Showing posts with label 7 wonders. Show all posts
Showing posts with label 7 wonders. Show all posts

Monday, 4 January 2016

This is my rifle, this is my gun.

Christmas is done, the New Year is over and the NoBlog catches up with the last couple of sessions of December.

On the week before Christmas Tuesday, NoBoG saw the Vietnam war era COIN series game Fire in the Lake have its debut at the Mash Tun.

If you've never played a COIN ( COunter INsurgency) game - or even heard about them - then they are fairly simple area control wargames with a very heavy semi random scripted event theme going on available via a deck of cards. Despite being simple area control games, COIN games are definitely not for the casual gamer and constitute some of the heavier, if not the heaviest of Euro-ish games, and some of the COIN games can take a considerable time investment ( the earlier Andean Abyss COIN game has had sessions that have rolled on past 9 hours in length ).

The conflict that COIN games depict are very much of the modern zeitgeist and in one way or another are pretty much a ubiquitous background noise these days from the 24 hour news empire. Given the relative strengths of well funded and armed combatants against rag tag outfits it's a no brainer that these kind of asymmetric conflicts have become the norm.

The COIN series of games attempts to capture the nature of this asymmetric warfare and also the oh so important political/terror fight for the hearts and minds of the populace that goes hand in hand with it. Previous games have visited the utter chaos of Colombia in the 1990s ( Andean Abyss ) and its druglords, the turbulent Cuban uprising of the 50's ( Cuba Libre ) of Fidel Castro et al,he more recent Afghanistan quagmire ( A Distant Plain ) of a US led coalition force and for the most recent game, the Vietnam war - Fire in the Lake.

Fire in the Lake-the red forces of Hal's NVA amass in the North
Fire in the Lake somewhat controversially pits four competing sides of the North Vietnamese Army, Viet Cong, US and the South Vietnamese republic forces ARVN against each other in a fight for domination of Vietnam. There are a number of team permutations you can play with - depending on number of players and political sensibilities - as well as what is probably one of the most complex AI scripts in a game for any of the factions should you wish to have the game control a player.

Asymmetric player capabilities tend to come down to outright displays of firepower with army units sweeping in and airstrikes, versus more subtle opinion influence, terror operations and sabotage. The goals in particular are setup in a clever way - the NVA and ARVN forces are rewarded for controlling areas through military domination, whereas the US and the VC are rewarded for having support from the general population. So whilst in theory the US and ARVN are fighting on the same team, the US are interested in getting everyone to be happy - and commit as few as troops as possible to do so - whilst ARVN is interested in projecting force into regions and making sure their corrupt friends are getting plenty of US aid money fed into their pockets. There is some - you might almost say accidental - overlap in goal alignment between allies, but it can be tenuous and at certain times even entirely unwanted ( the US for instance can help militarily dominate a region, even though the US in theory has no actual gain in doing so, and may in fact be hurting their own chances of winning )

This setup leads to some great emergent gameplay and very interesting choices about what to do in a given situation and something of a shaky ambivalent nature to the alliance of communists versus non communists. Some debate and "shit stirring" is definitely part of this game as play unfolds and each of the various factions bubbles up to dominate.

Enough of the theory. What happened with our game ? I took the VC - the only faction solely committed to unconventional guerrilla warfare, Hal took the NVA, Darren the US and Pete the morally bankrupt ARVN. We played the short scenario which is played over some 29 ish event cards / turns and means in practice that each player probably has around 12 turns in which they get to do something. As it turned out in our game, the corrupt leadership of the ARVN was highly resistant to change, meaning that funneling US aid out to ARVN cronies was extremely effective, and meant that Pete was doing his utmost to shove as much cash out the door to his mates, pushing his victory points way up.

Hal as NVA and Darren as US struggled to make much headway in their own VP fields, and for myself I had managed to get a crucial opinion shifter into play from the very start that punished anyone targeting me by awarding me with victory points.

