Showing posts with label Fluxx Monty Python. Show all posts
Showing posts with label Fluxx Monty Python. Show all posts

Sunday, 20 September 2015

Card Drafting Heaven

"If you find yourself alone, riding in the green fields with the sun on your face, do not be troubled. For you are in Elysium, and you're already dead!" - Maximus Decimus Meridius from his cavalry warm up speech.

This week Dean brought along the new and swanky card drafting, pool building game Elysium to NoBoG with its lovely art and Greek mythology theme. There is some fluff and nonsense about you competing with other demi gods to compose the greatest feat of narcissism by collecting artefacts, heroes and composing legends about yourself all in a bid to impress Zeus and have him pick you, X Factor style BC ( oh the horror ), but what it boils down to is collecting sets of things to score more victory points than your neighbour. And yeah. They all have Greek mythological things going on. Imagine Canasta, or some variant of Gin Rummy, but instead of the Ace of Hearts you have Persephone, 3 of Hades.

Elysium - pic courtesy of BGG
Elysium is pretty much what we've seen before from such games - every round a pool of cards is placed in a central area for everyone to draft from. There is no real purchasing going on of the cards at this point - everyone has an opportunity to draft four things in turn, the only constraint being whether you have the right colour selection left to take an available card ( which by and large you always will have ). A small twist on the typical drafting shenanigans at this point sees your card pool split in two - those that are active and possibly earning you capabilities and gold, and those that are inactive and that score you end game points ( for sets of things and special VP multipliers ). Timing when you push an active card into a scoring card is a little of what the game is about - you get limited opportunities to do so, and every card you push down costs an amount of gold, so getting your ducks in a row of how many cards you want to push down, covering the costs, and getting enough actions to do it is the order of the day - not that it is particularly taxing to do so, this is not a game that's going to beat you over the head.

The game offers a mild point salad in how to approach things, there are bonuses for being first or the best in particular category, and you can also engine up into raw points early game, or go for the long game and invest in sticking stuff into your scoring area.

There are limited opportunities to dick with other players ( Poseidons cards are all about the dicking) but by and large the gameplay is not terribly cut throat, something like say Core Worlds is a much more explicit fight and race for crucial point scoring opportunities. Elysium is way more laid back, build your own area up, graze from the deck pool. It's also not a heavy synergy lead game like say Imperial Settlers where that drafter is all about the ramping up of interaction - you will be turning cards into inactive point scorers throughout the game which keeps the interaction and complexity rate low ( imagine if at the end of every round of Imperial Settlers you widowed cards into an end game score pile where they no longer took part in the game - and you only scored end game points from that pile, not your open tableau ).

Elysium, pic courtesy of BGG
All in all the game is a nice example of its genre, lovely theme, nice artwork, good production and is a cool addition to a collection if you have a need to scratch a card drafting itch and don't already have something like Abyss or Core Worlds ( unless you are Dean who seems to collect *ALL* the card drafting games ), but ultimately doesn't really bring anything new or innovative to table and is something of a Me Too game.

For my money, Elysium would probably edge out all the other card drafters - it's a bit more relaxed, simpler, quicker, streamlined and open to newbies doing well, as opposed to experienced players slicing and dicing in Core Worlds, and on the whole I probably prefer the Greek theme to anything else - even sci fi. Gasp. Blasphemy. Then again, I have two mutts and their names are Ares and Athena. And I dig the Iliad and the Odyssey. And I can fan girl when I know the stories of the characters I am picking up. So. You know. Bias. YMMV and should arguably pick Core Worlds instead ( Imperial Settlers is different enough here that imo, they are just enough of a different game to stand apart ).

Martin won this by possibly a single point - Richard IV got the end turn order over me and stopped my glorious victory. The points were very close all told, everyone was within a point or two of everyone else. Dean, expert and shoe in for the win came last. Surprise !

