Showing posts with label Kingsburg. Show all posts
Showing posts with label Kingsburg. Show all posts

Wednesday, 21 October 2015

Show me your war face !

Here's what the iconic Timber Wolf Clan Mech thinks of your neatly optimised Caverna farm. 11.6m tall and 75 tons of bad assery conflict resolution management. I see your Room for a sixth dwarf, and raise you double Long Range Missile 20's and a searing blast of lasery death. Eat it dwarf !

*cue stirring sci-fi movie music and ubiquitous deep gravelly voice narration man*

It is the year 3050 and mankinds brightly burning golden age of technology and mass colonisation of the stars has faded into distant memory. The stars of the Inner Sphere of human colonisation now burn with a different fire, that of constant punishing internecine warfare, giant death dealing machines dropped from the sky to burn rival factions to the ground, the spiralling chaos and destruction eroding knowledge and progress and threatening to plunge humanity into a new dark age of ignorance.

Enter into this cauldron of conflict, interlopers, the Clans, genetically engineered super men, children of a long forgotten exodus past the boundaries of known space, returning from the depths of the void to bring with them technology and an art of war, kept, maintained and pushed far beyond that of the Inner Sphere. Like a searing knife through an underbelly of fat, the Clans and their awe inspiring battlemechs push into the worlds of the Inner Sphere, planet after planet falling to their ferocity and their militaristic culture of the single minded dedication to the honour of combat.

Nothing it seems can stop the advance of the Clans onslaught, and on a world which suddenly finds itself on a new and unexpected frontline of a clash of cultures, a double lance of desperate Inner Sphere mechs prepares to hold the line at any cost against the initial probes of the invaders. . . . . . . .

Woo ! So with that said, this week I dusted off some serious old school clunkery in the form of Battletech - which god help me is now some 30 years old - and brought it along to NoBoG to grind some people into the dust and make them appreciate all those new and funky elegant game mechanics and not having to perform constant to hit math in your head. Ah yes. 80's game design.

It's been forever and an age since I took Battletech out for a run, and wasn't entirely sure how a five six player game of it would fare. For sure Battletech can take in its stride almost any number of players ( the box boasts 2 - 20 players, but tbh, there's no reason to stop at 20, I think they just picked that as some random arbitrary number to print ) and scale up to the ridiculous, but the question comes down to how much of your life do you want to dedicate to this particular play session. Old school games, particularly old school war type games do not care for your suggestions of keeping play times under 12 hours.

Given all that, I decided to pre-cook a scenario, pre print out all the sheets required, only leaving the players to decide which side they wanted to be on and which of the mechs they were personally going to pilot. 7 IS mechs would take on the might of four clan mechs in a breakthrough scenario - the clans looking to bloody the nose of the IS and then dismissively push on through into enemy lines and off the opposing table edge.

Old school Battletech. Very shortly that Warhammer
is going to lose it's head.
And so to the game. Clunky. Chewy. Laden with math. But somehow... compelling... and interesting... and narrative. The two hour mark sailed past, and finally the mechs were beginning to properly kick each other. A hapless Inner Sphere Warhammer rolled into view, fired off it's two impressive Particle Projection Cannons only to then suffer a withering round of return fire as most of the Clan Mechs targeted it and proceeded to melt its armour off. In a final coup de grace as the firing round finished, my Timber Wolf after unleashing a barrage of missiles, levelled it's ER Large Laser at the IS Warhammer and in a single shot blew its head clean off - leaving the pilot nothing more than a dissipating red mist. First blood - mech down !

Over on the left flank, the impressively heavy and weapon laden IS Battlemaster in command of the IS forces failed in successive rounds to get a lock on the fast light Clan Mech circling it and was left out manoeuvred and out classed by a mech a third its weight. An apt lesson in the dangers of leaving your big heavy weights isolated and at the mercy of agile foes. One of it's few successes was in shooting the light mech in the face with its "ass gun" which in the words of the IS team was not so much an actual hurt as a hurt to ones pride - no one likes taking a shot in the face from an ass gun.

As time wore on and everyone decided to call it a day, a final effort by the IS team to nail down the annoying mech chewing on the ass of the Battlemaster failed, and Joe wading hip deep through a lake decided to unleash hell, fire off every weapon on his Blackhawk, and proceeded to sear through arms, legs, and torso of a nearby IS mech, literally melting one side of it down to scrap in a single turn. Second Blood - mech down !

The game ended, the clan mechs with an array of damage, but nothing too alarming, and the IS mechs, two down, and others battered. A victory for the Clans. Good stuff. Richard IV came over to watch the last part of the session - just as the Warhammer lost its head -  and declared it a great spectator game.

