Showing posts with label Cheaty Mages. Show all posts
Showing posts with label Cheaty Mages. Show all posts

Saturday, 20 February 2016

Trouble Brewing

What a crazy week it has been for NoBoG. Firstly, the EDP news article was published which ended up showcasing a number of our lovely people and commenting on the rising trend of gaming culture.

And then on the day the article was printed the call came in that Mustard TV wanted to turn up and film a short piece about NoBoG as well ! With about six hours notice. Don't panic ! And so a day after the news article hit the streets we also had a very nice TV piece that hit the airwaves and shortly after the interwebs.

Blimey. Although in hindsight, as Mustard TV are part of the Archant group which the EDP also is, I guess it's not that big of a surprise we got the double barreled shot gun of press interest going on there.

Should you not have seen them on the facebook feed already, you can check out both of them here.

Eastern Daily Press NoBlog Link Board games are making a comeback in Norwich It is a Tuesday evening at The Mash Tun pub in Norwich and around 50 people are sitting around tables, sipping beers and cokes and occasionally exchanging conversation.
Mustard TV NoBlog Link The board game Renaissance A Norwich club is toasting a brave new world of board gaming. Say move over Monopoly and goodbye to Scrabble, because the Norwich Board Gamers are entering a new, golden era.

But enough of the starry eyed NoBoG promotion, what games were going on at The Mash Tun this week ?

A couple of never seen before at NoBoG games this week. The first of which was Joan of Arc.

Originally released in 1998,  Joan of Arc has a passing resemblance to something like Game of Thrones ( or more correctly the other way around given that GoT was released 13 years later ) in that you have a fairly limited high view strategic map, and the order of the day is going forth and conquering new regions with your armies and playing combat cards with values on them to swing the day in your favour.

Joan of Arc - the factions of France ( and England ) clash.
There is not much else going on game wise with Joan of Arc, it's an outright conquest type game, so don't be looking for some clever euro optimising or synergising going on here, fight for regions, regions get you more gold and points, rinse and repeat.

That's not a bad thing though, particularly if there are some clever things above and beyond say a dice roll ( Risk, *cough* ) that are contributing to your success or failure. And Joan of Arc has that - arguably the core of the game revolves around the combat mechanism. ( Everything else is just sauce for that inevitable fight, or in the case of Pretender Points and an extended confused food metaphor, the jam everyone is aiming for ) In Joan of Arc you will be managing a hand of cards that you can play into combat ( plus some other non combat cards you might spam out ). Some combat cards are just plain strength values, and depending whether you are attacking or defending you will get to play one or two of these, whilst others do sneaky things to the combat, and yet others act as extra buff cards - like sending in a leader to help out, or just using a bit of influence to increase the battle in your favour.

One of the nice things about the combat system here is, that if you win you get to keep your melee and hero cards ( albeit when attacking you can only use them once ), and if you lose they get burned. Which can be tremendously important when your sweaty hands are grasping that rare 6 value card and you're deciding whether you should keep it hanging around for defence, or you can win that next combat and get it back for defence anyway. It's also important to decide when to commit your re-usable +2 hero cards which you are free to add into a combat anytime you like - but crucially, if they lose, they die.

Elliot takes a snap of Joan of Arc
Add in a single die result to a combat and you can see that the conflict resolution in Joan of Arc is rather nice, tense, open to some bluffing and dickery and never entirely certain.

The rest of the game involves a series of phases, where you collect gold, build castles, choose whether the country should be at war or not, and manage your hand of cards. Victory points are scored at the end of every turn for regions held.

Joan of Arc in the end falls into a nice conquest style game, something between Wallenstein, Game of Thrones and old school Blood Royale ( remember that ??!? ). It's simple, and perhaps given its age starts to straddle that gap of old school Ameritrash and new age Euro with its nod towards hand management and a more involved melee process than seeing who can roll more sixes.

To my mind this game answers the question of whether Game of Thrones would be as popular as it is were it not for the very well known theme. I think you have your answer in the not a million miles away from it and not very well known Joan of Arc.

If you'd like to give this a go, and don't have the benefit of the board game, then rejoice, because they made a very good video game conversion of it - the demo of which you can play for free. Which I highly recommend if you have a bit of spare time to hand. Go. Do it. Download it !