On Her Majesty's Service
We also busted out a game of On Her Majestys Service earlier which was all round pretty funny, and incredibly back stabby. I went from a single turn away from victory all the way down to last place, Martin, stole the single turn away from victory spot away from me, before I managed to stab him a few times, leaving Dean in the oh so close to winning position before Rich IV came from nowhere and pipped the win. Ridiculous. Funny. High points include Dean exclaiming that I had dicked him twice in one turn, and Martin's face when it went from the smug, I have won next turn it's all downhill to the backstabbed, shit, now I can't win. Priceless. The game has enough going on to make you think in a turn, and enough backstabbery to make that journey sometimes painful and usually funny.

Med Ed was in the house and decided to play one of my new things Isle of Skye - which amounts to Carcassonne on steroids. But this is Carcassonne with someone taking a deeper look at the scoring, sorting out the tile placement and putting in a better way of interacting with players. In short. It's a whole lot better. In fact. If this game doesn't at least get nominated for an award I would be surprised - it's simple yet offers a surprising degree of variation complexity on what you should do in your turn, and has a very high replayability factor.

The game is played over the course of 5 or so rounds ( depending on player count ), with each game having different scoring things at different rounds, meaning no two games are ever the same ( there are some 20 different scoring items, and only 4 per game are ever selected ).

Isle of Skye
The game itself revolves around your placing tiles to create your own little Isle of Skye fiefdom, with fields, water, mountains, roads and the usual malarkey giving you a modular landscape to piece together, on the face of it like Carcassonne if you had your own private board.

But here's a nice twist. At the start of a round everyone gets to pull three tiles in secret from the tile pool. You then have to decide which of the three you will discard, and for the other two, how much money you will place on them. Once everyone is finished, all tiles are revealed and then in player order you can buy a tile from anyone for the amount of gold they have placed on the tile. Purchased tiles are then added to your pool for you to place, whilst the seller gets your gold, and the gold they placed on their tile back. Unpurchased tiles have the gold removed and go into your placement pool.

Isle of Skye, closer shot of the tiles
This means that on tile pick up there are plenty of things to consider here - where can I place these tiles that gives me good scoring, either now, soon, or later. What state are other players boards in, and can others use these tiles and potentially purchase them away from me. How much money do I have to potentially make some tiles very expensive for others to buy and lessen their attraction. Do I save my money for future in case something really good comes along that I want to keep or purchase.

And on reveal that set of choices multiplies. Who has a great tile for me. Who would really like tile X. Can I afford it. Is it worth it. Yada.

Although simple in principle, the puzzle of where to place, what to buy and what to guard is surprisingly deep, and I suspect this game would be a trough fest of Analysis Paralysis in the wrong hands.

On the whole a fantastic light tile laying game, scratching the itch of building your own little kingdom, enormous replayability in scoring and timing options, and a whole bunch of player interaction with the open tile buying. Great game, well worth having a go of.

Trains : Rising Sun
Elsewhere Tim brought along Trains Rising Sun, which is the second game in the Trains series, which for those that don't know is Dominion with a board and themed solely around ... trains. I very much like Trains, and whisper it, I think it's superior to Dominion, albeit Dominion scores heavily on the breadth of available options making it supremely replayable. Trains Rising Sun is a welcome addition to the line to start giving the whole thing more breadth in what you can do. Either play it as a standalone, or mix it up with the original Trains to expand the number of options available ( just like you get with each Dominion set... ). Davey reported that although Tim was excited about having the rare opportunity to bring something a little heavier this week, he was less excited at getting beaten into last place. Oh dear. Stupid game anyway ! Maybe this is the real reason Tim never brings it.

We also had Lewis introducing new people to Smash Up and beating them all with his... Steampunk Cats, followed by Monty Python Fluxx that saw only Lewis brave enough to adopt silly accents and other ostentatious diplays of ridiculousness. Although to be fair, in Lewis' case that's normal behaviour, where silly Bane accents come as part and parcel of Batman Love Letter, so he has an unfair advantage.

