Showing posts with label Carcassonne. Show all posts
Showing posts with label Carcassonne. Show all posts

Friday, 16 June 2017

Please do not Adjust Your Board Games

What's up guys, it's me, Fish-Face. It's time for a quick NoBloG. You'll note my dedication to the cause as these notes were written on the same day as I finished enduring a downright harrowing experience. You guessed it — I got back from driving a manual car for the first time in 10 years, more or less unscathed. If you hear about any unexplained road deaths between here and the Cotswolds, say you don't know anything. But enough about me, what about the games?! Well on this sunny evening (sunny until the sun went down, anyway — funny how the weather forecast at night is never for sun, isn't it?) we played some of them. And the ones I will tell you about are as follows: Mysterium, Blood Bowl Team Manager, Carcassonne, Cottage Gardens and The Networks.

Starting up at the mysterious table where they were playing Mysterium, I don't have much to tell you — the players seemed quite engrossed and I just got a brief summary that it's "Dixit Cluedo." Intriguing. One player has a special role — the Ghost — and gives you clues which get you to pick the correct story describing what has happened. Other than that, Sam just told me that he is "fucking spanking at it," which I would have thought would be inappropriate at NoBoG, but the bar staff weren't saying anything.

Looks mysterious, right? It's supposed to.

Next I had a look at Blood Bowl Team Manager. I always like to imagine the Blood Bowl games as being about literal bowls filled with blood, though nothing I've experienced supports this view. Never mind. They were just getting started and resetting the score counters which had been co-opted in a different game. As I'm checking that the players are all setting their counters to zero and not 13 for some sneaky bonus points, I hear Jacob exclaim, "Allllllriiiiight" upon drawing his first hand. Unfortunately it's the sarcastic kind of "allllllriiiiight," as he's drawn his four linesmen, the worst of the starting cards, all at once. Before I was tempted away, he cunningly played his "crack linesman" to a match with crap rewards under the assumption that no-one would contest it hard.

A Blood Bowl is set up. Sans bowl, and sans blood.

I next found myself in a sprawling medieval metropolis: an absolutely massive game of Carcassonne was taking place involving expansions I'd never even seen. They had a cool meeple-shaped scoreboard and a starting mega-tile to replace the ordinary starting tile/river mini-expansion. I think the scoreboard should have replaced the countryside artwork with depictions of meeple-organs though, so you can describe your score not as the mundane "38" but rather as the glamorous and unique "in the duodenum." With such a big game of it, there was of course lots of jostling for access to various features: there was an absolutely massive field which was so juicy that the two players sharing the points from it had three meeples in it apiece. A third player was still trying to get in on the action and had even tried to pip them to the post with four meeples, but the others weren't having any of that and cruelly entombed the farmer in a tiny field surrounded only by roads.

I think this qualifies as "sprawling."
Also check out that sweet light
to illuminate dingy pub corners.
All this is a great excuse for lying down in fields — lazy meeple! — but what of the cosmopolitan life enjoyed by all up-and-coming brightly coloured wooden figurines? There was plenty of action there two with a similarly massive city sporting at least one cathedral being simultaneously built up by the inhabitants sharing it, and the other players no less avidly trying to prevent its completion — requiring just one tile to finish it off, the space where it would slot was, however, surrounded on all four sides making it a tricky proposition. In the end Tom (or maybe Dom? He was several fields away and it was tricky to hear over all the sheep!) won the game and, though he was in the field it wasn't the deciding factor — though had the farming pretender managed to get in, that would have done. Who said Euros couldn't be cutthroat?!

This meeple wants to be something... something MORE

Zooming in a little bit brought me to the Cottage Garden aka Tetris: the Board Game! The basic gameplay here involves taking tiles from a pool to place on one of your gardens, where you must cover up certain features and avoid other ones, which score you points. When you complete a garden by covering all of one kind of feature, you score points based on the number of visible features of the other kinds. Then you draw a new garden and start again, the game ending after a certain number of rounds. It all seemed very polite and proper, though as in Carcassonne I'm sure there was lots of backstabbing and all-round devilry going on beneath the genteel exterior.

Several cottage gardens
surround the gardener's
market.
Looks nothing like
Wyevale to me.
The garden itself and
its scoring track.

