Showing posts with label Coup. Show all posts
Showing posts with label Coup. Show all posts

Sunday, 24 April 2016

Crafting brews with a furious Dracula

A much smoother NoBoG this week. With the upstairs at the Tun all sorted (ish), far less furniture hauling going on ( but still some ), the serious business of gaming could proceed without worry. And what a great week of gaming it was !

Fury of Dracula. Pete reprises his role as the Count.
Third edition Fury of Dracula was back to table again this week, and this time game owner Hal actually got to try his own game out for the first time pitting wits against the wily Count Peteula. The game ran long again with Pete managing to fairly easily elude his pursuers, mostly first time players allowing the arch vampire to slip between the cracks of pursuit and ramp up points to a victory. I suspect splitting player turns into two turns of one action each, compared to the old variants of doing two things at once can push the game long if you have players that like to think about it. Nevertheless the 3rd edition seems like a solid game, and if you've been on the fence about it in the past, this edition is definitely worth a look.

Brewcrafters. David blasts to a win with all the assistants.
David brought Brew Crafters along again, this time managing to secure a good win by picking up a strong set of synergising specialists and ingredients pulls meaning he could brew the complex beers without breaking a sweat ( particularly neat as everyone else had focused on self sufficient yeast production meaning he could reap a whirlwind of benefits from a glut of unused yeast on the market ). Richard IV tried the not entirely easy to pull off mass production of shit low requirement ale, but failed to get any hops infusing extra victory points in on the action and coasted to a lack lustre finish. This game continues to get a good buzz about it, and more interested eyes are turning its way when it is in play.

Also upstairs Isle of Skye got a request for a play, my copy seems to slowly be doing the rounds and for good reason. I think in hindsight Isle of Skye has to be my top game of 2015, it ticks more good design boxes than you can shake a stick at and hits something of a nirvana of a very nicely thought out light to mid weight game. Co-designed by Alexander Pfister, this designer is starting to be one of my favourite designers - he also did Port Royale, Broom Service and Oh My Goods ! amongst others. You can read up my initial run through of Isle of Skye in the earlier NoBlog post here - http://norwichboardgamers.blogspot.co.uk/2015/09/card-drafting-heaven.html

Talking of Oh My Goods ! that I enjoyed last week but slated for being a raw RNG fest, it seems I am not the only one that thought that as a 2.0 set of rules has been released for the game that sees an overhaul of the mechanics designed to mitigate a lot of the unmanageable randomness in the game. As well as that a few tweaks on top of the RNG handling ( mainly to nerf the power of the ridiculous take an extra card building ) promises to make the game a much tighter and satisfying experience. Alex Pfister has defended the first set of rules as being "more open to casual gamers" and that the second set of rules is more for the "experienced euro gamer". Mmm. Ok. Sure. Although I kinda suspect the first set of rules are just plainly not that good - casual gamer or not. The 2.0 rules certainly do not bring in any further complexity to the game. Just ways to mitigate the RNG ( by discarding and refreshing your hand - something even the most newbie of casual players would appreciate doing instead of being stuck with a hand for the entire game that you can't use ).

I look forward to giving Oh My Goods ! another run - this time with the (proper?!) 2.0 rules.

Funnily enough, after Isle of Skye I played Port Royale. To make it a Pfister evening. A Pfister evening ? Hmm. Doesn't sound the kind of evening you have in polite company. Anyway. It was great fun. Mick managed to trawl the unlikeliest of odds by failing to score a single game winning point in his own turn - instead going bust - and seeing Chris gleefully securing the win instead.

Betrayal at House on the Hill. Part of Bens send off.
This week also saw the old NoBoG favourite Betrayal at House on the Hill return in style with two simultaneous games of this getting to table. Ah. It's like the old days back at the Ribs. Betrayal played every week, sometimes on two tables in parallel. The slightly awkward passing of the ostracised played out in the badly lit bit of the pub in the stairs / deck / corridor reading up on their scenario rules for just what kind of a betrayer they are.

Of course Betrayal savant Luke got in on a game, by his own reckoning he has not only  played all the scenarios, but played each of them multiple times, and also Ben got in a game after requesting it as his final NoBoG game. As previously noted, Ben, one of the intrepid Mice and Mystic regulars, was due to head off to Japan at some point and that time has finally come with him departing to stay over there for the next four years to make interesting observations about water. He managed to squeeze in a couple of games of Coup after Betrayal followed by possibly one of the best sessions of Secret Hitler I've seen, fascist turning on fascist and Hitler getting confused by all the fascist internecine fighting going on shooting one of his co-conspirators ( Ben as it happened ) in the face. This marks the second time that Pete - as Hitler - has done far too awesome a job of appearing liberal and has harmed his fellow fascist team. An awesome game, and a great send off for Ben.