Montjoie ! NoBlog Link Montjoie ! The PC version of the Joan of Arc board game.

The second new to NoBoG game this week was Brew Crafters, an unabashedly pure Euro game without a single element of randomness and a good deal of worker placement efficiency all about making your brewery the most renowned brewery of craft ales and beer malarkey in the land.

Brew Crafters is I think something of a sleeper of a game - it has largely slipped under the radar and yet has some solid gameplay and design, and many that have played it compare it to Agricola with a different theme. Which is no bad thing given what a great game Agricola is.

The crafty Brew Crafters
Brew Crafters despite the comparison to Agric is very much its own game. There are certainly elements that are inspired from Agric - such as the worker placement market board which has players place meeples one at a time on exclusive spaces that either reward materials or a certain action, and where spaces that aren't used have their resources accumulate turn after turn. And with each player also getting a brewery mat to play on in which they can upgrade buildings or build new ones, plant crops in a farm, and process ingredients into beer, there is a little hint of the Agric farm there too.

The game overall however is a fair step away from Agric - there are no mouths to feed here, and you wont be earning victory points from how fancy your brewery is. Instead the meat of the game revolves around the brewing of beers - each of which requires a different spread of ingredients - which nets you money and reputation points. Money is important - without it you will incur debts that give you negative reputation points ( effectively there is a direct one way trade of Victory points to money ) - but crucially at game end is worth nothing towards your victory. Only reputation counts, and reputation you get from your beers.

So far, so simple. Get ingredients. Process ingredients to beer. Profit.

Except. There are a barrel full of ways to do that in Brew Crafters. Whether you choose to bust out simple ales in mass production, or go for the more difficult brews, or even tamper with the brews as they get processed, there are many ways to pick up points here - all of which start with brewing a beer, but end in a whole bunch of different ways. Along the way you might decide to invest in technology to help you on your brewing enterprise - and also end up earning you extra reputation for the different beers you have. Or do you expand your building infrastructure. And if so what. And when ? And can you cover ingredients ? Or the cost of running all your choices ? Tricky. There are many lovely interleaved possibilities here, from producing your own stuff, to expanding storage size, or just employing someone who makes certain action spots more compelling for you, its pretty much always the case that there is more than one way to do anything in the game, and part of the challenge of the game is figuring out what actions you can get for free by doing other things, and the timing of everything to come together nicely.

Brew Crafters - can you run a better brewery ?
The game sets up in a basic mode - which to be honest comes across as something of the same weight of Agricola if not a tad heavier - and leaves it open to players to integrate a host of advanced options that only further muddy and complicate the waters. You can actually see a good reason why this game has done that - muddying those waters too much could result in an absolute brain melt down for a new player as they make a bunch of wrong decisions and crash out to a spectacularly bad finish.

The game also has a pretty decent replay value going on here - as there are a number of beers to brew, only nine of which are in any one game, and there are a number of skilled workers you can pick up, against only nine of which appear in any one game, that can radically alter what you can do in a turn.

We played it with five at NoBoG after a late start, and even with a rules session and a table full of new players we were finished in under 2.5 hours. Everyone seemed to really like it - Sam said it made his brain hurt, the Agricola inspiration was apparent to those that had played both, and there seemed to be the rather blasphemous opinion that Brew Crafters was actually more compelling theme wise and somewhat more satisfying as you chucked brews down your production line and stacked them up as your victory points. It's fair to say I think that everyone except me ( four games under my belt ) had trouble brewing, and there was something of a learning curve going on as to what worked well, and oh crap, I've just burned all my ingredients in a pointless action. Both Joe and Sam did quite a number on taking ingredients and then dumping them straight in the bin.

Is it a great game then ? That depends on who you are and whether you like your hardcore Euros or not. The theme is nice, but ultimately you have to at least like your Euro style games to enjoy this title, and I can imagine a whole segment of the gaming market that will run screaming from its uncompromising demands for efficient responsibility. Secret Hitler it ain't.

One of the many Can't Stop editions.
Elsewise in the house the old school classic Can't Stop got a play, another old school game, Settlers of Catan saw table time, James played some Castles of Mad King Ludwig tucked away around the corner ( he must like it round there, he always ends up there ), and the Euro distinguished Keyflower made it back for one of its irregular visits under the guidance of David and Chloe.