Multiple simultaneous games of Dead of Winter were on the front tables with a whole bunch of new people. Not sure if this is a new trend of the front tables to have multiple copies of the same game going on.

Pete had a Petetastic evening with two games he really likes - Steam followed by Hansa Teutonica. He mentioned getting an early 5 actions in Hansa, so I would presume the game went very downhill for everyone else from that point on.

James and Torres
Old school Torres was busted out, I think James won this by a single point, and then they went on to play James' prototype Robot Robot... which if we aren't playing at least one prototype every week, then we have failed. Perhaps everyone should clump together into a co-op publishing house and raise a new game company from the ground.

The university season has restarted, so, as such, we had a spread of Uni people back with us, including Luke who seems to have had an argument with the barber over the summer and lost his shoulder length hair. He brought Betrayal at House on the Hill back to table, along with some other social crowd pleasing goodness.

Firefly also made a visit - I think its first visit to NoBoG, but slacker that I am, I have no idea how that went down, or indeed much of anything else that went on in the Tuna.

And there were some ridiculous Speed Avalon Resistance games which unsurprisingly was a crushing win twice for the bad guys.

I also failed to get decent pretty pictures of what was going on this week. The camera died. What can you do. Thanks to Tim for a couple of his snaps.

In other sad news the new red gaming cloth has also died. After suffering from the great Eastern Sea Coke spill a few weeks ago, its tangle with the washing machine caused it to shrink to a fifth of its size and declare it was done with being a gaming table cloth and instead had focused on embarking on a new career as a rather fluffy bath towel instead.

56 this week for the count, just one off the record 57.

Wednesday, 8 October 2014

Rail Rage

Another week of lovely gaming at the Ribs where 29 assorted players gathered to push abstract cubes around abstract maps and score abstract points to obtain the abstract crown of best abstract winner title. Or to put it another way. We wasted time engaging in rituals of pushing bizarre things around nonsensical maps for no gain whatsoever. Huzzah.

But then in the Nihilistic Bear view of the universe, everything is a waste of time, so, a beer and a boardgame would seem to be one of the nicer wastes of time that you can get up to. At least before that asteroid hits and wipes everyone out ( you need to follow the link to get that ).

In less abstract nihilistic terms a good deal of the meeple manipulation focused around trains, making chuffing sounds, tooting horns, delivering goods and meeting the needs of passengers, all in a very model railway enthusiast kind of way. Trains seem to be a huge draw to the makers of board games with an enormous number of titles devoted to the iron beasts in a hundred often subtle variations. Compare and contrast the number of trains games, with say, the number of games about cars on motorways. 1,000,000* titles to... 0 ? There must be something about a train that a truck just can't replace.

This must irk James greatly who hates games about trains. No idea on his opinion of trucks. He avoided the stupid train games entirely and played Lords of Vegas instead. When I grow up I want to be a Train Driver Gambling Pit Boss.

Upstairs we had a bonkers six player game of the train chuffing Steam with half a table of newbies, on a five player map. The game was a bit long for my taste with six, but was enjoyable nevertheless and gave me good opportunities to leave the table for periods to chat with everyone else in the pub. Despite not bothering to build track in 2 out of 3 end turns, I scored very competitively and only ended up being pipped at the post by a stolen good to came in third, with Pete a single point in front, and Martin a single point in front of Pete. Very close. Sam came joint last with Guillame(? I think). Stu was somewhere in the middle. Pete played almost entirely non cut throat - a nice change of pace from his usual evil Steam antics - for the benefit of the new players. Or maybe he just couldn't find good ways to stick the knife in.