Old school with Carcasonne
In some news that's sure to excite the hardcore Betrayers, it's been recently announced that a new expansion of Betrayal is out soon with a new set of 50 stories and some extra tiles including a roof area for the house. Which is about time !

Elsewise on Elliot's table they were getting all old school with Carcassone ( *cough* the inferior version of Isle of Skye ) and Lewis put in a hugely theatrical turn whilst playing Aye Dark Overlord ( which is as rare as Hen's teeth to try and obtain these days - I think Martin might have brought it along ) as the Overlord, chewing out his minions over why they had failed.

I think we might have found Lewis' true calling. Dramatic Dark Overlord.

Sheriff of Nottingham. Lewis is digging being the Sheriff
Which is possibly slightly better than Secret Fascist. Maybe not. Prior to this Lewis had been warming up his theatrics with a game of Sheriff of Nottingham and really getting into the part of Sheriff.

James got another play of Village, his £3 bargain bin charity shop find, but has come to the conclusion that the game is just "alright" and will be putting it on his trade list. Still at £3 you can't go wrong. I can't remember anyone ringing the praises of Village, it did seem however to be an acceptable Euro when it first came out. I've never played it, all I know is you can score points by killing people.

Upstairs with Terra Mystica
Lords of Vegas and Terra Mystica were also back at table, Terra Mystica continuing to sustain its renewed NoBoG life, and Nate was with us again for a second week running this time playing Mombasa. Which. Bizarrely enough. Is yet another Alex Pfister game. All Pfister. All the time at NoBoG !

This week was also the inaugural week of NoBoG Mondays where we started trialling NoBoG on a second day of the week. Despite the weight of democracy coming down on Mondays as the choice day of the week, only six hardy NoBoGers turned up on Monday for some gaming. Six people on two tables was all very old school NoBoG. Back in the days where you didn't need to wrangle people into games, or do shout outs, organise people or find tables and chairs.

So Monday was all very civilised. Richard IV finally got his epic set of all things Dominion to table - where he proceeded to do the dickish tactic of making everyone mill through their decks via Saboteur, and over on the other table they played Terra Mystica.

We finished up with some fillers of Divinaire ( which, naturally, I won, because I am always the bestest psychic of them all, and Richard IV managed to finish on negative points thus giving him the very firm career advice that psychic was not in his future ) and also Pandemic Contagion. Pandemic Contagion was new to me, a competitive quick filler from the Pandemic world based on you trying to infect ( instead of cure ) as many places as possible, and grab more victory points than everyone else. It was an enjoyable game, but to my mind the game is, if not broken, then almost not a game. Your choices are not well balanced - there is a single obvious strategy to adopt, and final gameplay is a very arbitrary slam dunk kind of gameplay where you can wrap up scoring cities in a single turn. The game practically plays itself once you are fully invested, and you can't help thinking that the game needs some serious tweaking to give more meaningful choices a chance, and is kinda broken the way it is - for casual players though who aren't looking at optimising their choices, it's arguably a nice game. Woe betide any serious gamer who sits in with them however.

Next NoBoG Monday promises to see more people turn up. If the irregulars of NoBoG are to be believed. Plenty of people were either a) surprised there is now a Monday to play on, and of course I will turn up on Mondays now as they are better suited for me and b) fell asleep at some point before 7.30pm and missed the start. All very Boom Town Rats sleeping the whole day through.

Some more table and chair money was generously donated this week, and with expenditures on a total of 14 new chairs and 1 table this week, the NoBoG fund stands at £68.53.

More Betrayal. With apparently some Love Letter and cutlery thrown in. Luke is getting desperate to keep the game fresh.

Lords of Vegas

Village

Mombasa

Tuesday, 19 May 2015

Forty Two

"What do you get if you multiply six by nine ?"
"Six by nine. Forty Two."
"That's it, that's all there is."
"I always thought there was something fundamentally wrong with the universe."

Ford Prefect and Arthur Dent on the supercomputer Earth.

Busy - Dead of Winter, Lewis and Clark and Kemet
My hunch that last week was going to be more quiet turned out to be utterly wrong. So much for hunches. And eventually we had 42 people attend, including a post Netrunner playing G Man and Pete.

James with a mind to bringing some titles more suitable for any board gaming newbies that turn up brought along Thief of Baghdad, a classic Queen title that for me has a feel not a million miles away from the other Queen classic Alhambra. Whether it's because of the simplicity of shooting for your colours, or the fact that the publishers are the same, and therefore the production values are very similar, or that it has a similar theme going on, who knows.