I missed what else was going on - and epically badly managed to miss what was being played on a table less than 6 feet away from me -  as I was kinda distracted by the filming and guiding my table through the finer points of brew crafting.

There was some epic and raucous Secret Hitlering going on at the end of the evening - Lewis turned out to be a Fascist again, and Luke a gleeful Hitler, with Team Evil Regime going on to secure the win. Luke was very buzzed by the whole experience and declared Hitler to be the best role of all and the game to be better than Resistance. Uh huh.

I failed to get quite enough people together for a decent second game of Secret Hitler, so this week I skipped it, and we busted out Cheaty Mages instead which hasn't seen table time for quite a while. Pete's first try at this game ended up with him being the cheatiest of all cheaty mages with some unbelievable goblin pumping that saw him cruise to a win. Seeing a goblin beat out both a Dragon ( highest creature ) AND a demon ( second highest creature ) AND a dark elf ( fourth highest creature ) in a single round is pretty amazing. Cheaty Mages is a nice little filler if you've never seen it or played it, a betting game where you subtly, or not so subtly cast hidden spells on the creatures to help or hinder them in their goal of being the strongest on table at round end.

Also some news about space at the Mash Tun, I'm not sure if it's a weekly thing again, but the recently cleared upstairs is now playing host to the Salsa dancing lot on a Tuesday - however, it's possible from a space overflow view that the Gin Palace could  be opened up if we need it - Luke did offer at one point, but an extra table was all we needed in the end.

Saying that, numbers are consistently steady at the moment in the mid 40's, ( 46, 47, and 45 respectively ) not an exact science however as we are getting some people in late, some people leaving relatively early, and some people coming in very late indeed !

Settlers of Catan. For many the game that kickstarted the second golden age of board gaming.

Keyflower

Jungle Speed. Or possibly beer mats and a candlestick holder. Hard to tell.

Tuesday, 18 August 2015

The Return of the frakkin' Toasters

Monika bounced excitedly up to me clapping her hands.

"Did you bring it ???!" she asked with a big grin.
"Yessss... but... it's kind of late, not even set it up yet." I answered unconvinced
"Well, where is it ?! I will set it up. Quick !" she replied with boundless enthusiasm.

I gave her Battlestar Galactica and left her and Voitek to it whilst I made sure everyone was sorted with a game.

So this week, Battlestar Galactica once more sailed the deep black with just about all the expansions spread between five players - two of which were toasters, the evil cylons.

James is pushed out the airlock. Don't worry, he's not
human, he's a fancy hoover. With murderous tendencies.
I called Monika and James out on being evil from near the start - a few slips of tells made me suspicious, although Voitek also had a couple of slightly dodgy calls at the start of the game, but, to me, Monika and James were clearly Not One Of Us. And that despite me playing the ever suspicious Baltar, and Voitek playing the equally suspect Boomer.

Whatever it was, the case against James and Monika seemed quite compelling and Richard IV early on obliged the rumours by pushing James out of the airlock. There was a little debate about whether to push Monika or James out of the airlock, in the end it was James. We had made only a single jump of distance one, we had barely started, and one of our number had been spaced. Forcefully plunged into the pitiless vacuum to die a terrible death.

Richard cackled gleefully. One thing playing with Richard teaches you is that he loves a bit of chaos and disaster. At least as far as board games go, he is definitely in the "just likes to watch things burn" camp.

But in this case pushing people out of the airlock was good move. It turned out the rumour mill was right and James was indeed a filthy traitor - and thus no one was particularly upset. It wasn't a human we had ejected into the void. But more like a Henry Hoover. A Henry Hoover with a remarkable capability for conversation. And murderous plotting.

And then we didn't trust Monika either. Who shortly after revealed herself to indeed be another

Battlestar Galactica ... and a new table lamp !
toaster. And we still hadn't even got half way through the game. In hindsight the debate about whether to push one toaster out or the other toaster was moot. Any toaster would have been good.

You'd think having sussed out the bad guys would be a great help to us. It wasn't. Galactica seemed incapable of jumping more than a distance of one at any time. Cylon ships piled ever higher and were never dealt with. And then the boarding parties started.

