with the notable exception of bidding ( which if you were a glutton for punishment you could introduce as a variant for bidding for turn order ), and if you are into 'proper' crunchy Euros that have high variability and good player interaction, then this game could be for you.

Personally I thought the game was great, and is one of the best Euros I have played. Its variability in action timing and choice means that no two games are going to play the same, and it will always present an interesting challenge to even the most well versed player. The theme works really nicely, it's an attractive game to look at, its simple to grasp and hard to master. Excellent !

Nate won with a strong score, with poor Stu doing really well but failing to have enough crystals to keep on scoring and thus hitting a glass ceiling, without which he would have won. Moral victory to Stu then. I came last by a whole score range - I was brutalised a few times early game - the game can be brutal - and my sub strategy didn't do well for me at the end.

Elsewhere Max and Emma returned with Dead of Winter, Max turned out to be a bad guy, convinced the good guys to give him a rifle - which he promptly shot someone with before breaking the gun and throwing it in the trash. The colony now hopelessly tanked voted him out in a fit of revenge, causing his betrayer goals to change - turning him into a repentant bad guy which ended with everyone losing. Huzzah. I think Sparky the Stunt Dog played a prominent role once again. At one point I am sure I heard Emma stating that Sparky was one "suave bastard". The James Bond of stunt dogs.

Tokaido, Incan Gold, Sechs Nimmt were also played, and quite possibly some other fillers which I missed.

A great evening, looking forward to seeing some of those new games turn up in the coming weeks.

28 if you are counting. Which my mom - like a lot of others - has started saying is a quiet week. Yes. My mom comments on the numbers at NoBoG. Don't ask me why. 28 is not a quiet week. You quiet nay sayers - and my mom - should stop spreading such quiet nay saying innuendo.

Tuesday, 18 November 2014

Poo, huh, yeah, what is it good for ?

As Edwin Starr never sung, Poo, huh yeah, what is it good for ? Absolutely nuthin !

Which is not strictly true as we found out this week with Adrian finally bringing Poo to the table. Fortunately for all concerned this wasn't Adrian acting out some display of trousers down table top defecation, but instead introducing us to Poo the card game, which sees players acting out as Monkeys flinging poo at each other and utilising it to humiliate your foes.
Poo - a card game, not a dinner party lighter trick gone wrong

At this point you might be wondering if there is any topic that could not be made into a game. Given infinite, ahem, monkeys, or an infinite amount of time with finite monkeys, is Poo the Card game what they would come up with ? It's probably a fair bet they would come up with it before getting around to writing the entire works of Shakespeare.

Poo is a quick filler game that sees you playing a fairly limited set of cards to either do poo damage to other monkeys or defending yourself from flung poo. Poo totals can go up and down as some cleaning can go on, and in practice this can lead to the game dragging its heels at times as the merry go round of flung poo, clean poo, flung poo, defend poo goes on. There isn't a whole heap of strategy or depth to this, hang onto those handy defences, try and play some good poo flings when someone is on the ropes, but by and large it pretty much plays itself.
A handful of poo. The game writes its own jokes.
I think the main draw to this game is the humorous and offbeat game and art and fulfils something of a novelty niche. In many ways the game plays out like a simplified Nuclear War, where instead of firing nukes and other complex weapon systems at each other you are chucking poo. Indeed there is even a card that is straight out of Nuclear War - the final retaliation card that allows a defeated player to play all his remaining poo cards at his enemy. A mutual poo destruction card.

Caroline won the poo flinging contest with quite an OCD cleaning run. She revealed at the end that her win was quite true to life. I gather she meant the OCD cleaning and not the poo throwing. You never know though.

Elsewise we played a nice game of Glass Road, where my last round met with some disastrous results and I missed two building actions to stumble to a poor 15 points along with Adrian, whilst Sam and Caroline scored a slightly better but still off 18 points. Both Sam and Caroline attempted to claim the moral victory, with Sam stating he had half a point of sand over everyone else, and Caroline attempting to count overlapping sand pits twice - which the points building didn't actually rule out as illegal.

We finished with some more cows from Sechs Nimmt, where as per usual, Round 1 and 2 I was in the lead, and slumped to an atrocious score in Round 3. Mr Bond was the greatest loser however, and Sam was the winner. Quite a good evening for Sam even though he continually professed to having no plan.

Meanwhile downstairs they played a wonky game of Tragedy Looper - Hal won again as the bad guy I believe. Hal is getting far too much practice as some evil doing time traveller. It's funny what board games end up training you for.
A Wherry room of Gamers, Room 25 front and centre.

