Showing posts with label Augustus. Show all posts
Showing posts with label Augustus. Show all posts

Wednesday, 9 April 2014

Et tu, Bingo ?

Once upon a time when I was but a whippersnapper, I would engage in an illicit ( too young to gamble ) game of Bingo all the while under the watchful shadow of my dual wielding, dozen card mashing, no prisoner taking Aunt. Its been something like 30 years since I have set foot inside a Bingo Hall, and whilst at the time it was entertaining, I haven't ever felt the need to return, sweaty dobber pen in hand.

But as scripture says, if You wont go to Bingo, then Bingo will come unto thee.

So it was this week that I got my turn at Augustus, a short game set in ancient Rome, with some fancy ancient Roman artwork, fancy ancient Roman characters and some vaguely ancient Roman symbology. But don't be fooled by the Roman thing. It's Bingo. But instead of calling Bingo, or possibly House, you call Ave Caesar ! Which to me is something a die hard actor luvvie might decide to shout out whilst playing Bingo - the word Bingo being far too pedestrian. Instead -  Avveeeeeee Caesarrrr ! *hand flourish*

The game has you completing cards by listening for your called out symbols which allow you to mark slots with the matching symbol. Complete all of them on a card and you get to stand theatrically and resonate Bingo Ave Caesar ! Sound familiar ?

There are however synergies of card scoring, sets to collect and a few risks to take - all overlaid with a weighted distribution of symbols to consider. But don't let those fancy words fool you. It's Bingo. With some Euro scoring to allow you to believe you are in fact playing something other than Bingo. With Togas.

A short game that won't tax you, a suitable title for filling in those warm up or wind down moments, pretty cool, even if it is fancy scored Bingo.

Nathan for his part was very chuffed with the game, declaring his win to be the first at NoBoG - a Bingo win. A mixed blessing.

Elsewhere this week, Agricola was played with a table of learners + Rich. But Rich failed to capitalise on his enormous experience and came in third of five, Martin instead clinching the win with some synergistic pastures and animals.

Kemet and Seasons were taken upstairs, with wily Med Ed claiming a decisive win in Kemet by stomping The Bond into the dry sands of the desert. Med Ed is rather keen on the game and always seem to do pretty well whenever he plays.

Some Tokyo Kingship and Resistance followed upstairs, with the Good guys chalking up a straight 3 mission victory win in Resistance, and the bad guys failing to spot Merlin for the follow up.

Back downstairs Manhattan project followed by Small World hit one table, and on our table Archipelago returned from the shadows.

A new expansion has just come out for Archipelago - War and Peace, which brings 40 new evolution cards to the islands.

On the face of it an expansion consisting of just 40 evolution cards is a bit weak. It perhaps would have been nice to have had a few more map tiles to increase exploration variation, and a few more victory point cards to change the scoring possibilities.

However the 40 cards still pack a punch and introduce a heretofore missing element to the azure waters - notably direct conflict and meeple death.

It's a fact in Archipelago that as you explore and expand you can never go backwards - once a meeple is on the map, it stays on the map. Buildings that you build in general stay with their owners. And by and large the colony only goes ever onwards and upwards.

Not so under War and Peace. The new cards bring in the capability to bully, steal and even outright kill meeples in an expansion that shakes up your expectations of what is possible, and sees players given the chance to be nastier than ever to each other whilst trying to maintain the semi-cooperative truce to keep the natives from rising up.

Iron is a key resource for all this warmongery and control shenanigans, and sees a welcome improvement on the strategic importance of this element - in the past it has been a bit of an also ran item.

We didn't get too far with our new and spikey game - the colony collapsed in two turns ( 8 actions ) as three very nasty crises hit in succession, emptied the market and ultimately doomed the fat and unwieldy colony before it had a chance to consolidate. Not a huge surprise given two of our players were new to the game, and of the three remaining, one was a separatist who had every reason to see the colony burn.

It was great to return to the Islands, and it should be fun to see the new cards get a proper stretch.

Stu has reminded me that this week and into next is the Norwich Gaming Festival, celebrating many things computer game related at the Forum. There will also however be a chance to play some board games - played on the Tuesday from 6pm onwards. Forum Cafe closes at 9.30pm so any session there would  be shorter and earlier than usual, but if anyone fancies popping along, they can see what's going on, computer game related or not. Otherwise it will be business as usual in the Ribs for next Tuesday.


If you are counting, we had 23 this week over five tables.

Thursday, 3 April 2014

Volcanoes, Pirates and Power Station Owners

This week I urged Rich to do the weekly game and gamer wrangling - who brought what and what do people want to play. And as he did such a good job in difficult circumstances, I then convinced him to write the blog too... over to Rich.