At one point I was the Admiral, CAG and President. That's all the titles. Belonging to one person. At this point I was the most important person in the fleet, everyone else was a mere peasant and had to do as I said. On the other hand, there was no way I could successfully fulfil all three roles at once. The cylons joked that I was the only person left in the fleet, hence I had all the jobs. I just like to think it was my natural leadership skills being rewarded.

In the end the fleet was destroyed, we had barely got half way, supplies had run out, Galactica was almost critical with damage, and my epic reign as Admiral CAG President was a failure. However, I also like to think that such an important person as Admiral CAG President would have had an escape plan. And a personal escape craft. And unlike the rest of humanity made it away safely. Possibly with a hidden cache of champagne.

So looking behind the curtain a bit about what makes Battlestar Galactica tick, it seems to me that the jump cards have an enormous impact on whether the game runs short, long, easy or tough. Getting a set of 1 jump cards can effectively kill you, whereas getting a couple of juicy 3 jumps can make the going a piece of cake for the humans. On reflection, cutting all the waffle out, I think the game actually just comes down to that jump progress, and little else. It also has the capability to make the game go on forever. But you could argue you don't want to look behind the curtain of an FFG game. FFG games are to my mind notoriously random in design. Whilst I enjoy a number of FFG games I could never imagine ever calling one of their titles "elegant" or "clever". Long on bling, long on components and short on.... balance, playtesting and editing. Looking too hard at the Wizard of Oz just destroys the illusion. Better to ignore it and enjoy the show.

Alchemists and another of the lamps.
And a pretty new blue table cloth !
Elsewise Nate turned up again with a choice selection of good Euros, and eventually settled on Concordia. Elliott banged out Ticket to Ride again - Ticket To Ride Marklin - which apparently is different to Ticket to Ride in that you have passengers. That go on a journey and then die. It's very maudlin. I have no idea. We also had some Alchemists, Lords of Vegas and Takenoko, where I believe Lewis took the win by a single point.

And my copy of the ever excellent Mission Red Planet hit the table, with some evil shenanigans leaving Tim and his lucrative high worth area out of luck as Dean sabotaged his scoring efforts with a secret area card effect.

Seven Wonders, Smash Up and Spectre Ops also filled out the games first up, and there were quite a few tables with just three players. The extra space at the Mash Tun means we no longer are forced to play five or six player games, but can play whatever takes your fancy with small cosy groups.

Dominant Species
James also finally got Dominant Species back to table - he's being trying for a while. Pete got off to some game stomping initial move that James was most unhappy about, but despite this the wily Tom managed to win the day - with I think his arachnids.

As well as BSG this week I also had time for a couple of games of Cheaty Mages - yes, BSG plus fillers in one evening. Madness. The end times are upon us. I am pleased to report that I won embarrassingly well in Cheaty Mages. Not once, but twice. Just to prove it wasn't a fluke. I am the cheatiest of Cheaty Mages apparently. A sentiment Sean agreed with as he watched the table - I was not to be trusted. Shockingly libellous.

Apart from the games this week we also trialled out a couple of rechargable led table lights. Which seemed to do the job ok. Personally I wasn't terrifically thrilled with them, not entirely easy to get a well lit board and keep the light out of everyones eyes, on the other hand, when they were switched off you realised just how spoiled you were with them, and how crap the light was without them. As it stands I think the lights are pretty much perfect for our needs. Light in weight, portable, adjustable and offering a good light source for the gloom. Apparently one of the lights really helped with Alchemists, allowing the phones to pick up the cards without suffering in the poor light.

We've also got a whole pile of new table cloths - mostly in blue, with a red and purple one thrown in for good measure. There are now once again enough cloths for all tables - so you can spare your board games from the unknown vagaries of pub table residues and condensing glasses and instead treat them to the luxury of a felt surface.

As ever I leave you with the gallery.


Takenoko

7 Wonders

Lords of Vegas

Smash Up

Mission Red Planet... on a red table cloth. Fancy.

Spectre Ops

Concordia

Ticket to Ride Marklin

44 if you're counting. A number of soliders down again this week. I blame it being summer and everyone swanning off for holidays. With the exception of Martin. Who was allegedly ill. I'll assume he'll be bringing in a sick note this week to explain his absence last week.