Room 25 was also played. Lauren promised that she wouldn't kill me this time if I played. I wasn't falling for that however. And left them to it. Which was a good move as Lauren turned out to be an evil doing guard once again, and managed to win the game in preventing the hapless prisoners from escaping in time. Andrew as another evil guard won post humously after he blindly walked into a room of death in turn 3.

I think James got a blast of Five Tribes - can't quite remember, and I recall seeing Incan Gold out afterwards.

The seminal Settlers of Catan
Upstairs Mr Bond had a blast of retro Euro with Settlers of Catan. The title that kick started the board game revival and introduced the world to Euro / German gaming and the phrase Wood for Sheep, amusing countless numbers of American gamers. Mr Bond won this despite Lewis looking like he was in a strong position. Perhaps too strong, inviting everyone to ignore him with avengeance ? Who knows.

Pete got Lord of the Ice Garden to table for the fourth consecutive week. Everyone seems to be taking an exploratory stab at this, and this week it was the turn of what I rudely dubbed the old farts. Tom, Stu, Owein and Pete. I couldn't quite grab a thumbs up or thumbs down from this, from which I can assume it wasn't universally cheered as the next awesome sauce or the worst of the worst.

Werewolf had some blasts downstairs. I think the wolves won it. Richard the IV even went so far as to twitbrag about it. A lesson for werewolfers at NoBoG in future - check twitter for tells.

25 for this round of gaming. Giving rise to more than one person noting how quiet it was this week. 25 is quiet. Apparently. Just so you know. The stats reckon its average. This time last year 25 would have been a record attendance. Pfah.

Wednesday, 8 October 2014

Rail Rage

Another week of lovely gaming at the Ribs where 29 assorted players gathered to push abstract cubes around abstract maps and score abstract points to obtain the abstract crown of best abstract winner title. Or to put it another way. We wasted time engaging in rituals of pushing bizarre things around nonsensical maps for no gain whatsoever. Huzzah.

But then in the Nihilistic Bear view of the universe, everything is a waste of time, so, a beer and a boardgame would seem to be one of the nicer wastes of time that you can get up to. At least before that asteroid hits and wipes everyone out ( you need to follow the link to get that ).

In less abstract nihilistic terms a good deal of the meeple manipulation focused around trains, making chuffing sounds, tooting horns, delivering goods and meeting the needs of passengers, all in a very model railway enthusiast kind of way. Trains seem to be a huge draw to the makers of board games with an enormous number of titles devoted to the iron beasts in a hundred often subtle variations. Compare and contrast the number of trains games, with say, the number of games about cars on motorways. 1,000,000* titles to... 0 ? There must be something about a train that a truck just can't replace.

This must irk James greatly who hates games about trains. No idea on his opinion of trucks. He avoided the stupid train games entirely and played Lords of Vegas instead. When I grow up I want to be a Train Driver Gambling Pit Boss.

Upstairs we had a bonkers six player game of the train chuffing Steam with half a table of newbies, on a five player map. The game was a bit long for my taste with six, but was enjoyable nevertheless and gave me good opportunities to leave the table for periods to chat with everyone else in the pub. Despite not bothering to build track in 2 out of 3 end turns, I scored very competitively and only ended up being pipped at the post by a stolen good to came in third, with Pete a single point in front, and Martin a single point in front of Pete. Very close. Sam came joint last with Guillame(? I think). Stu was somewhere in the middle. Pete played almost entirely non cut throat - a nice change of pace from his usual evil Steam antics - for the benefit of the new players. Or maybe he just couldn't find good ways to stick the knife in.

Downstairs they played the classic gateway train game Ticket to Ride, with Elliot presiding over the tickets and looking to dominate his table for a third week running.
The grin of a man destined to lap the loser on the score track
Alas it was not to be, as Lewis rudely waved to the lacklustre Elliot as he lapped him on the score chart - oh the shame -, and everyone managed to beat him - some in truly extravagant style. This caused a certain amount of Rail Rage in Elliot who got blocked, stomped, kicked and failed to make good on any of his tickets. The word Rage was apparent in everyones aftermath report. Clearly trains are not Elliots thing. He should stick to managing Wizards in Waterdeep. Less stressy.

Sam brought his kickstarter space ship flying sexiness Xia again, I am not sure who won this, but I think Richard the IV died in the very first turn by crashing his ship or somesuch. Brilliant piloting skills.