Enough of stupid robots. What else was going on in the more traditional modern board gaming haven of the Mash Tun ?

The charming kickstarter Cauldron.
Elliot had just received a kickstarter goodie in the form of Cauldron, and set about giving the game it's inaugural playthrough in a group of five. It looks like a cool game, one I entirely missed seeing on Kickstarter, although Elliot implied that it seemed to be a little slow to get going as there was much effort, but little scoring. The game is certainly very nicely presented, and it's theme seems strong. Looks like a fairly simple gather resources and spend affair, but sometimes simplicity makes for a great game. I definitely want to give this one a go.

Downstairs on the long tables we had not one, but two groups of Dead of Winter, with at least one group ending in a win for the survivors as American James failed to sink the colony as a traitor, and could only stand back and somehow unwittingly aid the camp in surviving the zombie apocalypse.
Dead of Winter. No Sparky ? Pfft. For shame !
You can't trust James in a game of One Night Werewolf - he's usually a play acting Tanner - but it seems regardless of role you can actually trust him in Dead of Winter. I was nice and kept helping them along he confessed in a confused tone.

Hal brought along the rather fetching Inkognito once again - it's been quite a while, and got a returned Mr Bond to join in and ponder whether he was in fact Lord Fiddlebottom.
A ponder about whether he was a general Lord Fiddlebottom, or whether he was Lord Fiddlebottom in the context of the game remains unclear. It seems wise then given such lack of clarity that it is best to avoid having Mr Bond stand behind you whilst for instance waiting in a queue - better safe than sorry. We'll have no Lord Fiddlebottoming here !

The visually intriguing and mentally deductive Inkognito
After that, in an alarming sign of game breeding, TWO games of the fox game that is actually a cat game were played simultaneously, no doubt the nefarious work of having Tom and Stu split onto different tables to spread their foxy catty card game ways to the masses. And yet still I can't remember the name of it. Lukando. Lukado. Or something. FOXCAT game. Whatever. We once again agreed to disagree whether the game was about foxes or cats, but could entirely agree that it was a game about something that liked lurking around your garden at night. Reassuring ? Not really. Putting it that way it now seems like a game about stalkers....

A very full Machi Koro setup
Mark and Maya also returned to the Tun for some gaming, with the ever delightful Machi Koro, the game of simple sim city-esque synergy building. If you haven't played Machi Koro then you should - it's a great little Euro game with bundles of character and a nice laid back no hassles no high stress optimisations required kind of game. A bit like if Agricola was actually fun to play instead of being some stressy angst filled journey of feeding your family and deciding when and how to expand. I love Agric. But then again I also love dark miserable things. And Agric, if you squint, could be some bleak Ingmar Bergman film about the pointlessness of existence and the struggles of life on a - swedish - farm. Machi Koro is the opposite of that. Like if Disney remade the Seventh Seal. You just know that Death would end up breaking into a cute song and dance routine - probably revolving around how much he liked Chess*. But I digress. Machi Koro. Play it. It's cool.

Lewis and Clark go exploring.
What else. Lewis and Clark was in the house. Monika wanted a go of this, and David obliged, always happy to get his Lewis and Clark exploring on the go. No idea how that panned out. We also had some Suburbia, some Avalon Resistancing and some Divinaring plus Kingsburg and Ticket to Ride !

Last but not least, Pete brought along the wildly extravagant, debatably unnecessary and visually unbelievable Cthulu Wars. Cthulu Wars is something of a famous, or perhaps infamous game for many reasons. One is its cost. It costs a fortune. Relatively speaking. There are some small countries in the world that have gone to war, sued for peace, and made war reparation payments and still haven't gone to the expense of the cost of Cthulu Wars. Secondly, and no doubt related, is the nature of some of the miniatures in the game. To say that they are large is like saying that the universe is "quite big". Indeed if you didn't know better and happened to walk past the game, you might be forgiven for thinking it was not some miniature game, but instead some bizarre childs play set, albeit one that had far too many tentacles, gnashing teeth and questionable orifices. Fisher Price My First Cthulu Playset. The third thing Cthulu Wars is famous for is its ridiculous premise. Cthulu. Wars. It's like some mad marketing group think session where they slam some popular things together in the hope that it will be randomly popular and sell like hotcakes based on some ridiculous search engine zeitgeist. Like. Ferrari doughnuts. Or possibly. Steampunk Dogs ( actually, that's kind of good... goddammit, maybe they have something after all ).