Pete breached his VP goal by the middle of the game and was set for a win, only a self sacrificing move by Hal as NVA and then a wave of terror operations by myself ( and not a little outright killing of police by the NVA, and convincing other police to join my team ) saw his VPs shifted down enough for him not to win and continue on the game.

With the NVA struggling militarily, and the US having spent a buttload of money to influence popular opinion in their favour, Darren with it has to be said a fair amount of ( good ) advice from Team Communist of me and Hal decided take the opportunity to enact a massive withdrawal of US forces from Vietnam, wildly boosting his Victory points as the yanks were suddenly happy at not having to fight such a punishing war.

End game, blue VC enjoy support, the NVA marches
and the US have gone home... but win the day.
ARVN are reduced to a few key cities and locations.
Historically... accurate ?
With US ground support reduced to a skeleton force, and some painful anti corruption events played against Pete, the ARVN faction saw their control collapse, whilst myself as VC undid all the US good will work in Central and Southern Vietnam with only the cities now not being openly communist, and Hal pushed into Southern Vietnam to finally dominate areas in the South.

Despite the communist advances the happy vibes inspired by having such a low commitment to the war meant that Darren ended up the winner, having breached his VP goal and ending some 8 or so above it. However myself as the VC had also breached their VP goal in getting a decent majority of Vietnam to buy into the communist ideal, but crucially not enough to erode Darren's lead - indeed it was the US withdrawal that had bagged the win, just going by popular support the win would have been mine. Hal was very close to breaching his own VP goal of military control, whilst poor Pete ended up firmly fourth as his corrupt shenanigans caught up with him and the US withdrew.

Great game all in all, and once everyone was down pat with what was going on, the game moved on at a brisk pace. The medium length scenario would definitely be achievable within a pub evening with players that were kinda familiar with what was going on. Highly recommended to anyone looking for a game with a bit of a deeper bite to sink your teeth into and high player interaction.

Darren enjoyed the game so much he listed it as one of his favourite plays of 2015 ! High praise indeed.

Moving away from Vietnam, we had another first at NoBoG as Kingdom Death Monster turned up to put a bunch of players through their paces. Kingdom Death Monster has the dubious title as Most Expensive Board Game Ever as its absolutely top notch and arguably unmatched quality miniatures command ridiculous prices. ( I believe the base Kingdom Death Monster set with all the bits was some 300 post colonial dollars ). Kingdom Death Monster is almost a two part kind of game - with one part being a tactical combat game with an emphasis on boss monster kind of takedowns ( if you've ever played an MMO with a raid boss, you'll know the score here ), and the second part of the game being a colony planning and building campaign with an emphasis on a rogue like level of brutal difficulty and sudden random unfair hideous death.

Kingdom Death : Monster. Nothing's going on here....
Despite having gorgeous miniatures, I singularly failed at taking a good shot of them. So. Yeah. Sucks to be you. In my defence I was busy terrorising convincing the Vietnamese peasants to join the glorious communist uprising and caught the KDM'ers in one of their town planning sessions.

KDM went down very well with some interesting tales being told in the aftermath like Sean's character Carol - a hard hitting monster bashing type - having a crucial weakness of fainting at the sight of blood and having to be continually roused by team mates to get up and finish the job. I think Carol ended up losing limbs and eventually dying, not before managing to have a child - which then became Sean's character.

Although I haven't looked hard at KDM it continues to surprise me about just how positive people are when they play it - I think the whole colony planning phase and story element is the secret sauce that lifts this tactical melee game with work of art miniatures above what it would otherwise be.

Two Rooms and a Boom also made its NoBoG debut, which must somewhat annoy Lewis as he had been keen to play this but due to Christmas type responsibilities had skipped NoBoG. I can't say much about Two Rooms except that it involved an awful lot of people milling around the pub - at one point I thought just about the entire NoBoG playerbase was involved. There were some excited high fives, a good deal of chatting, and Sam slipped me a look of his role card. Suffice to say I hadn't a clue what it meant - except he apparently wasn't allowed to talk to a group of people. Sounds a bit harsh to me. Your role is to sit in a corner and have no fun. Sam seemed to be enjoying it however.