That brings us handily to the game I learned and played — The Networks. In this game each player assumes the role of a TV Network commissioning and scheduling their prime-time shows, with the objective to accrue as many viewers as possible. The game plays out over 5 rounds — "seasons" — and each season the pool of available cards is topped up from the deck for the appropriate season. Within each season play passes according to the positions at the end of the previous one — bottom to top, giving the player in last place a significant bonus in terms of choice of the best cards. Those cards come in four varieties — Show, Star, Ad and Network. Your basic action is to purchase a show and place it on your schedule — hopefully in its preferred timeslot. But most shows require one or more ads or stars before you can buy them, which respectively provide a boost to income (great for shows with high running costs) and to viewers. Many ads and stars will have their own requirements so that you only get the benefit on certain kinds of show. Some shows have optional slots for these cards as well, but if you don't add them when you buy the show initially, you have to take an extra turn to apply them, which might mean being late to the end-of-round bonus party which gives you a healthy boost to viewers or money if you end the round for yourself early.

All in all it's a nicely themed game with a decent amount of tension between different choices — whether to grab the show first or the perfect ad to go with it, or perhaps the limited network cards providing special actions and scoring bonuses. The shows are all parodies on existing ones like "Found," "Communist-y" and "How I Lost Your Father," with silly pictures to go along with them. Your initial (worthless) shows are all such classic hits as "TV Test Pattern Hour" and "Biannual Bubble-wrap Popping Tournament" which I, for what it's worth, would watch the shit out of. I didn't win, sadly (actually I think I'm on a NoBoG losing streak — someone give me a pity victory!) in spite of being in first place going into the final round.

I forgot to take pictures of The Networks, but you can
see some of it artfully framed by my body, which in turn
is observed by JD.

And that was the week — another short one I'm afraid, so my apologies to those I never got 'round to see. I'm now going to settle down to a nice episode of Old People Complaining About Things.

Monday, 19 October 2015

The Girl that's driving me mad, is going away

Yeah !

Ticket to Ride UK. A Norwich First !
Last week was post Essen week at NoBoG, an event where the committed adherents go on pilgrimage to Germany in pursuit of gaming Nirvana. Or failing that a suitcase full of new game purchases that they can trade away in 3 months after the heady glow of Essen fever has faded. In the dusty annals of NoBoG history, once upon a time Jimmy would have been the chief Essen adherent, returning with many laden suitcases and armfuls of gems to play, but alas he has long since lapsed into the Hall of Fame and hasn't been seen down t'pub in many a generation*. If you have never experienced Jimmy giving you a withering look as you failed to pick up a rule the first time around or arrived late, you haven't lived.

But I digress. Regular NoBoGer Elliott did make it to, and back from ( with suitable missed ferry.. tsk.. bad worker placement optimisation there ! ) Essen with a haul of things, one of which he got to play on Tuesday - the new and sexy Ticket to Ride United Kingdom ( although using the word sexy in conjunction with British Railways is pushing your luck ).

Poor old Athena, one of our FLGS, is still waiting to demo its copy of Ticket to Ride UK, but if you want to be right on the pulse, NoBoG is clearly the place to be ! ( If you are interested in some TtR UK, then Athena's special preview event is on Sunday 25th October, more info can be found on facebook Ticket to Ride @ Athena , or, just turn up to NoBoG as well for an all you can eat Ticket to Ride buffet ! Promise there will be no soggy overpriced sandwiches. )

Elliott seemed rather excited about the prospect of getting Ticket to Ride on the table at the Tun,  despite having no pieces on the table - clearly this was the expert Blind Ticket to Ride variant, where each player must keep the board state in their head.

Eventually they did bust out the pieces, had an enjoyable game and Elliot didn't mention which position he finished in ( we'll assume last )


Lovely. The game introduces some new "tech" mechanic which promises to bring a little more to think about to Ticket to Ride than the standard, not sure how this pans out, but it's still Ticket to Ride, beloved by the multitude.

Space Dudes ! Pew Pew edition ! aka Imperial Assault
On the next table over, the regular fortnightly Imperial Assault group got their groove on and attempted to once again best Imperial David, with Owein giving up his spot to allow Fletch to kick some Star Wars ass. The rebels lost this one - they all ran out of time, which in the words of Pete was a shame, as he was enjoying wookie smashing his way around, and it seemed inexplicable to him that after a certain amount of time the rebels all gave up and went home for tea. One can only assume the Rebel Alliance is a keen observer of French union work hours, and knock off promptly at 5pm, princesses in distress or not.**

On Her Majesty's Service
My table I got to introduce the overly bling On Her Majestys Service to Tim, Samantha and Mark, and despite me trying to backstab the leaders as much as possible, there were just too many, and Samantha swept to victory in a late game double turn cunning move. Tim was impressed with the bling, took some photos, and this week actually remembered to send them to the blog.

Afterwards we had a game of the not much seen Divinare, which is a favourite of mine that I like to use as a gateway game. Divinare is a marvellous little filler game for up to four that is filled with deduction, bluff, some knowing nods, nudges and winks, and a little sprinkle of ass hattery. Simple in execution, Divinare portrays itself as a competition between mediums who are keen to prove they are the better psychic than anyone else present.