Tuesday, 9 June 2015

Sharks in the Water

If a picture is worth a thousand words, then this week, the blog is the size of a small novel.

What happened to May ? May was a blur of gaming - for those of you who attended NoBoG, you will already know this. For those of you that didn't then you can imagine that parts of Norwich slipped into a gap in the space time continuum, only to finally reappear several weeks later, beer drunk, bar snacks consumed and games played.

First off some possibly important news. The Ribs has declared that there may very well be a darts farrago kicking off in the near future held every other week on a Tuesday night and laying claim to the front half of the pub.

On busy NoBoG nights this will straight up mean there is no space in the Ribs for some of us. As we have trialled the overflow of Take 5 before, another pub like establishment a very short walk down the road and they seem to be amenable to us turning up, I propose that we just do that on Darts nights. This may mean you want to think twice about ordering an early pint at the Ribs if it turns out you have turned up only to then decamp to another pub.

It's not certain if the darts extravaganza will be a thing, but if it is, I or someone will make sure to warn people which week is dart week so you can be prepared for downing a pint in 10 minutes or just not bothering until you know where you are sitting.

Enough of that. Onto an admittedly highlights version of what has been going on down the pub in the last three weeks. We'll start with Ewan.

This week I was the table for A New Dawn; which is the follow up to Among the Stars.

In a New Dawn you play an alien alliance officer charged with exploring, researching new tech and sending out ambassadors. Hoping to colonise abandoned space stations or planets in a very 4X'y way. Competing against other players over limited resources.
 
Overall the game was enjoyable and the different aliens you can play all have their own unique feel. Not only in their special powers but in the tech available to them. As we found through our play through there are some power combos.

I can't remember who won but throughout a hard fought game In which I felt i wasn't doing well and at least I ended up not finishing in last place. Was so involved with the game I forgot to take a picture or more notes. But New Dawn is definitely worth a play if you are into 4X space themed games.
I've got you covered Ewan - New Dawn in action.

Looked cool when I walked past it. I'd like to give it a go myself. Then we have some words from Tim.

For our fist game we played Smash Up. On the night, I took to describing Smash Up as a Deck Builder without any building during the actual gameplay. Players start by choosing two teams (or races) from the selection, and combining their separate decks of cards. Our group became a four way battle between Ewan’s Time Lord-Zombies, Adam’s Dino-Ninjas, Guillame’s Super-Ape-Plants and my own band of Steam Punk-Robots.  Each turn sees the players playing one Minion Card and one Action to one of the five open ‘Bases’. Each base has a different Break point, and scores differently dependent on how much power each player contributes. What eventually transpired was a situation where it looked impossible for anyone to best Ewan and his really annoying, they just wont leave you alone, Time Lord Zombies. I had the last turn of the round, was closest to Ewan on points, but could see a way to get over the line without feeding him what he needed to win. I took quite a while (sorry) to figure out if I could do anything, eventually just playing a ‘Draw Cards’ action out of desperation. Who should I draw, none other that the female mechanic, hence forth known as Kaylee from Firefly. She allowed me to rummage in my trash for a steam-punk minigun with which to power-up my bots and  surge to Victory!

After Smash Up, Rich IV joined us fro a game of Get Bit, which sees Robots desperately swimming away from a shark in order to avoid getting eaten. Needless to say, Kaylee worked her magic and my bot emerged as the last Robot Swimming, narrowly getting away whilst Guillame’s poor mechanoid was crunched to pieces.

To end the night, we played a few rounds wild-west dice shoot-em’-up Bang! The Dice Game. I was one of the Outlaws both times, and died quickly both times, having revealed myself to be a little too eager to kill the Sherif. What can I say, Kaylee never did like guns.

Power boats !
Myself over the weeks I've got to play Power boats an *almost* old school family game with it's dice to move mechanic which was funny, cool and mildly infuriating all in one ( Punk Rich won this despite failing spectacularly in the first race and instead of actually competing managed to go off on a Broads Cruise with Hazel in a leisurely exploration of the map ),  and a good few hands of the classic Tichu, which doesn't get played enough anymore now that Jimmy disappeared from our midst years ago.

Tichu is great. If you've never played it, it's a bit like a chinese version of bridge with tricks played reminscent to poker hands. If that makes any sense. Groovy, but the kind of strict four player limit ( to play the proper Tichu ) makes it surprisingly tricky to get to table.