Blood Rage turned up again - Pete has waded in and bought this, so with both Nicky and Pete having copies, expect this to turn up even more at NoBoG. Champions of Midgard was also present during the Christmas period and I think is going to end up being the early 2016 popular game of NoBoG with several people now having bought copies of it and eager to give it a bash. Given that CoM is not a million miles away from Lords of Waterdeep - and Lords of Waterdeep was one of the top 10 games of 2015 at NoBoG, it's a reasonable bet that CoM is going to be a shoe in for 2016.

Finally, Sean who has been a recent regular NoBoGer - and particularly untrustworthy werewolfer/resistancer/spyfaller/mafioso - is leaving us for a year to go do university type things with embedded electronics and wifi devices. Spy devices then. He's going to advance the field of spy devices. Good luck in his studies, and his loud and dubious traitor antics will be missed !

As ever I leave you with the gallery.

Terra Mystica. Sam would like to confirm again that this is better than GoT. He made sure to tell me. Again.

Resistance. With an animated Luke who is odds on probably undermining his own team at this point.

A fine hand of cows there Adam. Sechs Nimmt.

Champions of Midgard with Ewan, Tim, Heather and home from Uni Kaya (sp?!)

The Shy Persons Christmas Approval Meeting. Everyone closes their eyes before interacting to avoid embarrassment.
Either that or it's Resistance. I guess it could be Resistance.

The lovely Divinare. Which I am turning into something of a Savant at. Needless to say I won.

The much fancied Lords of Waterdeep. One of NoBoGs Top 10 of 2015.

Cauldron. Still haven't played this. Still need to play this.

More Lords of Waterdeep. Popular. Apparently.

More Champions of Midgard. If you accept CoM = LoW, then it was played four times in two weeks !

Blood Rage ! It's like Chaos in the Old World but with only 3 turns. And more scoring volatility.

7 Wonders
32 and 33 respectively for those who are counting. 33 during the period between Christmas and New Years is crazily up.

Tuesday, 3 November 2015

Random Number Generator - RNG

Random Number Generator. A device, process or action that can generate a "random" number, or at least close enough to random so as to be indistinguishable from true random to a human observer, used for encryption, scientific study, games, and upsetting certain gamers with it's non deterministic bullshit. See reference Roll to Move is a travesty, Monopoly blows, and This Game makes no Sense. Most popular physical incarnation - dice.

A quiet week at the Mash Tun last week, possibly due to Halo 5 releasing on the very same day, or possibly just those random fluctuations, in any case a very Douglas Adams 42 turned up to get their gaming on. And yes. 42 is now officially a quiet number. Previously this same number may have been viewed as "bonkers busy", but context is everything. 42 for the population of your bathroom would be "unacceptably busy and there's no bloody hot water left"*. 42 for the population of China would be "there's no one here".

Cthulu and friends go on a world tour.
Pete had Cthulu Wars out on table for a second week running with Richard IV also joining in again declaring he knew what was going on now and would fare much better. With the heady scent of chinese plastic permeating the air ( it really was very apparent... that's what you get for having all that plastic ) Richard was the man to beat, getting into a strong position and fending off attacks from all comers. The game went on considerably longer than it's first outing, mostly due to a good deal of trepidation about deploying gates for fear of having them stolen. I think Richard won this in the end, clearly he did know what was going on.

Whilst Cthulu and his chums were devouring the world, on another table a whole different kind of
Zombicide -A sim for teaching you the basics of the Zapocalypse
devouring was going on with Zombicide, a game all about tooling up and killing zombies B movie horror style. Mechanically there is not much to look at here and it follows all the other point shoot, roll a dice type games, but thematically does a great job of having nice miniatures and an attractive modular board setup which really looks the part. If you ask me this is about typical for many of those kind of kickstarter games. Long on the eye candy. Short on everything else. Perhaps I am getting kickstarter fatigue. Nevertheless Zombicide looks good fun, and who doesn't like gunning zombies down !