The game is very easy, play colour cards to get your thieves onto table, or shift guards and thieves about - get enough thieves in an area and you can steal the treasure. First to X treasures wins.

Thief of Baghdad. A nice early era gateway Euro
Myself, James and Nicky gave the game a run - about as far away from newbie board gamers as it gets ( you know you're in trouble when James is the youngest person at the table ) - and had a blast playing this old gateway game. I spent too much of the game dicking with other people - I like screwing with carefully laid out Euro plans - and James was somewhat intent on doing the same to me. Nicky sensibly concentrated on getting the game winning chests of treasure, and ended up pilfering her quota of stash first and taking the game.

A lovely light little classic game, very much in the early euro era, and probably something you could bang out with the family and those that are not conversant with the edgier reaches of board gaming instead of say playing Monopoly.

Rally Man got on a play on the other side of the room, leading me to immediately want to custom paint the tiny cars, and Ewan has a report on how that went with some pics from Tim.

Tonight myself (Ewan), Owein, Tim, Hal, and new comer Heather sat down to put the pedal to the metal in the racing game Rally Man. Rally Man is a game about getting the fastest time over several rally circuits which are created by the players.

Each turn players choose how fast or careful they want to go round the circuit by choosing a number of dice representing the gears they want to either go up in or go down in. The gear the player finishes their turn with earns them the time assigned to that gear, so finishing in 5th gear equates to 10 secs while finishing in 1st equates to 50 secs. However you can’t expect to stay in 5th all the way round as there are plenty of tricky corners that require slower gears in order to go round safely; so careful planning and thinking ahead is required to get the fastest time overall.

When rolling the dice it is all about managing luck, as if you roll 3 hazard symbols it could spell a nasty crash and not only more time added on but also damage to your car. You can choose to roll all the dice at once; giving you some nice bonuses in time saved but could be more likely to crash. So with all that in mind the 5 rally drivers took to the wheel of their cars and sped along over 3 circuits.

During the first circuit I tried to save some time and take a short cut over the corner and suffered a puncture which would have led to the slowest time if it weren’t for, as she became known as the entertainment crew, Heather crashing; adding a minute onto her time. Tim finishing the fastest with a respectable time of 1 minute 46 seconds, with Owein and Hal not far off the pace. Onto the second circuit which was both longer in distance and a lot more strenuous hair pin corners. This circuit showed us its dangers with all but myself crashing at least once; Heather managing to puncture 2 of her tires (how the car actually passed the finish line is a mystery) and Tim damaging his car by crashing into a tree.

All of this allowed myself to not only catch up but to over take the leaders and come in with the fastest overall time, closely followed by Owein and Hal. But it was all to play for in the final circuit, which introduced snow on the tracks. Tactical decisions about whether to switch onto snow tires or stick with tarmac (each having advantages and disadvantages).

It would soon become apparent that those drivers, who switched to snow tires, although slower on the tarmac, were able to speed along the snow as if it wasn’t even there. Heather crashing again, and Tim struggling with damage on his car from the previous run in with a tree, both struggled and overall finished in 5th and 3rd respectfully.

Coming into this circuit it was my race to lose and with Owein putting in some fast times the pressure was great. However keeping my cool and flying over the final jump across the finish line it was myself who blazed into first with the fastest time overall of 8 minutes 24. The crashes of the previous circuit had there toll on the others with Owein finishing with a time of 9 minutes 45.

Overall Rally Man is great racing game and the theme comes across extremely well with lots of tension at every dice roll. Managing the risk with the dice rolls and forward planning (with a little luck) is what this game is all about and a game that everyone seemed to enjoy.

Punk Rich was back in the house this week after a prolonged hiatus, and their table chose Nexus Ops to fight over - which is an ameritrash dice rolling bonanza with skirmishing aliens. Basically Axis and Allies on a really small map with an Alien theme. Or if you've never heard of that, then Risk with bells on.
Nexus Ops. Beware the treaties of Rich and Pete

I felt a little sorry for Hazel having to put up with the shenanigans of Rich and Pete, I suspect she'd probably have liked Thief of Baghdad a bit better, but they all seemed to enjoy themselves, and afterwards they joined us for a game of Spyfall.