The very nice Machi Koro. Martin won from nowhere.
Stu also kindly taught a bunch of us Machi Koro which is a game I have wanted to try for a while but never quite got round to. Everyone agreed it was a fun simple card game, and as Stu initially described it, a bit like Settlers of Catan without the board. Buy cards. Roll dice. Earn money from the cards with a matching dice roll. First player to build all their special cards wins. Simple.

I'd give this one a big thumbs up personally, and definitely a great gateway type game for those board game shy types. Despite me urging Martin not to calculate his turn as it was just "far too complicated" and better to just roll the dice again, he calculated his turn and ended up the winner. My
Machi Koro Aerial Shot
feeble social engineering had failed to net me an opposition mistake.

Libertalia also made it to table having recently aired on Tabletop. Libertalia has made it down the Ribs on a number of occasions in the past, and it's a pretty solid fun game. Rather surprisingly everyone at the table knew the rules - either having played it before or watched the tabletop episode - so we got off to a quick start where it has to be said I was picked on relentlessly and came in a very comfortable last. Guillame was first pursued hotly by the treacherous Sam who after assuring me he wouldn't pick on me then killed a valued member of my pirate team. You were the only one worth killing he lamely defended. Curses to ye scurvy dogs the lot of you.

You can check out Tabletops own playthrough here, complete with outrageous pirate talk.


Keeping a nautical theme we also played Lifeboats, the game of sinking lifeboats and voting to see who goes in the water. Getting tipped out of the boat into the water is instant death for the poor sailor so chosen, there being presumably sharks in the water. Myself and newcomer Heather forged a very strong alliance at the start and did really well, with poor James found in a boat on his own receiving most of the "bad luck" dished out by everyone else. He had a very glum face at one point. I cheered him up by saying he'd probably go onto win it - a prescient call as it turns out.

Midway through the game I had no choice but to turf my erstwhile bestie Heather out of the boat and from that point on things went positively tits up, the great allegiance breaking and Heather swearing vengeance forever.

Uh huh.

I ended up with a reasonable score, but James was the winner, although he was picked on at the start he came through in a triumph.

Finished with Cheaty Mages. I won by an embarassingly large amount. It was all rather spectacular.

Hal flexes his game design muscles and brings along his own game.
Hal apart from bringing such cool things as Powerboats also brought along a game of his own invention. Off the top of my head this brings the number of game designers in our midsts to half a dozen. I didn't stick around to get much of a gist of the game, but it seemed to be a deduction thing, working out where or what something was.





And finally, a beer report. It's been too long. Ewan reports...

Had a nice pint from Wolfs Brewery called For Fox Sake. A beer with a witty name, dark and fruity and very easy to drink.

Thanks to the lovely Monika for the pictures. The decidedly less lovely me supplied some pictures too. I'll leave you with the Gallery.

Six player Caverna. Hardcore !

Cas$h n Gun$ - Lauren ended winner as this I think



Batman Love Letter. Possibly the best Love Letter variant ??

Wherry Room at the Ribs

Bamboo ? Gardener ? Panda ? Must be Takenoko
Lords of Vegas
"Jazz Hands !"

Lords of Waterdeep

David Chloe Tim and Ewan playing what looks like a Legendary variant



Lifeboats, the vengeful Heather pouts



Punk Rich, Hazel, Pete, Rich IV and Hal partake of Hal's game


Tuesday, 3 March 2015

Duang Good Gaming

As the internet debates whether blue is white and black is gold, and further afield many ponder what on earth the word duang means, which to be fair are the most gripping problems the planet currently grapples with, here at NoBoG we carry on sublimely unaware of such trivialities, preferring instead to tackle the much more serious and important playing of games down the pub.Without which the entire German board game industry would no doubt collapse.

As Bill Clinton was prompted to say - It's all about the economy stupid.

This week we had a raft of never seen before at the pub games on offer, starting with the very lovely Lewis and Clark.

Lewis and Clark is a Euro 'racing' game all about getting your expedition to be the first to plot a course across the North Western part of the US and hit the pacific coast based on the historical expedition that started out in 1804. Which is quite shocking to realise - that in 1804 a great swathe of the US was largely unknown. Makes you realise just how young the US is.