Last week I got to partake of the Francis Drake euro board game ( another kickstarter ), which pits the players into a competition of exploiting the West Indies in the 16th century of gems, goods and uhh looting towns and castles and sinking ships. It was an ambivalent age, what can you say. The game runs for three identical rounds, so you get three cracks at the Euro puzzle, where first you pick up "stuff" which amounts to fuel for your upcoming worker placement, with things such as guns, crew, trade goods and barrels, and after everyone is done loading their ship you get to place your actions out - up to four of them by default. Actions are then resolved in player order and action number order, with a competitive edge of the first person getting to act in a place gets the bonus rewards.

There are the usual spread of Euro things going on here - points for set collection, points for action set collection - as well as just plain outright points for doing things.

Nothing we haven't seen before, and packaged and themed in a nice way.

Except.

One huge bugbear for me.

The game has a small RNG contained within it that determines whether you'll actually be able to afford the actions you are selecting or not - they'll vary in "price" from 0 - 6 resources ( and on average you'll probably pick up 3-4  resources of a particular type, less in some, more in others ) And you won't know if you can afford it until it's too late - you've already collected your resources, and picked your actions. And therein lies the rub.

For all the usual careful euro calculation and plotting of X actions, and Y points ultimately your game can hinge on whether you've luckily or unluckily hit a roadblock. And this isn't trivial, a full fat 10 bonus points await someone who can get all their planned actions swinging correctly, 4 points if you can half do it, and a single point if you limp across the line. This unfortunate RNG to see whether your plans work this turn tends to make everything else a bit of a sideshow.

And god forbid you actually have bad luck to foul of this two turns in a row ( out of three ).

Which is exactly what happened to me. You can only look on and watch as someone else picks up mucho victory points whilst expending ass all, and your own action cripples you for half as many victory points.

Blah. In our game, my third turn was spectacularly good as I managed to get into an area uncontested, and then sat back and let the turn play itself. I literally had no choices to make - and earned big points from doing so.

Nevertheless, it's an enjoyable game, nicely turned out, and if you can avoid or just plain ignore the lurking RNG devil waiting for you in the background, then it's a nice race to see who can grab the most things.

Agricola however, it ain't. Perhaps Agricola should put an RNG on each of its action spots for extra excitement. On a 4+ sorry pal, you trip on the way to plough a field. No ploughing for you this turn. And on that day, a thousand Euro gameplayers cried out as if in pain. . .

We finished with Isle of Skye which went down very well. Darren and Dave got locked in some mental high priced bidding war between the two of them, and switched lands on just about every round for outrageous prices.

BSG. In a surprise to no one move, Monika was the cylon.
There was also some fantabulous Battlestar Galaticaing, which rather confusedly went from four players to six, to five, to four. But through all this. The inevitable. The perpetual. The predictable. Monika was a cylon. It's amazing she still plays the game to be fair. Anyone with any experience would just push her out of the air lock. But you just... can't... quite... tell... I mean. Surely. SURELY. No one can be the Cylon that often. You're a good guy this time, right ? Wrong. Pete suggested she rigs the cards to always be a cylon.

7 Wonders. This table is a wonder in itself.
We also had the most epically large table 7 wonders on the go. It was fantastic. With a crazy seven people. There were so many players that some were in different weather systems and time zones to other players. Amazing. You couldn't even tell - or care - what the player on the other side of the table was doing. Lots of military ? Who cares ! I am 3 neighbours removed from that filthy warmonger ! Good stuff.

Elliott brought along Cauldron again, and on the front tables some Lords of Waterdeep got a bash. It's been a while since Waterdeep was out. Once upon a time that was almost a permanent fixture on one table of the ribs. That and Betrayal at House on the Hill.

Some end of night Resistancing went on. And Lewis complained that there wasn't enough time left in the evening to play fillers. Despite this, Lewis left early, and played his own main game til late. I noted he was actually just complaining about himself rather than anything else . . . .

The gallery...








* making the assumption that you do not have Roman Emperor levels of bathroom space and aren't in the habit of inviting 50 of your closest allies, senators, their partners, their offspring and assorted livestock around for a bath.