Xia - Legends of a Drift System
And a future warning about getting into the interstellar exploration business with Richard. Apparently he scored a point for his demise however. It must have been a particularly entertaining death. Perhaps he was piloting the stunt ship for the plutonium rock band Disaster Area. **

Elsewhere we had Betrayal at house on the hill, where Frankenstein met his doom. I think Frankenstein has met his doom before in Betrayal. Setting the poor fella on fire doesn't seem to be a terribly difficult thing to achieve. He's just misunderstood you know. No need to set him alight because he doesn't conform to a size zero super model size. But alas. The fashion police won out again, and sent his misshapen, no dress sizes for you body into the furnace, unwelcome and unloved. But heating the house nicely. Always a silver lining.

Lords of Vegas upstairs with James played out particularly cut throat and somewhat weird, as all three strip cards had disappeared by early game - making the strip lots far less valuable - the silver casino had almost exhausted itself without being built, and tussles over control of very large single colour casinos raged everywhere. Brutal.

Glass Road - a masterclass of Euro design
Nate brought along the ever excellent Glass Road, and played with a couple of people new to it - Hal and Nicky, both of whom gave it a thumbs up. For my money Glass Road is a masterclass in Euro design and is just about one of the best Euros out there. That's not to say everyone is going to rate it top of their list 10/10 - for personal preference reasons - , but its design is sublime, elegant and I can find no fault with it at all. Personally I really like the theme and how it works too, and would put this game on a Everyone Must Play This At Least Once list, and on a gateway to 'proper' Euro board games list.

Hal won this, although when I looked he had bugger all scoring opportunities apart from a pot of points for clay. The victory point buildings were not great, but eh, I would take a guess that the winning score was around 18 - not usually high enough for a win in my experience. Scoring can be a tricky and subtle thing in Glass Road. You don't have time to faff around, and sometimes what you spend in points to get points comes out as an almost net no gain.

Die Fugger
Follow ups we had some Fluxx Monty Python, King of Siam, Die Fugger and 6 Qui Prend ( aka Sex Nymph aka Sechs Nimmt aka Category 5 ) where I went from an outstanding first round of no cows picked up in first place, to a terrible second round of 34 cows picked up to come dead last. I blame Bondy and James who were distracting me in the second round and in Mr Bonds case offering terrible advice. Thanks to Guillame who corrected my poor pronunciation of 6 Qui Prend. There's nothing like having a native speaker at the table to correct your mangled pronunciation.

King of Siam
Pete being his ever sensitive self ( he has for three weeks in a row ( ish ) during pre game banter managed to sit at the same table as Elliot and bait his game choice describing them as not a game, no choices to be made, no brains required, don't you think they just play themselves etc ), described 6 Qui Prend as a stupid (French) name, causing mild exclamation from Guillame, Sex Nymph was much better, before back tracking to Guillame and making some excuse about it not being stupid because its French but because it doesn't have some dodgy double meaning.

Pete should be on the UN council. Or possibly a foot in mouth novelty contortionist stage act.

* Figures may be slightly inaccurate.

** Disaster Area employ stunt ships to dive into the local star as part of their gig repertoire. Obviously it's generally not good to be aboard them when this happens. Unless your name is Richard the IV. Or Marvin. Arguably it's not good regardless of your name. Understandable perhaps.

Thursday, 29 November 2012

More Archipela-gold!

Apologies for the title. John couldn't bear to tell the story of how I won Tuesday’s game of Archipelago, so he has encouraged me to recount my glorious exploits. Now I’m not one to brag, so I’ll gloss over the details…

Glossing begins. Despite being persecuted by Tom, having the fewest workers on the fewest tiles and wasting time on pointless migrations and explorations that yielded nothing but bitter disappointment, I still managed to pull off a bloody amazing win (OK, so I little bragging). A couple of good guesses on the secret victory conditions (fish, towns in woods, cards), luck with the one I didn't guess and the sole person to build a church (as no-one worked out my objective and preferred to horde valuable stone for the open objective) I did well despite a very lean game. Players with better board positions and resources should have beaten me (and would in most games), but an aspect that I love; the bluffing and misdirection allowed for a win from a desperate looking position. Some would argue that Archipelago isn't quite balanced and that the player that played the best game should usually win – but I suppose it also depends on how you measure “played the best game”.

It’s worth noting that this game was even less cooperative than last weeks and teetered on the brink of revolt a couple of times, before being pulled away from the precipice by adding a couple more workers to board, only to be brought to the edge again by taxation and scurrilous profiteering. No churches were built to keep unrest down (because of the valuable stone), and players demanded payments for sacrificing goods to avert the looming crises. No doubt the next game will be more cutthroat, perhaps with even more bribing and applying leverage to each other. I also think we may start to see more revolts. Will we then turn full-cycle and return to more gentile scenes of cooperation?