Downstairs Sam I put Kemet on the table, with Med Ed returning from his jet setting to join in - if I recally correctly Med Ed always seems to get in on games of Kemet, and is rather a mean hand at the game. Next to them Lewis and Clark got played Joe has some words on what they got up to

This week myself, David, Elliot, Tom and guiilame attempted to reenact Lewis & Clark's trek across America which had never been done previously by anyone, ever... Honest. Elliot got wood, LOTS of wood. But I managed to pull of the victory by harnessing pure beef power (with a little bit of horse in the mountains, but if its good enough for tesco...)

Then we played a couple of quick hands of coup, I won one and David won one (I think, or maybe it was Tom). Not sure I really like coup, its ok, but I think its over just as you're getting started, might have to try it with reformation at some point to see if that improves it.

Uh huh, I will chime in and say I don't much like coup either - it's ok, but eh, I dunno, takes a bit of a werewolf recipe, mixes, comes up... short. There's just not a whole heap of cleverness or deduction, it's a pure bluff, which is fine, but there's not many dimensions to the bluffing either. You could argue that Mascarade has exactly the same problems, except the key feature of not knowing who you are either injects a lot of humour and double bluffing into the game.

Lastly Dead of Winter clawed its zombie way through the cold, I think they managed to tank the colony once and so started over again - but that wasn't looking too rosy either when I looked.

Peeking over the shoulder of Lewis at Munchkin
Castle Panic also got a play with Chris bringing it along and getting a reasonable table of 4 together.

And possibly the longest ever game of Munchkin was to be had - a 3 hour marathon session of munching, of which Sam was branded the winner. If there is such a thing after 3 hours of munchkin. I think technically everyone is a loser. Sam was the least losing of the losers perhaps. He didn't look entirely chuffed with his win it has to be said. I suggested some T-shirts should be made with "I survived the 3 hour Munchkin game" emblazoned on them.

The Exclusive Munchkin T Shirt. Available nowhere.
Some other fillers made their way to table, Port Royal was squabbled over - Nicky won this too, giving her a clean sweep of wins for the evening.

Finally we finish on The Gallery with thanks to Monika for the extra pics - who seems to think that the Ribs of Beef landlord has made it into Dead of Winter. Cue soothing gallery music.

Dead of Winter - debating who to eat next no doubt

Rally Man

Lewis is happy with his munchkinning

Lewis and Clark
Chris and Lauren laugh at dying things in Castle Panic

Kemet, Sam looks disconsolately on his Egyptian forces
Dead of Winter trucker or Ribs of Beef Landlord ?
Sparky as ever kicking ass and taking names

Previous weeks, 32, 36, 39?

Wednesday, 3 September 2014

Tastes like.... Pork !

Tom informs me that this week marks the 7th anniversary of NoBoG at the Ribs - seven years since the regular gaming evening was moved to its new pub home. Of those that were first among the attendees few are left as regulars - Mr Bond and James ( who of late has been turning up almost every week bucking his usual turn up once a year trend ) are the oldest of the old timers left, with everyone else following in poorly remembered chronology with sentences that inevitably start with "well X was here when I started coming, but I was before Y".

But enough of the past, this week we had a delightful 27 turn up who after a chaotic start all got to sit down and play something.

Mr Bond brought Wallenstein, a light Euro wargame covering the 30 years war of the 17th century that as part of its schtick employs the fabled cube tower. Originally released in 2002 ( and now something of a classic ) the game was one of the first - and one of the few - that uses a clever cube tower to resolve conflict. Dropping your army cubes into the tower - some come out the bottom, and some get stuck.
Wallenstein - The cube tower lurks in the background

The person with the most out of the bottom of the tower wins the battle. But of course - if you were unlucky and got plenty stuck, the chances are they will pop out again in a later battle - hopefully when they do you some good.

A group that is best described as the "old farts*" got to play this, James, Punk Rich, Pete, Tom and Matt ( Mr Bond ), huddling in the corner and generally jeering at anyone that got close. Pete being Pete immediately launched a Non Aggression pact with the ever amenable Rich, and the two romped on to a strong lead. In the end Rich pipped his Non Aggressive partner to the post and conquered all, or at least was slightly less of a mess at the end than everyone else. James and Tom put on a very strong show for competing for woeful last place and didn't seem to do well at all.

On the table over Freedom : The Underground Railroad got a play - a game I have never seen in person, but have heard a few controversial rumblings about - and despite James sneering at "not another bloody train game", the game in fact has no trains at all and instead is a Euro that deals with slavery in the US and the efforts of the abolitionists to smuggle slaves out of the Southern States of America and into Canada. During the nineteenth century whilst America either tolerated or even encouraged slavery, Britain had outlawed the practice, thus leading to Canada - a British colony - being something of a haven for runaway slaves. Helped by sympathetic abolitionists an underground resistance sprung up forming a network of secret routes and safe houses designed to free slaves.

