Showing posts with label Five Tribes. Show all posts
Showing posts with label Five Tribes. Show all posts

Saturday, 28 March 2015

Better Living Through (Al)Chemistry

Contrary to popular belief, science is not always an exact... science. For instance, the reason saccharin was discovered as a sweetener was because the chemist working on it accidentally got it over his hands, which then transferred to his sandwich. The lucky* chemist was then surprised when on eating his lunch the sandwich was a good deal sweeter than it had any right to be.

Being a good science lackey he then tasted everything on his bench, until on finding the culprit he figured he would test it was safe by taking a dose and waiting 24 hours.

Which, you know, is just sensible.

In a mad scientist, not to worry about poisoning kind of way.

A similar thing happened with LSD too when it was inadvertently absorbed through the hands. But with more colours and flying pigs.

Which leads you to some conclusions.

1) Never shake hands with a Chemist
2) Never trust a Chemist who asks you to just try something, it's safe honestly, it's been rigorously tested
and
3) Chemistry in some ways can still be a very medieval stick it in your mouth and see what it does type of activity.

And so it goes in the game Alchemists, which this week made a visit to the Ribs for some substance ingesting, random ingredient picking science. Old school style.
Alchemists - Mastermind for the Euro generation.

Alchemists is a light euro action selection type game who's main thrust revolves around deducing what ingredients do what. Or to put it another way, it's like a modern Euro take on the classic 70's family game Mastermind. Or the even older Cluedo.

Up to four players get to select actions from the board ranging from picking ingredients to drinking ( testing ) a potion. Crucial to scoring points is to figure out what each of the eight ingredients provide alchemically, and you do that by mixing any two ingredients together to get a potion and drinking it ( in the very best of Chemist Experimental Procedure ) - the result of which tells you some things about the ingredients. Rather humorously you can either get your poor suffering assistant to drink it - no bad effects should the potion turn out to be less than human compatible - or you can drink it yourself... if you're desperate.

After all the testing and observing, unless you have some kind of eidetic blind chess level of intellect, you mark down your results in a grid, which helps you to deduce what thing does what.

The more information you have about what does what, the more sure you can be of producing a certain type of potion - used to gain money when selling potions to adventurers, and also to score points in the final round - and also be more sure of what any ingredient provides.
The all important secret results grid of your potion drinking

Scoring points from your discoveries revolves around the concept of publishing your findings. For a gold coin you can publish a theory that Some ingredient provides Whatever alchemical goodness. This is a case of matching one of the eight ingredients to one of the eight available alchemical wotsits.

Publishing your work earns you reputation - victory points - and if you publish enough, reputation points per turn, and the chance to pick up a science grant of yet more reputation and cash.

The other wrinkle here is that published work doesn't necessarily have to be correct. You can publish any old tosh. Just to get your hands on a grant. Or some early points. But note, being found out - debunked - can cost you a serious penalty whilst handing a bonus to your debunker - and by game end your dubious statements will be revealed to be rubbish. Grants however, once awarded, stay awarded. Regardless of whether you are the academic equivalent of Beaker from the Muppets or the next Alchemical Linus Pauling.

The timing of publishing and debunking and any grants received provides the balance to whether spouting tosh pays off or not, plus a somewhat clever mechanism in allowing you to hedge your bets, know you are speaking rubbish, and secretly declare that you don't have much faith in your statement.

So how does it play ? The deduction part of the game is the meat and potatoes. The action selection is just an ordered way to get at the deduction. There isn't a whole lot of - or indeed hardly any - typical euro engine building and optimisation here, it's just about timing of scoring and getting your deductions done.

Which on the face of it is rather thin. However it is a fun experience - it's quite different from much of the board game field, and the added ( necessary ) gimmick of using your mobile phone to test results on adds a lot to an otherwise mechanically sparse game.

We played with four alchemists, which sees your action pool reduced to four a turn ( from a possible six ), which really makes figuring out ingredients a time pressured endeavour. Of course you can glean some information from others debunking, and the addition of a periscope or otherwise can allow you to snoop on others results, or make for more efficient resource gathering.

Smash Up. Reclining luxuriously on sofas.
AKA avoiding the camera
I enjoyed it a lot, Ben suffered an aneurysm about half way through and almost gave up figuring out potions, whilst Richard IV managed to cock up his results and get things spectacularly wrong and Ewan played a strong game of having the most bling equipment. Turn order was absolutely crucial - I was in a position at the end to score a truck load of points, but because I was beaten into last place turn order I could only sit back and watch everyone make dubious statements, wrong theories and generally miss out. Ewan won, I came second, and Rich and Ben challenged for Worst Alchemist of the Year.