Lewis and Clark is a very mild deck builder, in fact so mild that I am loathe to even say it is one - but the fact is you start with a set of cards which you will almost certainly be adding to. Albeit you'll probably only add a half dozen cards at most to that hand. Each card allows you to perform a certain action, and along with spaces on the board also offering actions, allows each player to gather resources, improve their expedition and for the true goal of the game - push their expedition further up the trail towards ultimate victory.

The delightful Lewis and Clark
Hand management is crucial in Lewis and Clark - each card doubling as both action and strength, meaning players must choose wisely which actions to sacrifice as strength in order to play other actions, as cards played stay played until a hand reset in the form of an optional encampment action is called. Getting the timing of this right - as well as being able to dip in and riff from other players played cards is half the art of the game.

The other half of the art of this game is resource management. Which has a severe wrinkle in from the usual play action, spam resources, use hoarded stock. Lewis and Clark punishes you for having too many resources. Likewise you won't be able to do what you need to do unless you have enough resources. Meaning that a player must walk a goldilocks tight rope between too little and too much. Too many resources will see your fat expedition going backwards with time penalties, whilst too few will see you struggling to efficiently use your actions to set a good pace.

Hand management, tight resource control, interaction between players in first come first served action spots, duplicated actions played and a changing route that forces you to switch resource gathering strategy means that Lewis and Clark is no slouch. Indeed Mr Bond declared the game to be somewhat brain burny as you sit and work out just exactly how many resources you need, what actions you are going to play, which cards you can afford to burn, and just where every other player is right this minute.

Overall the game is lovely. The artwork is absolutely beautiful - each card is unique in art, and apart from the start deck, every single action card is also unique in function. The game is steeped in historical theme - all the characters within it are research and accurate, and as for the mechanics of the game - they really are very well done and a step up from the usual. It must be said one important errata has been published for the game - nerfing an otherwise spoiling strategy of sitting on your arse at the start, ignoring penalties and accruing ever more crap for a single devastating burst of speed.

Highly recommended - Mr Bond won an otherwise incredibly close race with a final burst of speed taking him across the finish line to setup camp first on the pacific coast.



Sam II brought along the next new thing  - Super Motherload which is all about mining. Why it's not called Super Motherlode I couldn't say. Perhaps it's an illiterate publisher, or perhaps they are making a very clever point - so clever in fact that it seems dumb. Or perhaps because it loads. As in computer game loads.

Blurry shot of Super Motherload
Super Motherload is a fairly simple deck building game where the results of your playing your ever improving deck are placed on a community board that represents you digging ever deeper into the surface of Mars. Play a bunch of cards to mine some spots on the board, get rewards for mining those spots, use those rewards to gain new cards. Rinse and repeat. Along the way win victory points for achieving various goals - the first to use four cards to mine, the first to dig a four length tunnel and so on. The small wrinkle here is the community board which allows all the players to interact in the same space. If one player digs deep for a reward the next will be able to mine from their tunnels to get somewhere else - thus you need to  not only keep an eye out for what you can achieve, but also what you might be offering to others by doing so. There's also quite a nice board revealing malarkey going on, in that you can't actually see the lower depths until you've completed certain aspects of the current depth - the person that achieves completion gets a small advantage in being able to pick exactly what the next depth will look like, even though its a binary choice.

Spot the difference - Super Motherload artwork
The artwork is sumptuous albeit somewhat wacky in style. I can pretty much guarantee that looking at the card art will not in any way give you a mining vibe. It might give you a 1970's cop show vibe. Say, CHiPs for those of a certain vintage. But mining... not so much.

The game actually looks quite fun in an easy going kind of computer game mimicking type of way - and that's no surprise as the game originally started life as an easy going laid back computer game available for your console and pc couch gaming. I failed to get the opinion of those playing it at the time to see if it was as cool as it looked. I suspect the computer game is more varied and cool, and the board game is slower but more social.