Slavery in the US, the arguments of which were
one of the main contributing factors to the Civil War
Some find the the slavery theme a tricky even controversial subject to base a board game on, however the game itself is co-operative ( thus no one gets to play the possibly ultra controversial slave catchers ), with all players trying to free slaves and change the political outlook to stop slavery for good. The struggle of the game is to manage the movement of an ever appearing stream of slaves ( or else they are lost and count towards a defeat ), spending cash to support the abolitionist cause, and of course evading the slave catchers.

Ewan reports that the game is one of the most discussion based and thoughtful co-operative games he has played and gave it a thumbs up. Not sure whether they succeeded in their efforts to make enough of a difference to end slavery.

On the last table downstairs Dave took a hit for the team and taught a bunch of newbies the finer art of Archipelago + Expansion - an Archipelago rules explanation is not for the faint of heart. Well done Dave. The game proceeded better than in previous weeks and seemed to be going well at first, but with some decidedly aggressive and unfriendly cards about ( I saw slavery in play ) the underhand Nate managed to throw the islands into turmoil and caused enough unrest to secure the Separatist win. They followed their dismal Archipelago management with some Camel Up which rather unbelievably saw four out of five camels all cross the finishing line at the same time. Ewan has a nice pic of the impossibility on twitter.

Upstairs Betrayal at house on the hill got a couple of plays with an initial quick victory for the bad guys ( sometimes it happens ), Takenoko with its panda and gardener was munched to victory by Lewis, who then proceeded to play the felinetastic Kittens in a Blender, Coup and then Werewolf.

Lastly I got to play Dead of Winter - and this time it was a much harder undertaking. The game once again highlighted the brutal callousness of the players with poor "Fat Earl" who threatened to eat all our supplies instead finding himself knocked over the head, chopped up, and served as dinner for the next couple of days. He tasted like greasy pork. Almost like pork according to the description. Long pig for dinner. Grim. Turn 2 and we had already descended into cannibalism. Lee spent the entire rest of the game denying it was human flesh and instead referring to the choice cuts of Earl as a "nice bit of beef". At this point it was unclear who were the flesh eating fiends as everyone was a flesh eating fiend. But some of us had stats. And some were just "zombies".

More dark and dubious actions followed - ignoring the children in the gas station and letting them fend for themselves rather than help ( there was some talk of eating them too - "veal" ), and the school principal who being accosted by more children who had turned feral in the school, started hitting and shooting them instead of saving them. "Kick them in the face !" was the gleeful cry of Richard IV. For shame school principal. Oh how quickly civilisation falls when the undead rise.

As time went on and the zombie numbers grew, a few crucial crises were fluffed and accusations of who was to blame for the mess circulated the table but only finally built to a crescendo near the end of the game. Players started acting weirdly and instead of killing zombies - our objective - people were searching and declaring that they would never give up their fuel no matter what. Dark mutterings issued, and the spectre of Exiling raised its ugly head. Richard IV - unbeknownst to us the actual filthy betrayer - was very keen to exile any of the ( non betraying ) players, which in hindsight should have been a minor tip off, but the vote was somehow forgotten in a scrabble for food, which Richard helpfully tanked again, causing a rush of zombies to invade the colony and eat everyone alive.

The game ended and no one had won.

Unless you count the zombies.

Not even the filthy betrayer Richard had won. He hadn't quite got enough guns when the colony was overrun. Serves him right.

I personally had failed utterly - I had to have more followers that everyone else, and managed to finish with only a single person. A cook. Who had spent half the game doing nothing but cooking and cleaning and receiving the unfair accusations of being a betrayer ( admittedly at one point I managed to cook some very dubious stew and poison someone with it, but hey, what can you do, its a zombie apocalypse ). The mad Mall Santa I also had, dying of frostbite in the hospital, was saved by a fellow survivor, only for that survivor to get bitten by a zombie as he rummaged in the ruins, turn bad, and bite poor Santa's head off. Bah.

Having now played properly with betrayers, and in a five player game, even a single betrayer is a major pain in the backside. Crises get failed, and it can be difficult to figure out just who is being an unhelpful ass. Exiling the wrong person is really a very bad thing and can make a new enemy out of a friend ( your objectives can change when you get exiled ). With less players the betrayer has to be a bit more careful - but with five all spraying cards around, a bad card here or there is hard to catch.