The mighty Cthulu Wars !!
But is the game any good ? That's the question. Or indeed, does it even have to try to be any good having transcended such silly things as game mechanics and entered in a Plan 9 From Outer Space zone where it could be so bad, it's actually good. You can hide a lot of problems in a game by giving it 9 inch high Cthulu "miniatures". I use the word miniature tentatively there. They are anything but miniature.

Well the good news is that the game is pretty good. At least that's the feedback that Rich IV gave, and Pete was also pleased with the evenings game session. Richard explained it as somewhere between Risk and Chaos in the Old World. With some weird ass power shenanigans going on. Such as. Having to decide in one minute what power penalties everyone would take, otherwise Pete got to take all the power. So. Some weird ass kitchen sink mechanics thrown into the game. And it has a mild case of slippery slope runaway mechanisms. But we can probably forgive it that. A lot of classics do that too.

The mind boggles all in all. But this game, Cthulu Wars, demands to be played. It cannot be ignored. It is the superlative of over produced miniature games. A touchstone, an icon, an event all in its own right. At the very least, when someone starts talking about, have you seen that ridiculous game with the enormous miniatures you can say, seen it, I've played it ! And bask in the awe of your gaming peers.

With a bit of luck I'll get to have a go of Cthulu Wars next week. I'm pretty sure my painting nervous tick will start to twitch, and I'll surreptitiously look at how you could lovingly paint the wee beasties up.

Right. Enough of my blathering. Off with you. Go do something productive. Or look at the very short gallery first, then go do something productive.

Ticket to Ride. Samantha was very pleased with herself and her green train domination.

Kingsburg !

Suburbia, and some pretty hefty water development. A good few water goals on offer.




* Apologies if you a) don't know who Ingmar Bergman is or b) know what the hell the Seventh Seal is. The imagery in that case made no sense whatsoever. Suffice to say then that Ingmar Bergman was a Swedish film director that made lots of films about being miserable. Or more precisely, being miserable in Sweden. And ended up being quite famous for being a miserable bastard**. And the iconic bit of Death playing a game of chess originally comes from the Seventh Seal. You can imagine Disney completely dropping the misery and gloom of that film and replacing it with some snappy Tim Rice song and dance number. Chess, chess, ooh, I love it *jazz hands*, I can't wait, to make the final move, the killing blow, ooh ooh, *flourishing dance kick*. Uh huh. Hopefully never coming to a cinema near you. Unless you subscribe to the infinite realities quantum tosh, in which case, somewhere out there, in the infinite reaches of the multiverse, someone is eating popcorn and watching death do a song and dance number about chess. Gah !

** Don't get me wrong. I highly rate Ingmar Bergman. And Seventh Seal is one of my top ten favourite films.

Wednesday, 11 March 2015

Spies at the Jet Garage

A busy week this week ! In the apparent subjective random chaos of the universe the pub was this week quite full for no good reason whatsoever, making our 32 attendees seem that much more as we struggled to obtain tables for our cardboard shuffling.

We managed to squeeze everyone in however with the threat of punishments for those daring to play less than 5 player games ( as it turned out we had two tables do this ) and the very real possibility of otherwise having to enact the Beta Site Protocol.

Lords of Vegas. Sam practices his nazi salute.
Everyone else awkwardly pretends it didn't happen.
Downstairs Cyclades ( I think or possibly Kemet ) made a return to table after some time away, and on the next table over a rather surprising game of Tzolk'in kicked off with 5 newbies. If you'd asked me to guess what game would be played without at least someone at the table having played it before, Tzolk'in would probably have been one of the last games I would have picked, as being a crunchy euro it's not exactly the sort of game you can just fall into in 5 minutes. Nevertheless after a rules explanation from Pete the 5 got on with it and they all seemed to enjoy it. I didn't manage to get an idea of who was doing what. Without a monster action efficiency vet at the table I daresay the game was... quite enjoyable. And not the soul crushingly inevitable cog grinding madness that it can be. *cough*.

Over from them Martin got one of his favourites to table again with Room 25, and then followed one of the Werewolf variants, Andrew having brought three different Werewolf variants to the pub. It seems you can never have enough werewolves. I caught them in a game that was winding down, much argument about who the werewolf was, with some dubious statements as to eye witnesses and swapped roles. Looked good fun.

Pete and Joe enjoying the latest crossroads card - Dead of Winter
Upstairs Dead of Winter made a return, half newbies, half experienced, and despite a bucketload of paranoia filling the table and a call for exile being ignored by a whisker, there ended up being no betrayers at the table. Collecting samples was the name of the game, with 15 samples to collect, or after dice probabilities, 30 zombies to kill.