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.

Thursday, 22 August 2013

Norris McWhirter says "Not a record."

This is not Fight Club.

This is not Pinhole Camera Club.

This is not Admire my Stripy Shirt Club.

This is Games Club. This is the Norwich Board Gamers. Hear the clatter of our dice (or the sliding of our cubes, if you prefer).

The Stripy Shirt Club engages in some games
I’m not sure whether people got confused and turned up on the wrong night expecting some other club, but we had 18 in attendance this week. This matches our record attendance of 18 back when we met in the St Andrews Tavern (now the Rumsey Wells). That time we had nine foreign students accidently turn up to double our numbers.  They were never seen again (by us - I’m not saying we killed them and buried them in the cellar), but this time all those attending were repeat attenders and despite my previous aspersions that they got confused, I think everyone actually attended on purpose. Well done everyone, but not quite a new record.

So what did we play? Well, I played Chaos in the Old World with Rich, Tom, Jen and Robin.  Dial clicks were hugely contested with no-one managing a double progression all game. And while Tom’s Khorne beat on the Robin the Ratman, the three other factions were able to lay out huge amounts of corruption and spoil five regions in no time at all. The game ended with a victory point win for my Tzeentch. Jen’s Slaanesh got a last minute boost into second as Rich’s Nurgle matching pace for much of the game fell short on the last turn. The Rats were fourth and the feeble Khorne last (Corn syrup for the Fake Blood God).

Cyclades
Sam hauled out Cyclades for Dean, Fletch and Nicky. A game set in ancient Greece, where players make sacrifices to the five Gods (Apollo, Ares, Athena, Poseidon and Zeus) in order to gain favours, to help them in the race to be the first to build two cities.

This is a bidding and area control game with a massive dose of direct conflict thrown in.

By the same guys that designed the popular Kemet, this has the same look and flavour with similar chunky monster miniatures which can be used to beat on your opponents.  Looked good. Dean won.

They followed this up with more ancient times gaming with a quick game of 7 Wonders. This was also won by Dean.

Kingdom Builder, Kai dominates, Alina lurks deceptively strong
I'm sketchy on who played what on the other tables. I know Pete played three-player Eclipse and won that by sucking on a Supernova. While those that we exiled upstairs played two games of Kingdom Builder – Kai and Alina winning the first game and Alina winning the second for good measure. They then played King of Tokyo.

We ended the evening, as is customary these past weeks, with The Resistance. Resistance Avalon this time.  As also seems to be customary, the game was won by the dastardly minions of Mordred (John, Tom and myself) who infiltrated the round table on the final turn. Merlin, played by Rich, had a tough time and although he was being covered by Jen, the bad guys had a pretty good idea of his identity – especially when he picked a mission with none of the villains in it. Fortunately, John quickly proclaimed that Rich was making strange decisions and the mission was cancelled. As john mentioned last week, Merlin is a tricky character to play and really can't reveal very much without being uncovered by the bad guys. One other thing came out during the game – there may be the need for a couple of playmats for card discards, as which is the 'good' pile and which the 'bad' pile caused confusion. At least one bad guy laid a success card when he shouldn't have and one good guy laid a failure card to make two failures when there was only one bad guy on the mission. A small thing that I’d think unnecessary if it came in the box, but would be surprisingly useful.

Beer:  I supped at Green Jack’s Summer Ale. T’was delicious. That is all.

Wednesday, 26 January 2011

Blue Peter Badge.

A whore for attention, Tom decided to remake his cereal box game in an attempt to get his picture on the blog (see last week). He’d taken our cruel words to heart and so spent most of last week remaking ‘Holiday’. Hours of meticulously printing, sticking, cutting and laminating culminated in a far superior game than the crap he tried to foist on us last week. This one was ingeniously mounted on floor tiles and almost looked professional. Once again we poured over the components, which this time boasted 'pimped' pieces like a model plane, a miniature antique clock and funky, colourful dice. It was gaudy, to be sure, but it worked. Of course some NoBoGers are snobs and will only play the most finely crafted games that money can buy; Original Rich, Punk Rich, Phil and Crocker therefore shunned Tom’s magnum opus in favour of The Princes of Machu Pichu, but Stu, Lovely Rich and myself showed enough pity to humour Tom and play Holiday.