Explaining this game to a friend recently he offered that it was like Battlestar Galactica. I thought about it and considered it to not quite be the same deal, but, on reflection, I think Dead of Winter is indeed pretty much Battlestar Galactica with a few tweaks and some of the expansion extra rules thrown in. Players get to use unique characters with unique powers - get to contribute helpful or harmful cards to crises in secret, move around a limited number of locations to find things to combat crises or work towards the final goal, players can be betrayers or not ( cylon or not ), resources need to be kept up - morale, food - to prevent the colony being destroyed, zombies ( cylon raiders ) need to be kept under control and always hover around the colony, people can get exiled ( cylon revealed ) and lastly, everyone has their own objectives to fulfill regardless of whether you are good or bad ( this is an optional set of cards in one of the BSG expansions that gives everyone certain conditions to fulfill ).

The balance of a few things is different, but I think its pretty much a rework of BSG. But shorter. And less clunky.


Lastly, if you haven't seen it on the NoBoG twitter feed ( you are following the NoBoG twitter feed right.... ) fellow NoBoGian Dean has written an article pondering the greater landscape that is contemporary board gaming. You can read the first part right here.


PS. Punk Rich - Wallenstein was not the first game to use the cube tower. As I suspected there was an earlier game Im Zeichen des Kreuzes.


* Not necessarily terribly old - except for Tom - but certainly old enough to remember when NoBoG was all fields, was lucky to have 8 people, and popular music had a decent brass band section / hippy-esque weirdness.

Thursday, 12 June 2014

Sad looking doodahs

Varied games on offer this week at the Ribs, one table indulging in nothing but fillers all evening ( those games that are typically lighter and can be played in 30 minutes or less ), with many of the  tables busting out at least three slightly longer but still pretty quick games.

A couple of longer games did take place - both card games, Blood Bowl Team Manager, which surprisingly lasted all evening, and Arctic Scavengers. I am unsure how they made Blood Bowl Team Manager last 3 hours plus - I actually thought they had played it twice.

As for everyone else, we got to see Quantum, Race for the Galaxy, Havana, Royal Palace, Coup, Regenwormen/Pickomino, Istanbul, One Night Ultimate Werewolf ( multi tables ), Avalon : Resistance, Get Bit and Frank's Zoo. I might have missed one or two.
From top left clockwise
Dave, Nicky, Stu and Nate play Royal Palace

After beating everyone at Quantum, Pete then managed to slip Race for the Galaxy onto the table, and proceeded to beat the entirely newbie players into bloody submission over the course of a few rounds, all the while intoning in monastic chant that Race, is the best game ever. It's good to be the King.

On our table we welcomed two newcomers, Mark and Kat, recently moved from Glasgow and looking for something game related to do on a Tuesday.

Istanbul was first up, a nominee for the 2014 Kennerspiel des Jahres, which is a quick playing Euro that has you travelling around the city in pursuit of gems. The city is made up of 16 tiles, each of which allows you to perform an action - picking up resources, selling resources, buying gems, improving your cart and so on. The key mechanics to the game are that you are limited to only moving one or two tiles from your current location a turn - and that everytime you visit a location you leave an assistant to actually carry out the action. Once you have run out of assistants you can't do anything else.

Thus the game challenges you to make best use of your moves - you can't move everywhere - and to backtrack efficiently to pick up those assistants. Other merchants encountered on a space require you to give them cash for the privilege, whilst run ins with their criminal accomplices will give a reward, which adds another layer into the calculation of just what the most efficient route through the city is.

Add to this multiple paths to gem victory and you have a nice Euro with very little down time that plays nicely up to five. Definitely a nice game to ease people into more complicated games, there is strategy there for the most hardcore of gamers, and speed and ease of play for the most casual.

South Atlantic Seal
The Sad Looking Doodah
A few rounds of One Night Ultimate Werewolf followed, where Mark challenged Rich for the position of Worst Liar in NoBoG. When confronted about why he hadn't chosen a role and whether he was in fact the werewolf, Mark couldn't answer. Frozen, like a rabbit in headlights. Outright accusal of being the werewolf and a terrible liar, Mark still couldn't answer, not even to erect a hastily assembled defence. At the very last minute before everyone agreed to lynch him, he chose to declare himself a villager, but it was all too late. And he was lynched. To add insult to injury even Kat his fellow werewolf player voted to lynch him.

Frank's Zoo followed and Kat turned out to have her own very particular way of playing. Announcing cards as she played, we got treated to "Sad Looking Doodah", the "White Towelie Thing", and the "Spikey". I can only guess that Kat is a trained Zoologist and was informing us of the animals scientific classifications.