On the other table Pete, Sam, Moritz and Stu played Tzolk'in followed by some 6 Nimmt. Pete won Tzolk'in. Stu won 6 Nimmt; apparently with a terrible score, but everyone else had a much worse score.

Beer: I was drinking Titanic’s Iceberg. Light golden wheat beer. Slightly thin, but crisp and zesty with a hint of lemon tea.  Assertive hops and a nod of malt boost the brew and disguise the fact that this is a wheat beer. More suited to the summer months, but still worthy (7/10).

Wednesday, 28 March 2012

Ministry of Truth

John is at it again. This week the mischievous scamp referred to the NoBoG blog as propaganda. Propaganda?! The fiend. Still, we all know not to trust a man who believes that the Earth is flat, steals eggs from endangered birds, and who head-butted an old lady in Morrison’s supermarket in order to get the last packet of tea cakes. Nothing but the raw and ugly truth to be found here.

Once again we were graced by three new intrepid game players - Elina, Matt and a mystery fellow, who I didn’t have the pleasure of meeting. They spent the evening with Nicky and Phil playing 6 Nimmt and In the Year of the Dragon. I know that Matt won ITYOFTD (I approve), but couldn’t say who won 6 Nimmt. Welcome guys. Hope you'll be back next week.

I was forced by Pete, along with Stu and James into playing Eclipse. This a new record for a game - hitting the table five weeks in a row. Exploring and blasting things in space is alive and well at NoBoG. Pete won this with a whopping score of 65, almost doubling my second place effort. Stu came third and James, who was making his first appearance for three years, was handed the wooden spoon.

Meanwhile, in the darkened corner the subversive John and his accomplice Rich played the dystopian Block Mania. A game of tactical combat set in the 2000AD Judge Dredd universe. Players take on the role of rival neighbouring tower blocks. The residents of each block would like to destroy as much of their rival block as possible and use whatever means they can to vandalize and destroy: spray paint, guns, flamethrowers and heavy lasers. This looked a lot of fun and it was nice to see a retro game from 1987 make an appearance. From what I gather, John crushed Rich; his anti-social behaviour standing him in good stead for the low cunning and mindless violence needed to win this game. See, no propaganda here – Otherwise I’d have written that the angelic Rich won.

Beer: While my fleets were being blasted into space dust by Stu, I was quietly sipping on a pint of Adnam’s Ghost Ship. Previously a seasonal summer brew, this golden blonde ale now seems available all year. Pale ale with citrusy hops and a bit malt, toffee and hint of wheat to balance it nicely. I’d had this bottled and thought it was OK, but the cask in the Ribs was really nice – tip top condition. 8.5/10.

Wednesday, 24 November 2010

Lost Valley. No dinosaurs.

Ah, Lost Valley. It’s all about punching dogs in the face and getting wood. Drinking whisky and stealing gold. Paddling down river with a canoe full of dynamite. Survivalist Goths eating rats. And all those other things you’d associate with exploring the American West. This was Lost Valley's second airing at NoBoG. Myself, Lovely Rich and Andy had played it the last time and we’d all come back for more. Punk Rich joined us for some adventure.

Each player in Lost Valley takes on the role of a gold prospector and explores the depths of the Lost Valley hoping to amass a fortune by discovering and extracting the gold found in the rivers and mountains. Players can use gold they find to buy better gear, which makes it easier for them to travel around and survive in the wilderness, as well as more efficiently pan or mine gold. This is a race against each other, for the limited resources, and also against the game as the onset of winter will freeze the river and end the game.

The gear that players can but really allows each player to adopt their own strategy and all four of us had different ideas on how to win. Rich went for the survivalist route and bought horse, fishing rod, axe and gun, which allowed his prospector (a goth) to live off the land and collect natural resources quickly. I went for the entrepreneurial miner and invested a lot of money in a horse, a cart and a big box of dynamite with the idea to quickly recoup my expenditure by efficiently exploiting mines. Andy bought a canoe and dashed about the map exploring new territory and grabbing the quick and easy river gold, before buying some dynamite paddling for the gold rich mother lode at the end of the river, while Lovely chose to also buy a canoe and scurrilously follow the others around drinking whisky (to give him extra actions) and stealing gold from their mines. The end results were close with Lovely and myself tying with the most gold.

Great game and great night as we finished off with an extra beer and a game of 6 Nimmt.

Beer: I was drinking Elgood’s Indian Summer, a pale hoppy brew with a hint of malt. I’d rate it a seven and compare it to Automobile as it’s not as dry as it looks.