About 25 people this week. Here's some of what got played:

Skyline 3000 . 'Tall Dark' Tom bought it for ₤7.99 from The Works. In the bar later he said he enjoyed it. I have no idea who won, what it's like or anything like that. I suspect it was rubbish but Tom was putting a brave face on it, not wanting to appear to have wasted ₤7.99 on another turkey.

On the next table there was a 6 player game of Lords of Waterdeep with the Scoundrels of Skullport expansion. Waterdeep has been a popular game down the club for a while now. The expansion adds the sixth player and the corruption mechanic, which mixes things up a bit and definitely makes things more interesting. In mine and others' experience though getting the big quests seems to almost always result in victory, and the smaller plot quests (which give you abilities) although a cool idea, rarely provide enough of an advantage to counter the fact they give you less points. The intrigue cards are a neat innovation and give some nice interactivity that often isn't there in worker placement games. I think their next expansion should be Wankers of the Waterfront, with more harsh intrigue cards and other ways to be a dick.

On the other downstairs table Richard IV got everyone to play Power Grid with the UK map. Power Grid has been played a lot down the club over the years, probably more so than any other game. Someone won. I can't remember who, though I did ask. I didn't realise that the Admiral would give me a direct order to write this blog so you must forgive me. I can remember Rich IV summarising that the UK map was very tight, and the scores at the end were very close.

Upstairs: Owen, Alina, Sam and The Admiral played Robinson Crusoe. They played the volcano scenario, but forgot to actually have the volcano blow smoke, or something like that. Sam tripped over a box and got bitten by a rabbit and died, but they won the scenario despite that. Robinson Crusoe is a great game, probably my favourite pure coop. The neat thing is that you'll draw cards as a consequence of foraging, building or exploring. These cards will have an immediate effect and then will be shuffled into the events deck, and they'll come out later and something related will happen. Great mechanic, really thematic.

And on the final table we (Dean, Matt, Med Ed, Tim and me) played Libertalia, a pirate game. Players each get an identical hand of character cards with values ranging from 1 to 30. You play cards face down and the highest number played gets first pick of the loot for that round. Simple? The thing that complicates it is that each character card has an ability that can trigger and do things – ranging from getting extra doubloons to killing other people's characters and so on. Cool game. Dean won convincingly, I came dead last. Evidently being a pirate in real life doesn't help you win this game.

Augustus also got played, a really neat game that resembles bingo but without the crazy adrenaline rush you'll get down the Mecca on a Friday night.

After Libertalia those of us remaining upstairs played a three player game of Small World. Matt won with over a hundred points, the rest of us had in the 70s/80s. He got Heroic Skellingtons, which proved a very potent combination and he hung onto them for most of the game. Tim got a great early start, after following our advice and taking Commando Tritons. However, our counsel failed to take into account the looming presence of the Skellingtons, so Tim's spread out Commando Tritons were munched up by the Skellingtons in record time. My Spirit Humans didn't fare any better. After a slow start pointswise Matt built up to scoring at least 10 a turn for the remainder of the game, with little we could do about it as there were no bashy race combinations available. Good game though.

See ya next week for more games. Love, Punk Rich/Spazzy/C*n*y Rich x


Saturday, 18 January 2014

Glass Road to the Ming Dynasty

A fine array of different gaming choices were on offer this week at the Ribs, with plenty of never seen before titles just begging to be played by the Eighteen people that managed to make it.

Pete brought along his yet to be named and yet to be playtested game, and quickly found another three to help give the thing its first run through. Inspired by Race for the Galaxy but mixed up with a board / topological map, the game is a sci-fi exploration and exploitation tile layer. Take a lot of Race for the Galaxy, a pinch of Eclipse, a pinch of Steam and a pinch of Suburbia, and you arrive at... <insert game name>.
Chink In the Galaxy ? Pete's new prototype game.

Each round a player gets to select an action ( Research / Develop / Settle / Trade / Influence ), and then once everyone has revealed their chosen action, all have an opportunity to use any of the called actions. So far so Race. Unlike Race however, your systems, developments and goods are not placed in your own private solitaire area, instead they are placed on the galactic map - where in theory they are open to use and abuse from all players. So how to work out who controls what ? Influence. Players can add tokens to systems to indicate increasing influence over a system, and access to its capabilities and its end game victory points.

Goods can be Traded between systems, netting card rewards or end game victory points, and with each trade, influence in the target system is increased ( presumably as your cultural goods flood the market ... McDonalds anyone ? ).

For an untested prototype the game plays remarkably well right out of the box without any hiccups or imbalances whilst also being fun - and all who played enjoyed the experience.

On the next table, super game bargain hunter Stu brought forth Notre Dame for a whirl. Notre Dame is an older Feld-ian title where players compete to hold sway over... Notre Dame - or as some would have it, it's a game about managing medieval rats.
Notre Dame

Both of those statements are true.