Keeping with an animal theme we then got to try out Get Bit - a game about "robots" swimming away from a ravenous shark. I'm going to take a guess here that the robots bit was inserted in order to sell an otherwise brutally bloody game to all ages and sensibilities. A bit like the computer game Carmageddon patching the red blood of people you run over to green blood of "zombies" and thus avoiding some of the more aggressive censorship regimes ( Germany seems to be particularly squeamish, not even allowing innocent zombies to be run over - robots being dis-membered is A OK however. On the face of it I would think it more likely in future that there was a Robot/AI equal rights movement as opposed to a Zombie equal rights movement. I think Germany might have some explaining to do when the Robots rise... )
Get Bit ! Myself, Kat and Rich IV have already been eaten...
The shark is savouring the remains of my leg here.
Get Bit is a very simple game - each player gets a hand of cards with numbers from 1 - 7 ( or less depending on player numbers ) and a robot playing piece that has detachable limbs. The robot closest to the shark at the end of a turn will get bit and lose a limb. A robot with no limbs has been completely eaten and is eliminated from the game.

Each turn a player chooses a card from their hand, places it face down at which point everyone reveals their cards. In numerical order from lowest to highest, each player than gets to move their robot to the head of the line - furthest from the shark. Players that selected a value that someone also selected do not move at all. Cards played stay discarded, reducing choice for the next round - unless you are bit or have a single card left, in which case you take back all your discards. The game then is a question of trying to play a card that no one else will play, trying to stay away from the shark, and in certain key moments trying to guess what card the person behind you will play so that they stay right behind you. After all, in terms of being devoured by a shark, it's not about winning, but just about staying ahead of the person behind you.

Great little filler, fun with the lego dudes.

Oh and 28 people for those who are counting.

Wednesday, 28 May 2014

I'm only happy when it rains...

Self named Spazzy McSpazhands ( aka Punk Rich ) once informed me that East Anglia is the driest region in the UK. I scoffed at such nonsense - picturing the boggy lands of Norfolk - and with this weeks endless rain, mud caked roads and howls of protest from locals, I feel the weather is weighing in on my uninformed unscientific side. Such was the lovely weather this week that forced many a NoBoGer into the very quickly humid Wherry Room. A NoBoG record breaking thirty three people will do that to a small room - fit enough bodies in, and a room will gain its own weather system.

This week seven tables of goodness squeezed into the pub, with Adventurers : Temple of Chac, Kingdom Builder, Keyflower, Kemet, Libertalia, El Grande and Istanbul first up for play.
El Grande - an almost 20 year old game.
Does that make you feel old ?

Keyflower ( which I kept auto correcting to Mayflower ) played to a packed table of six, a Euro game of hex tiles and meeples. The aim of the game as usual is to score more victory points than everyone else - and you do that by building your own village of hex tiles that have victory points directly on them and with hex tiles that score from synergies of other tiles.

The meeples in Keyflower are used in a fairly innovative way - for starters the meeple colours are not attached to a single player - no getting first dibs on colour choice here - instead they are used almost like suits of card in something like Bridge, where everyone has all colours, and once a certain colour of meeple is placed on a tile, for that season, only meeples of that colour can be used on it to either bid for the tile or use the action ( more than one player can take an action, but at an increasing meeple cost ).

Keyflower, with boatloads of new pilgrims ready to offload
Meeples are used then not only for worker placement, but also as currency for bidding on a tile. Your stash of meeples and therefore the makeup of just how many meeples of each colour you have, is secret, and so bidding or using the actions on the hex can become something of a canny game of what colour do I think you have run out of - particularly as one of the four colours of meeple is something of a prestige colour and difficult to get your hands on.

Actions can be taken anywhere on the table - including others villages, the key difference being that the owner of a tile gets to keep all the meeples placed on it at the end of a season - effectively earning you currency, and of course, meeples share duties as both worker placements and currency - be careful what you do with what.

The game is played over four seasons, with the final season allowing you to pick up the point multiplying boats in player turn order.

Pete offered a thumbs up for the game - and given as he is no fan of auction games, it must have been pretty good. Alina won, with Pete sneaking into second place.

First games out of the way, a series of second games hit tables - a couple of games of King of Tokyo to an almost newbie KoT table, Snow Tails - the game of reverse physics dog sledding - Ra, Bohnanza, Coup and One Night Ultimate Werewolf.

Snow Tails... the dogs haven't turned up yet. Lazy mutts.
 I got to watch a round of Coup and then join in - my first up close and personal play of the game. Coup reminded me very much of Mascarade, with players declaring themselves to be a certain role - which may or may not be a bluff - and then taking the action for that role . Anyone that doesn't believe any role declaration can challenge them. So far, so Mascarade. The differences however are that you have two roles in front of you at the start of the game - and you can look at them at any time. You also can't switch your role cards with others... you can only switch with the face down deck and only then if you declare yourself to be the role that can do that. And lastly some roles can actively block others - you simply declare yourself and state you are blocking their action ( which can also be challenged ).