Dead of Winter. Martin oversees the survivors.
Whilst all this alchemical nonsense was going on elsewhere Tragedy Looper was brought to table again, this time with Owein filling the shoes of the diabolical mastermind. When I checked in with them for the last time there was much shaking of the heads for the good guys, and a rather smug Owein gloating in the corner. I'm not sure who won this, but judging from that I would say Owein.

Camel Up galloped a few laps a table over, whilst Smash Up also did some smashing up on the comfy sofa seating table.

Downstairs Dead of Winter got another play, the colonists were doing a fantastic job, hardly any zombies, almost no helpless survivors ( were they even playing right ??? ), but morale was teetering on giving out entirely. They ended with a survivor victory and no traitors.

Hamsterolle. Wonky tables for pro level difficulty.
Mad King Ludwig was also on offer downstairs - this is proving to be really popular at the Ribs with an often eager player group waiting to bust it out. Fletch had a turn with this this week, and gave it a thumbs up and another confirmed report that it was indeed very similar to Suburbia, but nothing like as number crunching.

An ended Five Tribes. Guillame shows off his winning score.
Lastly James played Five Tribes for a final time before he sold it to Ben, Guillame winning this with a typical Euro stomping emphatic win - he's rather good at the Euro efficiency malarkey. They then followed up with the novelty acts of Hamsterolle and Loopin' Louie.

Other fillers were to be had. Guillotine made another show - Guillotine is racking up some fairly consistent plays.
Tragedy Looper. Tragically Owein is winning.
*Lucky - Lucky that he didn't a) die from cross contamination and the lesser point that b) also discovered something useful. One can only imagine that evolutionary pressures play a much greater role in selecting more assiduous scientists for say the role of Infectious Disease Researcher, which is perhaps why you don't hear about nearly so many "lucky" infectious disease scientists. The very worrying thought occurs that all scientists are like this, and that shaking hands with anyone in the scientific community is a good deal more hazard filled than people commonly believe.

Tuesday, 18 November 2014

Poo, huh, yeah, what is it good for ?

As Edwin Starr never sung, Poo, huh yeah, what is it good for ? Absolutely nuthin !

Which is not strictly true as we found out this week with Adrian finally bringing Poo to the table. Fortunately for all concerned this wasn't Adrian acting out some display of trousers down table top defecation, but instead introducing us to Poo the card game, which sees players acting out as Monkeys flinging poo at each other and utilising it to humiliate your foes.
Poo - a card game, not a dinner party lighter trick gone wrong

At this point you might be wondering if there is any topic that could not be made into a game. Given infinite, ahem, monkeys, or an infinite amount of time with finite monkeys, is Poo the Card game what they would come up with ? It's probably a fair bet they would come up with it before getting around to writing the entire works of Shakespeare.

Poo is a quick filler game that sees you playing a fairly limited set of cards to either do poo damage to other monkeys or defending yourself from flung poo. Poo totals can go up and down as some cleaning can go on, and in practice this can lead to the game dragging its heels at times as the merry go round of flung poo, clean poo, flung poo, defend poo goes on. There isn't a whole heap of strategy or depth to this, hang onto those handy defences, try and play some good poo flings when someone is on the ropes, but by and large it pretty much plays itself.
A handful of poo. The game writes its own jokes.
I think the main draw to this game is the humorous and offbeat game and art and fulfils something of a novelty niche. In many ways the game plays out like a simplified Nuclear War, where instead of firing nukes and other complex weapon systems at each other you are chucking poo. Indeed there is even a card that is straight out of Nuclear War - the final retaliation card that allows a defeated player to play all his remaining poo cards at his enemy. A mutual poo destruction card.

Caroline won the poo flinging contest with quite an OCD cleaning run. She revealed at the end that her win was quite true to life. I gather she meant the OCD cleaning and not the poo throwing. You never know though.

Elsewise we played a nice game of Glass Road, where my last round met with some disastrous results and I missed two building actions to stumble to a poor 15 points along with Adrian, whilst Sam and Caroline scored a slightly better but still off 18 points. Both Sam and Caroline attempted to claim the moral victory, with Sam stating he had half a point of sand over everyone else, and Caroline attempting to count overlapping sand pits twice - which the points building didn't actually rule out as illegal.

We finished with some more cows from Sechs Nimmt, where as per usual, Round 1 and 2 I was in the lead, and slumped to an atrocious score in Round 3. Mr Bond was the greatest loser however, and Sam was the winner. Quite a good evening for Sam even though he continually professed to having no plan.

Meanwhile downstairs they played a wonky game of Tragedy Looper - Hal won again as the bad guy I believe. Hal is getting far too much practice as some evil doing time traveller. It's funny what board games end up training you for.
A Wherry room of Gamers, Room 25 front and centre.

Room 25 was also played. Lauren promised that she wouldn't kill me this time if I played. I wasn't falling for that however. And left them to it. Which was a good move as Lauren turned out to be an evil doing guard once again, and managed to win the game in preventing the hapless prisoners from escaping in time. Andrew as another evil guard won post humously after he blindly walked into a room of death in turn 3.

