Showing posts with label Bruges. Show all posts
Showing posts with label Bruges. Show all posts

Thursday, 20 November 2014

Deutschland, Deutschland über alles

Germany is determined to safeguard her homeland, and especially her war industry and provisional centres for the fighting fronts. Therefore it has become necessary to create strictly forbidden zones, called death zones, in which all unauthorised trespassers will be immediately shot on sight.

Escaping prisoners of war, entering such death zones, will certainly lose their lives. They are therefore in constant danger of being mistaken for enemy agents or sabotage groups.

 Urgent warning is given against making future escapes!

In plain English: Stay in the camp where you will be safe! Breaking out of it is now a damned dangerous act.

The chances of preserving your life are almost nil!

From a notice posted up inside Colditz during the War.


This week the positively archaic board game Escape from Colditz paid a visit to NoBoG replete with its 'naughty' swastikas, 30 year old yellow sellotape and generally knackered box.

Myself, Fletch and the two Riches took this 40 year old game on, with myself playing the heroic Germans *cough*, and the rest playing the misbehaving allies. We agreed to play to a time limit of 2 hours and 15 minutes, and for the prisoners to get two of their guys over the walls and out to freedom. After a short and sharp rules session, we were off with the Poles of Punk Rich, the Brits of Fletch and the Yanks of Rich IV.

Disguises were gathered and equipment was collected - and the allies started whispering and muttering between themselves suspiciously. Odd clumps of prisoners began to form, and I as the Germans started nervously fidgeting guards around the most likely groups.

Punk Rich was defiant of the Germans. Sure he had escape equipment on him, but he wasn't going to be intimidated by any filthy German guard. Screw you you Nazi he sneered in my face.

So I arrested him. Schweinhund !

He was undeterred. Screw you ! So I arrested him again. Here then in our mini recreation of Colditz a battle of wills was going on between authoritarian jailer, and anarchist prisoner. Inevitably this ended up at one point with all the Polish except for one in solitary confinement. Fantastich !
The poles are so popular they get their own cell block.
Half the prisoners are in solitary. Huzzah !

This was branded as somewhat harsh to Rich. Unfair even. Pfah. Allied whining. Just doing my job ! You are prisoners and I am the jailer ! I personally was elated with the futile battle of wills, an easy contest for me to win whilst the other allies were still busy trying to put their plans in order.

Rich refused to go down however, busted all the Poles out of jail, taunted the guards... and got thrown straight back into solitary. As 2 hours rolled on, Rich had finally learnt his lesson. It's no good taunting the guards without a plan - and his defiant Poles scampered away from the Germans to look for safe spots. Yeah, that's right. Taunt me and you'll get a jackboot up your arse ! Muah ha ha ha.

Meanwhile a tunnel had opened up in the Chapel - a pathetic attempt by the Yanks and Brits that was immediately squashed and the offenders arrested - to join the ever present Poles in solitary. Fletch then managed to slip out to the parked staff car and brazenly drive it out of the front gates - only to conk out half way to freedom and find himself thrown in solitary. You cannot beat the Reich ! Filthy pig dogs !

Another largely unsuccessful tunnel opened up - one Brit escaping, one Brit getting shot, and the last turn of events, a mass escape at the North wall, with the Yanks ushering everyone over their roughly made rope. Poles and Yanks milled in confusion looking to jump the last 60' wall, but it was not to be as the guards descended and the Americans realised they had miscounted their rope and were caught like rats in a trap. Math is hard. How embarassing to lead your fellow prisoners to an escape that forgot to bring a valued piece of equipment ( to be fair to Rich IV I had decided to search the quarters he was in on the same turn and managed to confiscate a crucial piece of rope he was about to use... )

Despondency descended. How on earth do you get out ? This is impossible !

The German Commandant smiled smugly. A last ditch Do Or Die by the American failed, leaving the score at 0 for the Poles, 0 for the Yanks and 1 for the Brits. A victory for Germany. All rise for the German national anthem !

Great fun. Rich IV was surprised how much fun it was and how tense. Fletch seemed to really enjoy it and was doing a pretty damn good job. Punk Rich... I think the authoritarian cosh of the guards was too much for his anarchist ways and his battle of wills that left his Poles broken and imprisoned left him subdued.

Old school games laugh at your pain.
Robinson Crusoe

Meanwhile away from our tense battle of wills, Takenoko romped its way through bamboo and gardening downstairs and Cash and Guns was called for at the start of the evening - madness. The excellent co-operative game Robinson Crusoe made it to the final table downstairs, with the first scenario given a walkthrough - I failed to note if they succeeded in their endeavours.

Upstairs next to Colditz, Lords of Waterdeep got another play - it seems to be a happy go to game when no one can make up their mind - and Mr Bond playing for the second time won again to make his waterdeep record an impressive 2/2.

Bruges
Pillars of the Earth and Bruges also slipped in upstairs, with a whole slew of fillers following on in the rest of the evening - Resistance, Camel Up, Incan Gold, Blood Bound.