Pete on his first ever game of this focused heavily on getting everyone to kill zombies in good order, and the first turn passed in something of a breeze.

Although it must be said a rather unwelcome change came over Pete almost the instant he sat down to play. He questioned why we need to support helpless survivors. Weren't they indeed a burden. Couldn't we just kill them ? Eat them ? Push them out into the cold ? No. We're civilised. Besides. You lose 1 morale for everyone lost. Usually. Ah he said. Incentive.

The morale of the story being don't be in a zombie apocalypse with Pete. He will be eyeing you up thinking of how well you'd go glazed in honey with some accompanying roast potatoes.

Despite our great start, if you've ever played Dead of Winter however, you'll know that things can go tits up very quickly, and you can be up to your armpits in helpless survivors and difficult crises before you can say BRAAINNNSSSS.

Which quickly started to be the case as no less than three survivors ended up being bit and dying, and a suddenly burgeoning population saw food requirements double overnight.

As morale dipped towards one, the samples were on the cusp of being completed and as we staggered towards the finish line - worrying that a betrayer could tank the colony at any moment - we managed to obtain the last sample and in a bit of collective support everyone fulfilled their objectives. The impossible had happened. Everyone at the table had won.

Pete declared the game to be easy and stated it was his lack of presence in previous games that had made them fail.

Uh huh.

Kingsburg - Davey in the corner had strong infrastructure built
Elsewhere Kingsburg rode into town, and when I looked Davey seemed to have developed a nice board with a full track of military and a nearly full track of something else - although crucially at that point he had no pure victory point buildings. I'm not sure his score tally was enough to take it, despite him having a good infrastructure. Over development of useful buildings perhaps ?

On the other side of the pub, Sam having purloined pub tables to get his group going brought Lords of Vegas out, which seemed to be developing nicely when I looked - there seemed to be quite a number of monster casinos out in play.

The peace of Porfirio Diaz - Pax Porfiriana
And lastly Pax Porfiriana made another return to the Ribs, this somewhat obscure title surprisingly having made half a dozen appearances at the pub in the last year or so. Apparently we love us some revolutionary mexican shenanigans at NoBoG.

Pax and Dead of Winter ended up finishing at the same time, leaving us with the tantalising possibility of giving the yet to be properly published game Spyfall a whirl.

Having printed the print and play version of this out earlier the only problem was that all the printouts were not yet sleeved - not a huge problem, and everyone agreed they could just sleeve what was needed, or as I suggested, just not even worry about it. Play with how it was.

However.

Tip a bunch of unsleeved cards on a table. Add a pile of as of yet unused sleeves. Then tell a bunch of OCD gamers there is no need to sleeve. Wait. Watch the beads of sweat form on foreheads as OCD tendencies are repressed. The eye twitches. The hands that creep towards the sleeves.

Predictably perhaps after a minute of discussion there then followed ten minutes of frantic sleeving by a NoBoG flashmob sweatshop.

I ended up just managing from on high - I did no work myself, I let the NoBoG sweatshop collective get on with it. When asked who was the winner of this sleeving game, Hal retorted that I was the winner - presumably having just got all my cards sleeved by a willing work force. This turned out so well in fact that I am sure there is a business opportunity in there to do with stimulating the OCD tendencies of NoBoGians, sleeving up cards, and offering services on ebay or somesuch. If you could introduce a betrayal mechanism into the sleeving process it would probably become the hit NoBoG activity of 2015. In any event I am considering bringing other unsleeved games to the pub in future, with a just so happened to have handy pile of sleeves and more reverse psychology comments that guys, there really is no need to sleeve these cards.

As for Spyfall itself, this played out really fun. As Punk Rich noted it had that fresh, buzzy, fun feel of Resistance in the early days when it was all new and shiny and people were getting to grips with how to lie convincingly to their fellow human beings. Although Pete was less charmed with it. Fun. But not deep enough. I think however it's as deep as your questions / players. It's like an unstructured Resistance session.

So what is spyfall ?

Spyfall is an easy filler werewolf type game with up to 8 players taking part in a bit of a Question and Answers deduction session. One player at the table will be a spy - and not know which location everyone is currently at - whilst all the other players are given the same location plus a role they fill at that location. So for instance, everyone might find themselves on an aeroplane, with one player as the captain, another as a stewardess and so on. But the spy knows nothing. The art of the game is in wheedling out the spy - or not. As the spy you either want to remain hidden, or for extra bonus points, remain hidden until you can figure out the location and declare it. As non spies you are trying to find out which one of you is clueless as to the location - without giving away the location to the spy - with a bonus point for the player successfully calling out a vote. Players are given eight minutes to ask questions - one player asking one other player a question, then that player asking someone else a question and so on.