Downstairs they played the classic gateway train game Ticket to Ride, with Elliot presiding over the tickets and looking to dominate his table for a third week running.
The grin of a man destined to lap the loser on the score track
Alas it was not to be, as Lewis rudely waved to the lacklustre Elliot as he lapped him on the score chart - oh the shame -, and everyone managed to beat him - some in truly extravagant style. This caused a certain amount of Rail Rage in Elliot who got blocked, stomped, kicked and failed to make good on any of his tickets. The word Rage was apparent in everyones aftermath report. Clearly trains are not Elliots thing. He should stick to managing Wizards in Waterdeep. Less stressy.

Sam brought his kickstarter space ship flying sexiness Xia again, I am not sure who won this, but I think Richard the IV died in the very first turn by crashing his ship or somesuch. Brilliant piloting skills.

Xia - Legends of a Drift System
And a future warning about getting into the interstellar exploration business with Richard. Apparently he scored a point for his demise however. It must have been a particularly entertaining death. Perhaps he was piloting the stunt ship for the plutonium rock band Disaster Area. **

Elsewhere we had Betrayal at house on the hill, where Frankenstein met his doom. I think Frankenstein has met his doom before in Betrayal. Setting the poor fella on fire doesn't seem to be a terribly difficult thing to achieve. He's just misunderstood you know. No need to set him alight because he doesn't conform to a size zero super model size. But alas. The fashion police won out again, and sent his misshapen, no dress sizes for you body into the furnace, unwelcome and unloved. But heating the house nicely. Always a silver lining.

Lords of Vegas upstairs with James played out particularly cut throat and somewhat weird, as all three strip cards had disappeared by early game - making the strip lots far less valuable - the silver casino had almost exhausted itself without being built, and tussles over control of very large single colour casinos raged everywhere. Brutal.

Glass Road - a masterclass of Euro design
Nate brought along the ever excellent Glass Road, and played with a couple of people new to it - Hal and Nicky, both of whom gave it a thumbs up. For my money Glass Road is a masterclass in Euro design and is just about one of the best Euros out there. That's not to say everyone is going to rate it top of their list 10/10 - for personal preference reasons - , but its design is sublime, elegant and I can find no fault with it at all. Personally I really like the theme and how it works too, and would put this game on a Everyone Must Play This At Least Once list, and on a gateway to 'proper' Euro board games list.

Hal won this, although when I looked he had bugger all scoring opportunities apart from a pot of points for clay. The victory point buildings were not great, but eh, I would take a guess that the winning score was around 18 - not usually high enough for a win in my experience. Scoring can be a tricky and subtle thing in Glass Road. You don't have time to faff around, and sometimes what you spend in points to get points comes out as an almost net no gain.

Die Fugger
Follow ups we had some Fluxx Monty Python, King of Siam, Die Fugger and 6 Qui Prend ( aka Sex Nymph aka Sechs Nimmt aka Category 5 ) where I went from an outstanding first round of no cows picked up in first place, to a terrible second round of 34 cows picked up to come dead last. I blame Bondy and James who were distracting me in the second round and in Mr Bonds case offering terrible advice. Thanks to Guillame who corrected my poor pronunciation of 6 Qui Prend. There's nothing like having a native speaker at the table to correct your mangled pronunciation.

King of Siam
Pete being his ever sensitive self ( he has for three weeks in a row ( ish ) during pre game banter managed to sit at the same table as Elliot and bait his game choice describing them as not a game, no choices to be made, no brains required, don't you think they just play themselves etc ), described 6 Qui Prend as a stupid (French) name, causing mild exclamation from Guillame, Sex Nymph was much better, before back tracking to Guillame and making some excuse about it not being stupid because its French but because it doesn't have some dodgy double meaning.

Pete should be on the UN council. Or possibly a foot in mouth novelty contortionist stage act.

* Figures may be slightly inaccurate.

** Disaster Area employ stunt ships to dive into the local star as part of their gig repertoire. Obviously it's generally not good to be aboard them when this happens. Unless your name is Richard the IV. Or Marvin. Arguably it's not good regardless of your name. Understandable perhaps.