I got to finally have a go of the push your luck game of Incan Gold, and despite winning my first game, managed to slump to a score of zero for a following game, beating James' improbably pathetic score of 1.

James then adopted a low risk strategy of running early and managed to cash in significantly, ramping up some major scores in the 30's, which only just failed to pay off once at the end score with an amazing score from Ewan.

Blood Bound
34 this week. Not quiet then. Reduced to 32 when Caroline and Elliot decided that Takenoko was the work of the illuminati and refused to play it and instead left early, thus avoiding its subtle mind controlling ways of bamboo and panda.

Don't ask me. I only report the news.

Wednesday, 30 April 2014

I vant to drink your blood...

Twenty one this week, a few new people - hello Dave, Lee and Pip, and a beta site activation that didn't get activated.

With regards to the beta site overflow, only half a dozen people turned up for the quiz, so there wasn't a space problem, but after a quick word with Roger the landlord it seems that a) we can get tables reserved even during a quiz evening and b) they are thinking of moving their quiz night to something other than Tuesday anyway given the regular 20 or so people that turn up to NoBoG, so in future we may avoid any quiz clashes. Huzzah.

This week, Betrayal at House on the Hill, Agricola, Archipelago, Bruges and Fury of Dracula saw table time, with a bare few fillers making it out in the form of Skull and Roses and Love Letter.

Two epic games of Betrayal managed to take up the whole evening, as Lewis' zombies tried to eat all the hapless house explorers - and failed choking on the last tasty morsel, and the second game ended in something as a draw as they ran out of time running away from a multi headed snake. Needless to say the Betrayal table won a few more avid supporters and everyone seemed to really enjoy themselves.

Betrayal is something of a favourite at the Ribs for those that enjoy more of a thematic fun narrative, and it usually proves popular when someone turns up with it. Ewan - one of the many NoBoGers who owns the game - has now played something like half of the 50 available story lines and is beginning to worry about memorising all the secret information contained within! Time to write up a bumper book of NoBoG haunts expansion ?

Agricola with five saw Pete getting the win over a mixed player group of newcomers and experienced hands. Rich once again struggling with the packed field that is a five handed game limped into mid table.

Archipelago with a relatively inexperienced table surely threatened to all end in tears, but with no separatist and a pacifist in play the colony made it through in happy form, with newcomer and new player Pip leading her colonists to a pacifist victory. Nicky for her part placed a decent second, and if it wasn't for the pesky pacifist getting her victory condition, would have been crowned winner instead. Archipelago also got a lot of appreciative nods and table chatter - a very cool game when it works out nicely.

The pacifists in Archi are having a bit of a good run of late with Archipelago, surely meaning the meta game will shift in favour of the separatists in future as everyone avoids an overly contented colony.

Upstairs, Joe swept the table with a win at all three games - Bruges, Skull and Roses and Love Letter. Shocking.

And lastly, myself Dave and Lee clashed over the Fury of Dracula.

The Fury of Dracula is an all against one game, with a team of up to four vampire hunters taking on a single Dracula player. The Dracula player gets to sneak around Europe using a clever hidden movement mechanism avoiding hunters when he can to buy time to create new vampires and win the game. The hunters for their part are scouring the land trying to find Dracula - or more likely his back trail - and figure out via a process of elimination where the Dark Lord currently is so they can put an end to him.

Items can be picked up in major cities to help the hunters - pistols, rifles, crucifixes etc - and event cards can also be pulled in something of a calculated risk, 2/3 of the events help the hunters, 1/3 help Dracula - you won't know which until you pull it.... from the bottom of the deck.
The Fury of Dracula
The Dark One is caught at midnight as he lands in Denmark

Round this out with traps and encounters that Dracula can litter along his back trail, a night day timer that sees the vampire wax and wane in power, and the game ends up as a compelling cat and mouse game that can be balanced on a knife edge.

Lee played Dracula in our game and for the first half of play was very satisfied with his slippery ways as myself and Dave missed a possible route out of Spain to Ireland and blundered fruitlessly around Southern Europe. Realising our error - and seeing Dracula put to sea, we quickly moved to the Northern sea ports only to catch the Dark Lord as he landed. The rest of the game was a tense chase through central Europe and into the heart of Translyvania itself, the hunters hounding and hurting the vampire until by the very end it was possible to finish him for good. The final night had turned however, and a series of successful transformations into a bat allowed Dracula to outrun his pursuers and create his sixth vampire to win in a nail biting finish where a single dice roll spelled the win or loss of the game. Rather thematically Van Helsing was the final pursuer of the blood sucker, clashing in two epic final encounters, but alas, couldn't quite put an end to the monster. So very close.

All in all a great game which everyone really enjoyed.

At its best Fury of Dracula can work really well, and build a great narrative towards a dramatic finish. At its worst an unlucky or inept group of hunters can stumble around finding arse all, with the Dracula player having all the fun. But the fate of the hunters is always usually in their own hands - sometimes you can push your luck and fail big time however. Personally I always enjoy Dracula, the cat and mouse game is great, and pinning down Dracula can be very tough - but not impossible, and things can turn sour quickly for an otherwise smug vampire player.