The last newness was taken with the world premiere of Orctions a game that Elliot has been mulling over in design for more than a decade. I have no idea how the game plays. It has auctions. With orcs. But what can be said is that it attracted 8 players who all seemed to have a fantastic time playing it, and such was the good vibes it generated that Lewis became an instant evangelist and is not only buying it as soon as its released but was promising to go to the UK games expo to help with its launch. You can find out more about this at the somewhat in development orction website http://orctions.co.uk/

Pandemic. Going well ? Maybe not...
Elsewise the G man was in the house again - this time playing Libertalia, Ra and something else which I forget with the ever diplomatic Stu. Stu's group kindly played a filler game of Forbidden Desert as a kick off game to allow the late arriving G man to join in.

Betrayal at House on the Hill had a return play, having been absent for sometime, with a Frankensteins monster being burnt to death - again. It seems Frankenstein isn't so hard to put down in Betrayal.

And finally Pete got Lord of the Ice Garden to table again, this time with Tom and Rich IV providing competition, of which the wily Tom gained victory.

Lord of the Ice Garden. Pete didn't win.
I think he subtly blamed RichIV for ending the game too early.
Know Your Players - Rich IV is not beyond delighting in explosive suicide
Filler type games and other things rounded out the week, with an impressively strategic Sam II pulling a great victory in Saboteur as he got all the Saboteurs to help him out - having early been thoroughly sabotaging, only to turn the tables at the end to reveal the gold and himself as a good guy - not a saboteur. Sam put this down to actually not looking at his role card until most of the way through the second game and thinking he was a Saboteur when he was not. Regardless of this it allowed him to place the winning tile and grab the lions share of the loot. Perhaps hes hit upon a great, albeit risky, counter saboteur strategy - pretend to be one of them until you can lay the winning tile.

Blockade Runner. Hazel contemplates the awfulness going on.
Never mind. Cheaty Mages afterwards was much better.
The week before that ... Hal brought a never seen at NoBoG game to table - Blockade Runner, a game about shipping cargo into the Southern States during the American Civil War. I'm not sure what it is with Hal but he seems to have a penchant for some really obscure games - which certainly does make an interesting change to the usual faire.

I'm not entirely sure what goes on with this game, but suffice to say its something of a Euro with a map of the Southern US, some auction mechanics going on, deliveries and some card play.

I have to say when I looked over at this game the thought crossed my mind that I hadn't seen such a drab board since the 70's. But all that glitters is not gold and all that. Unfortunately when I asked the players what the game was like, Hal was first in with a single word - abysmal, and everyone else followed with milder but equally unglowing terms. Unfinished. Nice ideas but doesn't quite work. Needs refinement. And so on. Uh huh.

Walk like an Egyptian... Imperial Settlers
I got to roughly teach a group how to play Imperial Settlers. Which I am really liking and wouldn't mind picking up for myself - we were playing with Mr Bonds copy. Netrunner Sam who is something of a 51st state veteran quickly picked up the game ( the games being by and large the same thing ), and with a strategy of large card flow went on to a good win with the Romans, with me trailing a dozen points behind, and Stu and Nicky a good 20 points behind me. With a little kick here and there I'm sure I could have taken it, but as the Egyptians I was fannying around with stone and building funny monuments - no swords to be had.

Cash and Guns 2 - Lauren Birthday Edition
At the other end of the room Lauren brought her birthday copy of Cash and Guns 2. And engaged with a full group in an extra noisy game of gangsta shooting and looting. Pandemic got a play upstairs. As well as Powergrid. And possibly some other stuff I really cannot now recall....

Fillers, Netrunner Sam busted out a new game to me - Cheaty Mages. Which is a pretty basic bet on the final result of a card type game - where every player gets to - mostly - secretly dick with the value of the result. This is a nice filler game with a high level of interaction and table backchat - as most filler type social games are wont to do. I'm not sure its classically cool enough to be up there with the greats, but it is a solid filler and a welcome extra choice in the field of quick high player social games.

The classic Powergrid still doing its thing.
Guillotine is having something of a ... *cough*.... renaissance, and with a few copies floating around is being played quite a bit. Simultaneously on two tables at one point. So thumbs up for guillotine. And well done Tim for introducing this quiet winning game to everyone.

Whilst everyone seems to be on a guillotine love in, Hal for one still hates it. It fills me with rage he confided. I am not sure why this is. Perhaps he has some French Nobility in his genealogy and still harbours a grudge towards the filthy Robespierre. He does have a liking for fancy wines. So maybe there's something in that.