Divinare bathes in the blinding light that is Tim
They do that by predicting the total number of cards at the four different coloured tables and by playing cards to match their tables. So. Guess how many cards of each of the four colours are in everyones hand. Some card passing goes on, and there are some wrinkles about when and what kind of prediction you make, allowing you to neatly stitch other people up, bluff, or succumb yourself to some chicanery and either lose face with bad predictions or be forced to withdraw.

Firefly returned to the Tun to entertain a group of five. Not sure there were too many Firefly fans playing however, as there seemed to be some confusion about just what the "Serenity" was, and whether this was actually a game about Firefly at all. Shocking. There was also talk of having "warranties out", which in the end was not about insuring your spaceship from breakages and repair bills but turned out to be the decidely less reassuring "warrants" and being pursued for nefarious deeds. Competent captains all round then - no Mal Reynolds here.

Caverna, with Rebel Owein
Owein shirking his duties as Rebel Scum went and joined in for some Caverna farming action instead, presumably where he went on to sulkily service his uncle's moisture vaporators with power convertors from Toshi station. Or some other nonsense sci fi words. I have no idea really what went on there apart from the usual digging, farming, and snuggling with animals in the snuggle cavern - this actually exists if you've never played Caverna, I'm not making that bit up. And from the looks of the picture they were playing in simplified learners edition Caverna. Pfah !

Elsewhere we had Takenoko - everyone is keenly awaiting the chibi expansion for this with moar pandas - Game of Thrones once again - you can almost take it as read now that Game of Thrones is being played at least once a fortnight - Epic spell wars thingie, Carcassonne, Blood Rage - for an epic third/fourth week in a row ? - and Tom and Stu made a very laudable theme evening with some Bean Feasting, Bohnanzing and other bean related games, but bailed out at the end to play the Foxes which
Takenoko + Beer
isn't foxes but is really cats card game.

There were of course some end of evening Werewolf games, James had a rather unlikely game as a drunk who became tanner and then managed to win by being the person chosen to be shot - you can check out the write up for that from James on his blog

I leave you with the gallery. Thanks go to Tim this week for his photos. Remember, if you have photos, a funny single liner, a write up, or would just like me to shut up for a bit, you can send in a submission over here !


Carcassonne

Blood Rage

Umm, Beanfeast ?

Firefly

Epic Spell Wars

Game of Thrones ( no beer spills this week )

An empty Divinare table setup. I am embarrassingly far ahead.

Hoots mon, it's John Brown from OHMS

Mr Fox loiters with some gas mask person of ill repute

Pretty Shiny Things - OHMS




* A NoBoG generation being around 6 months by my unscientific reckoning. This is the minimum space of time someone new can turn up, attend regularly, then not bother again, thus never coming into contact with the "next generation" of NoBoGer. It's like dog years. Or something. It makes some of our veteran NoBoGers over 700 years old. Listen. It all makes sense to me ok ?

** A friend of mine related a recent story about someone breaking down in their car whilst in France. A swift call to the AA and local Francais repair man is out on the scene inspecting the engine. An hour later with a muttered cinq heure he packs up his tools and drives off - leaving the broken down car still broken down. Cue phone call to AA again. He buggered off at 5 ! Well that's not very good says the AA. We'll get a recovery vehicle out to you. A short time later an apologetic call from the AA. It seems that as it's now past 5 o'clock, there are no recovery vehicles available to pick you up. We'll get a taxi out to you and put you up for the night. Apparently the taxis do actually work after 5pm in France.

Next day, the car is picked up, taken to a local garage, and they arrive to see what the issues are. After a short chat, the mechanic declares it to be lunch, and buggers off leaving them none the wiser.

Très bien ! Liberté, égalité, fraternité ! ( only during office hours )

Wednesday, 11 September 2013

More games than you can shake a stick at

The Ribs was once more bursting with eager NoBoG attendees this week - eighteen of them, and continuing the increasingly long running trend, a couple of new faces turned up - welcome Kieron and Paul.

With so many eager gamers it was inevitable that a whole bevy of games would be played. James turned up for his quarterly visit and brought along his newly purchased Lords of Waterdeep. Cyclades followed by Chang Cheng saw play time on table two, whilst on table three a whole range of games made it out, including classics such as Ticket to Ride, Carcassone and Kingdom Builder! There may have also been a game about frogs.. but I'm not sure.

Lastly in the more sublime recesses of the Ribs upstairs, The Quiet Year got another outing, this time with a tale that turned not quite so dark as before.

Frankly with so many games, and so many gamers I have no clue who won in fantastic fashion or who crashed out in ignoble ineptitude.