Money is acquired in Coup in very similar ways to Mascarade - one role gives 3 gold, one steals 2 from another and so on, but here money is not the game end, but rather a means to an end - gold can power up some key abilities that allow you to eliminate other players role cards - either completely out of hand with no recourse, or by using the cheaper but blockable assassinate role. Lose both your role cards and you are out of the game.

Any challenges you make also result in the loss of a role card - for whoever turns out to be wrong with their challenge.

Quite fun to play, but eh, the game failed to have that key bit of tension and suspense for me. It seems to dance around the current trend for secret role based games ( werewolf variants ) , but miss most of the point of them. Whilst I like Mascarade, and it's a fun game to play, it's definitely not as strong as something like Resistance, and the game can occasionally fall flat on its face when people don't realise a game winning role is at hand - or a lot of roles have been revealed. Coup takes that Mascarade premise adjusts it again - and I feel gets an ever weaker game out of it. There's a very binary feel to Coup - two roles, two failures only, there doesn't seem quite enough interaction or quite enough impetus to actually get into peoples faces - it can be just about impossible to work out whether someone has a role or not ( there is no info ) and the punishment for getting it wrong is throwing half your chance to win the game out the window. At least in Mascarade the punishment isn't nearly so strong, and there's also the fun of failing to keep track of who you are.

Eh. Meh. I think Coup needs a few more tries, but misses the mark I feel. Give it a go and see what you think !

Saturday, 16 November 2013

The Dark Side of Worker Placement

Back to 18 on Tuesday with Tuck joining us for his first taste of the sweet, sweet NoBoG honey.

Dean, Paul, Tom and Stu played Spyrium, which was sold by Dean as “A game by the same bloke that did Caylus”. Then, as if that didn’t sell it enough – “It’s worker placement, but you don’t put workers on cards, you put them in between them”. Ah, cunning. I look forward to the next evolution in worker placement games, where cards are placed on top of workers. Heavy thick cards that crush the workers like some malevolent industrialist exploiting the people. Worker Exploitation it would be called. Far more representative than the sugar coated 'Worker Placement' phrase. Right, Punk Rich? Anyway… that Caylus bloke is William Attia and from a quick squint into the murky corner where Spyrium was being played it certainly had a resemblance to Caylus: Magna Carta with that pale blue look to the cards. Apparently, Spyrium is set in a steampunk version of England. Players build factories and recruit workers to produce a commodity called "Spyrium". Producing Spyrium in one factory, then processing it in the next results in victory points. Alternatively, Spyrium can be purchased, but the material is rare and expensive, and players are constantly short of precious cash. See? Better to exploit the workers.Their lives are cheap! This is definitely worker exploitation. Dean won as he was the most ruthless and cruel mill owner – flashing his gaudy VPs in the face of his down-trodden workers that had broken their backs for his superfluous gains. Boo hiss.

Ewan, Ed 2 and I played Bloodbowl Team Manager. I am pleased to announce that it ended with a crushing win for the Bondy Dwarves, who swept away the opposition with 48 fans, to the Orc and Human teams’ 24 fans a piece. Admittedly, I got lucky getting to compete in 4 match ups twice. However, all my dwarves were well treated and although they fought for their lives in a grim and bloody version of American Football they were paid well for their services. Ewan’s Orcs even had comprehensive health care in form of an apothecary. Better than working in Dean's Spyrium mill.

Rich, Pete, Martin, Ed and Richard played another Fantasy Flight spin-off from the Games Workshop stable in the form of the popular Chaos in the Old World. But despite this being seen regularly at NoBoG, this week, the players must have rested on their demonic laurels as the Old World (the game itself) beat them all. Chaos defeated, good wins!

Alina, Matt and Sam played Suburbia. Creating three Utopian neighbourhoods. Such beautiful neighbourhoods that they should all be declared winners.

On the final table, Fletch took Sam 2 and Tuck on a medieval farming journey with Agricola. Fletch won by five points. His family of farmers enjoying the simple pleasure of providing for themselves. Only for their children to bear witness to the ushering in of the industrial age, where in time, they would be forced to endure back-breaking tasks in those dark, satanic mills and eventually be thrown into destitution by the emergence of the spinning jenny.

At the end of the evening we split again for a games of Smash Up, the newly Resistance re-themed Coup and of course Resistance: Avalon. Various people won.