It turned out that this was a homemade copy of the renowned Sid Sackson’s 1973 family auction game Holiday. Players attempt to guide an aeroplane (see the model) around the world as the calendar (marked by the antique timepiece) progresses from day to day. Players hold a hand of cards, each stating a city and day-of-the-week combination. The goal is to have the plane reach each destination as close to their card's day as possible. The closer to the day printed on the card the more points are scored. The destination of the plane is determined by an open auction, with the winner choosing an adjacent city for the plane to fly to. It all ends when all players are out of money or one player completes all his destination cards. The premise of the system really appealed to me, but the overall implementation didn’t quite work as I’d hoped. The auctions were a bit mundane and the was very little negotiation. Maybe this is because we only had four players or the game simply shows it’s age, but I think a different type of bidding system (something like the trench-digger mechanism in Santiago) would improve the game. Still, for a homemade version of a 40 year old family game it was definitely worth an hour of my time. Good work Tom. Stu completed all his cards and won the game with 56 points. I came second with 54, Tom third with 50 and Lovely Rich trailed in last with 38.

The four of us then went on to another auction game by another significant game designer - Modern Art by Reiner Knizia. This one is pure auction and although professionally published doesn’t actually look much better than Tom’s effort. Modern Art saw regular play in the early days of NoBoG. It’s fallen out of favour recently, with some people feeling that the value of each piece of art being auctioned is too easy to calculate, but we still had a good time with it. And it’s always worth a laugh if everyone conducts the auctions in outrageous accents. I won this one convincingly, though I’ll admit I had a pretty decent hand.

We finished the evening off with a game of 7 Wonders, which ended in a tie for first place between myself and Lovely Rich. On the other table Phil aced Machu Pichu with a corn strategy and claimed his first win at NoBoG (his joint wins at Cosmic Encounter and Tichu don’t count apparently). Phil was very happy about this. A top night all round.

Beer: I had a couple of pints of Burns from Dark Horse. Copper-brown in colour and the taste, although slightly subdued, was definitely chocolate biscuits. I rate it a strong 8 and compare it to After the Flood as it’s good, but could do with a tad more flavour. And for the second week running I had a really lovely pint of Wherry as well – I think the Ribs might be storing it better as it was in excellent condition.

Wednesday, 19 January 2011

Whining to Winning

Tom had the audacity to bring down a game that he’d drawn on the back of a cereal box. It sounded like he genuinely wanted to play it. We humoured him for a minute or two, picked over the components, flicked through the rules and then, while he was chatting up the barmaid, we set up Cosmic Encounter. A six player affair with two hidden powers per faction. Flying saucers and insults flew across the table. Alliances were formed and broken. Everything hung on a knife edge; it was anybody’s game until out of the chaos, with the timely use of a Tick-Tock flare, emerged an unlikely victor… Luke the Pharmacist (Pharmacy wasn’t one of his powers, he really is a pharmacist. His powers were Grudge and Vulch).

At the very second that Luke won, we were joined by Pat; an occasional NoBoGer who is more likely to be found at the Beyond Monopoly club in York. He was in Norwich on business and just happened to be passing. Richard had to go, so the six of us settled down to a game of 7 Wonders. Pat did an excellent job of explaining the rules. Perhaps too good, as Punk Rich edged victory in a close run game. He declared it to be an excellent game and then we all went home.

Beer: There were three guest beers on last night. Pigswill by Stonehenge, Tadpole by Toad and Cain’s Dragon Heart Brown Ale. None were much good, but I had a full pint of Dragon Heart as the sample glass tricked me into thinking it was a nice fruit cake type ale, which it certainly had hints of, but this was let down by the “brown” taste. I give it a four, the same rating I give to Shadows over Camelot as it has an exciting name, but it’s a bit dull and really not my thing.