The evening ended with not one but two games of The Resistance - both the Knights and the Cyberpunk Freedom Fighters got to battle the evil doers.

Needless to say the forces of good were overcome both times.

Pete put on the most amazing performance of lying I have seen, angsting, wailing, and sighing about the evil doers putting a spanner in the works, all the while hiding the fact that he was in fact the evil doer. His comrade in arms, James, also did a pretty good support job of seeming trustworthy - and arguably came up with the best comment of the night - "The only way to be sure about sending people on this mission, is to go to another pub, find another four people, and send them instead. But even then I am not sure". James and Pete went onto crush the outwitted Knights, with Robin as Merlin unable to convince many beyond Kieron that Pete was not to be trusted.

The second game was a humbling defeat for the muddle headed rebels, who only post game started using logic to work out, that hey, those two *were* spies and we could have figured that out. Too little, too late as the bag slides over your head and you get your last glimpse of freedom.

So. The Quiet Year. I got to play this again. With human sacrifice winning planner Bondy. An eager Fletch. And a party obsessed Matt. We also had a stream of interested onlookers to check out the continuing madness. Tom gave us a few glances of disgust, and muttered darkly about "roleplaying pah !". And yet he is keen to introduce anthropomorphic cats into games. And even brought Felinia along to play this week. Interesting. Discuss !

Things were not nearly so dark this time around in the Quiet Year, probably due in no small part to the community being comprised of a bunch of air headed dreamers, who, in the midst of survival in a brutal post apocalyptic world took time out to notice that, gosh, the sunset really was beautiful, and hey, we should totally build a viewing platform to see it better.

Hippies.

In a shocking turn of events however, the charming young girl who was building the sun worshipping platform got pushed off her own building, and died a crunching bone smashing death at its base. A terrible event.

But the community didn't seem particularly phased. The girl was pushy. Over zealous some said.

Even so. Death by being thrown from a lighthouse / sun viewing platform is probably a bit harsh for being enthusiastic about something.

Nobody batted an eyelid that there was potentially a killer roaming around the community. Instead thoughts turned to organising a grand party for three of the eldest members of the community - a trio of old hags delightful pensioners who were about to turn 100. Matt was pleased with his party plans and thought it would be a good morale boost.

I thought it was a waste of time and we could do well to learn what the eskimos do with their pensioners. There's no eskimo phrase for "Where's my free bus pass" for a very good reason.

The year flowed on. Muties arose to threaten all, religious types turned up to spread the word of their faith and preach peace to Muties - we rounded them up and made them talk to their beloved muties. The muties promptly ate them for lunch. BBQ style.

More parties were declared by Party Captain Matt, but none were ever realised. People kept dying before they could be held. I think we've all been there.

Matt found a new obsession in pushing a pair of decrepit vans around the map. For various reasons which seemed like a good idea at the time.

By the end of the year we had come through, with perhaps not an overly high number of deaths - Agnes had been eaten, the other two crones were washed away in a Tsunami (!), some people got eaten by muties, a few were murdered. We had managed a varied diet of fish, rabbits and fruit. Set up some shelter, some protection. Not a terrible ending.

There were however absolutely no scented candles. Which I think is a shame.

The Quiet Year Addendum
Elders proclaim "The Rabbits are Unhappy, this is a Bad Omen"
Mutterings that the Elders should perhaps retire, or remember to take their pills.
A car factory is found. Matt begins his obsession with pushing vans around the map.
Military veteran Sergeant Steve spends most of the year outside the community cleaning his rifle. Finally drills the militia to a peak of military excellence.
Bondy finds a dolphin. Does a vocal Dolphin impression. You needed to be there.
Happy dolphin is taken to be a Good Omen, mainly due to its dolphin like chatter.
Tsunami washes away all the rabbits, fish, and inexplicably the two old crones.
Also dumps a warship on the coast, complete with working gun.
Matt's workers manage to drop explosive charges in ship and wreck it.
Not before loading up one of his vans with explosives.
He pushes the van(s) about some more.
Kits a van up to be a tank - project fails as Bondy steals a tire for a rope swing to play with the Dolphin.
Bondy may have a dolphin obsession.
Boats are made from vans. A dark and mysterious science this. Scrapheap Challenge is mentioned.
Sails are made out of rabbit skin. Including ears. Sails with fluffy ears.
Foxes plague our food supplies.
The community is obsessed with getting to a wooded island. "We need wood, the community declares".
And rope.
Lots of rope.
Ferry service is inexplicably started to island.
A cave is present in the cliffs near the community. No one bothers to check it out in the entire year.
The religious zealots not only bring word of their religion, but also exciting new diseases to share.
Dolphins, beautiful sunsets and an abundance of rope. Paradise. Ignore the heads on poles.