I think James got a blast of Five Tribes - can't quite remember, and I recall seeing Incan Gold out afterwards.

The seminal Settlers of Catan
Upstairs Mr Bond had a blast of retro Euro with Settlers of Catan. The title that kick started the board game revival and introduced the world to Euro / German gaming and the phrase Wood for Sheep, amusing countless numbers of American gamers. Mr Bond won this despite Lewis looking like he was in a strong position. Perhaps too strong, inviting everyone to ignore him with avengeance ? Who knows.

Pete got Lord of the Ice Garden to table for the fourth consecutive week. Everyone seems to be taking an exploratory stab at this, and this week it was the turn of what I rudely dubbed the old farts. Tom, Stu, Owein and Pete. I couldn't quite grab a thumbs up or thumbs down from this, from which I can assume it wasn't universally cheered as the next awesome sauce or the worst of the worst.

Werewolf had some blasts downstairs. I think the wolves won it. Richard the IV even went so far as to twitbrag about it. A lesson for werewolfers at NoBoG in future - check twitter for tells.

25 for this round of gaming. Giving rise to more than one person noting how quiet it was this week. 25 is quiet. Apparently. Just so you know. The stats reckon its average. This time last year 25 would have been a record attendance. Pfah.

Wednesday, 24 September 2014

Two Eds are Better than One

Two Eds are Better than One, so sayeth the idiom, however just what three Eds gets you is beyond conventional wisdom - this week we had three Eds, Med Ed, Writer Ed - finally back from the wilds of Milton Keynes - and lastly for want of a better title, Lord Ed - who loves to play Lords of Waterdeep... and win.

Pax Porfiriana - the card game of Mexican coups, revolutions and dodgy businessmen - made it back down to the Ribs, last time I saw this was in Mr Bond's excited grip, and I can remember it being quite a good play.
Pax Porfiriana with Two Eds, Hal, Rich and Pete
This lasted all evening for the entire table, Pete muttered something about hidden information - I think he was subtly complaining about it - but I believe ended up winning. Or won one game. Or something.

Lord Ed decreed that Lords of Waterdeep was played on the middle table, and proceeded to play a very close game, with Ed pipping James by two points in a close finish, whilst on the table over, another evergreen favourite at the Ribs - Betrayal at House on the Hill was setup with Luke eager to once more prowl the haunted corridors.

Upstairs Dead of Winter got another cold blast of play - this time around we had to barricade the bejesus out of the colony with 10 barricades, and have a barricade at every other location too. Mid way through the game things were looking good, decent food supply, zombie numbers in decline and no apparent betrayers. Then a single dodgy betrayal like card turned up in a fuel crisis, accusations went flying, and things started to go downhill. With a single round left to play, Sam called all the zombies to the colony, set fire to the lovingly contributed crises, trashed a whole bunch of cards to make everyone miserable, and oversaw a massive thirteen people get eaten by the rush of zombies.

Game over, betrayer Sam had won. Betrayer Bondy had kept his head down all game, and by the smallest of margins missed a joint win. Everyone else was eaten.

Although Sam technically won, the final outro of the game revealed him to be eyeing his naked self up in the mirror, stroking his well fed belly, and getting excited about all the suffering people and his mountain of saved food. Freak. I'm not sure anyone wins when you are getting off on watching yourself stroke your belly in a mirror.

There were other really nice narrative moments in the game, Mr Bond screaming the police station down, Martin poisoning people with his cooking and causing an outbreak of pus filled buboes, the wonder mom single handedly trawling a crate of food back to colony then breaking it down to make a barricade before romping through hordes of zombies.

It's a really nice game, but I think the betrayers tend to have the upper hand, timing is everything and it can be easy to tank the colony when things get a bit tough.

James brought Five Tribes to the table again, Dave won this by a tiny margin, and Small World Underground got a play for the second week running, followed by some Love Lettering.

Atta Ants induces much thinking
Whole bunch of people played Cash and Guns 2nd Ed at the end of the evening, making this the third or fourth consecutive week its seen table time.

Last week was Small World Underground, a long game of Blood Bowl Team Manager - Ewan and his Orcs tanked badly - Notre Dame, Five Tribes, Lords of Waterdeep, Ticket to Ride, Atta Ants, Cash and Guns and Frank's Zoo. We also kicked off the evening with an absolutely frantic couple of games of Space Cadets Dice Duel, which was immense fun, but after the second game everyone literally stopped for a rest for ten minutes. Crazy frenetic stuff.

29 people this week. 26 last.
Chris is ecstatic about getting his Tickets in TtR
Guns, Beer, Loot. What could possibly go wrong ?
Five Tribes - a game confusingly for only Four players

Notre Dame
Small World Underground