A simple card drafting / action selection / area influence game, your task is to build a suitable strategy from the influence you already have in your borough, and the cards you have finally got your hands on whilst also keeping an eye on your 'rat level' to avoid it getting out of hand and the plague befalling your neighbourhood ( with a loss of VP and influence ).

Not sure who won this, but I did hear Nicky complaining at one point about her lack of decent options, the accusation being her fellow players were stitching her up.

Over on table three, Sam brought along the tactical sci-fi dungeon crawler fest that is Level 7 Omega Protocol. In a very familiar theme setup, one player gets to play the numerically superior but power challenged bad guys ( Aliens ) , whilst the other player(s) get to take control of an elite team of gun toting good guys ( Marines ). The theme of a butt kicking marine squad from Cameron's Aliens franchise has been done many times in a variety of guises, from things like the classic Space Hulk or Space Crusade, through to hellish inspired Claustrophobia and Doom, robotic Legions of Steel or to the WW2 skewed Incursion.
Level 7 [Omega Protocol]
This game leans on the side of a personalised dungeon crawler feel, with characters that are customised at the game start with a number of kits - giving each marine unique capabilities ( somewhat like Space Crusade ), and rooms that offer 'treasure' and surprises that plays very much like Descent / Space Crusade / Doom, and very little like Space Hulk / Legions of Steel. Not sure what the opinion on this game was at the table, although I overheard a passing 'alright' comment.

Mechanics or not the game is presented beautifully, and if you are into the whole sci-fi shooting hordes of things type trope, or like the idea of opening a door into an unknown room of horror gun in hand, then this game must be at least be slightly appealing to delve into.

Finally, upstairs Glass Road and then Ming Dynasty were given a bash. Glass Road is another Uwe Rosenberg game which has definitely been inspired by his other titles - notably Ora and Labora. Glass Road however is a fast stripped down experience that offers the familiar flavour of developing your own synergistic board, but in a very short frame of time with very little fiddle factor.

A set of fifteen duplicate cards are given to each player - each card giving the player one or two actions to take when played. From these fifteen, five are chosen and then over three rounds, cards are played and their actions taken. At this point the game could be an utterly solitaire competitive Euro build malarkey, but here is where the clever bit comes in. If you select an action someone else has in their hand, they get to take that action too out of turn - but both of you get to perform only one of the actions ( out of two ) listed on the card instead of the usual two. Also, the card *must* be played - so any grand plans you had of using that build card when you had built up enough resources might just go out of the window when you are forced to play it early.

Astute readers will also notice that with only three rounds and five cards, you can only pick three of the five to play. Guess correctly however and you could be playing all five of your cards as others trigger your 'spares' out of turn - giving you more bang for the buck, and the initial selector less.

Glass Road - Resource dials eliminating the usual
Rosenbergian chaotic token piles
Uwe is a fan of loading his games with a bazillion different resource types. And Glass Road is no exception - there are eight basic resource types to collect, but unlike his other games he has finally hit upon an utterly elegant almost no bits mechanism for it, where all your goods are kept track of on two dials. Resources never feel clunky or fiddly, and it's actually very easy to keep track of the eight different things ( plus there is a clever auto build mechanic for both Bricks and Glass )

Points are rewarded for developing buildings on your board - but to get those buildings you will need empty land ( clearing forests ) and a whole bunch of resources. The game is short and sweet - four periods of three cards - meaning anywhere between 12 and 20 actions in total for the entire game. Into this you will need to be building extra resources, harvesting, erecting buildings and synergising your setup.

All in all this game is lovely - it's refreshingly tight and quick, and yet offers some of the nice things in other Rosenberg games of developing your own little area, and getting satisfaction of a steadily improving infrastructure. The card / action mechanic works fabulously well and introduces a great deal of interaction - buildings are unique and in a shared build pool, so it really does matter what gets called when and by who.

Everyone enjoyed the game, although Tom reflected it could do with being four times as big and taking four times as long to really sink your teeth into it - but then it would be something like Ora and Labora I think. Dean put it high on his list and a possible future purchase item.

Lastly, Tom also a connoisseur of the bargain game bin shuffled a recent purchase - Ming Dynasty into sight at the end of the Glass Road. Quite a bonkers game of area control and Princely movement, your task is to dominate the various neighbourhoods of the city and ultimately earn more victory points in doing so than everyone else. As you can only place members of your family ( influence ) wherever your Prince is, it matters where you are, and where you can move to - these factors controlled by the movement cards you have, and where everyone elses Prince is ( only one Prince is allowed per region ).
Ming Dynasty... or Poop Wars, depending on your pov.

Dean after a while managed to retheme the game into some City Sanitation game as his Prince 'walked around the city pooping blocks' which the city then cleaned up for victory points.

Uh huh.

Fun game, somewhat susceptible to the winds of luck, cool to play, probably a bit on the long side for what it is.