So for instance. An utterly horrible question might be - Pete, are we at the Submarine ? Answer - Yes. Good job. You've just handed the spy the win.

Four rounds were played in total, with Graham calling Richard IV out as a spy with his dubious answers, Punk Rich panicking to a quick minute and a half spy guess as to the location ( wrong ), and then finally a couple of spy wins, the first being Punk Rich sailing to a spy victory as the wrong person was lynched, and lastly Bondy narrowly avoiding a spy vote to then call out the location was the "dodgy Jet Service Garage", earning himself a game winning 4 points in the process.

There were some great moments in the game, with Punk Rich as a spy completely nailing an answer on the location with a broadening your horizons statement ( for the school - he had guessed it was either the University or school ) and thus utterly avoiding any suspicion, and Pete launching into an impromptu political statement when asked something along the lines of whether everyone should attend this place ( school ). Graham also called out Owein for not laughing when everyone else did - this can be a giveaway in spyfall - but he wasn't actually a spy and not enough people around the table were convinced either.

A lot of frantic thinking was going on at the table for this game. The most popular word was Um. Um. Um. Um. Uh. Stalling sorry. Um. Uhhh.

After the final round Graham had managed to come up with a great universal question to weed out spies - What are the toilets like at this location ? Depending on your answer you can figure out if they know what they are talking about. One shot only of course. For use on suspected spies.

Funny werewolf filler variant. I expect to see more of it in the coming weeks.

If you'd like to try out Spyfall yourself ( and as it's not yet available ), there are a number of print and play versions available in the files section on the geek , but be warned the full game is some 208 cards.

Alternatively, if you'd like to play with the extra special Norwich NoBoG spyfall variant, you can print out the sheets that you can find here, including such places as the Norwich Cathedral, UEA, Norwich and Norfolk Hospital and of course the world famous Norwich Space Station. Uhh. Yes !

One cool thing about the game is that in theory, just one copy can play multiple tables simultaneously. With 25 odd locations to use, and only one ever being in use at one time, you could quite easily run three or four tables from one set. Although if you are truly wily you could possibly listen to other tables to help you figure out which location is *not* currently on this table. Filthy cheating.

A great evening of gaming, awesome fun. Roll on next week !

Boardgame Geek Print File for Spyfall http://boardgamegeek.com/files/thing/166384
NoBoG Spyfall A4 Card Sheets http://www.singularity-space.co.uk/spyfall_nobogstyle.rar

Sunday, 29 June 2014

Twofer

Two weeks blog for the price of one this week, you lucky lucky people.

Summer has truly arrived in Norwich - you can tell because for the last week or two it has pretty much rained every day. I feel nature is weighing heavily in on my side about the ongoing tosh of East Anglia being reputedly the driest place in the UK. Tell that to the fens !

Two weeks ago we had thirty people turn up, and first quickly subscribed to was the fancied Nations game making its first appearance at t'pub. Nations is an abstract civilization game where each player gets to lead their nation through the ages and attempt to score more victory points than everyone else. The game is pretty much entirely card based, with each player building their own area up by buying in new cards to give them certain capabilities - resource production, military strength etc.

Nations - Another Civ the computer game brought to table.
Unlike say Sid Meier's Civilization The Board Game, there is no map here, the topography and army mechanics are abstracted away into waging wars that require a certain level of military, and taking a limited amount of areas as colonial territories. In fact there is just a tiny pinch of Seven Wonders here, with the values of your military cards indicating how strong you are, and your resource production cards telling you just how much you can produce.

Overall the game is a pretty slick civ game without getting bogged down in map logistics, and instead focusing on building and planning efficiency. Like many civ games, it leans heavily on the Civilization computer games for inspiration, and there's even a cute difficulty factor ( Chieftain, Prince, King and Emperor - just to really hammer home the Civ game link ) that acts as a handicap level for each individual player.

If you like civ type games you need to check this out. Punk Rich was so impressed with this that he went out and bought it right after - always a good sign for a game.

Over on the next table Terra Mystica got a blast, and Tom managed to get his experienced hand into this amongst all the first timers.
Terra Mystica, Pip points at something, Phil glares at me.
Of course he romped to a win in this, being a fairly mean hand at the game and knowing just what to do when. Tom is keen on the game and has played it a fair few times, whilst I think it plays out pretty much the same way every time, Tom thinks its always different. For me, after a few games it's just a bit meh, a bit dry, a bit samey. It's a solid euro, and the asymmetrical races are nice ( although arguably unbalanced in some cases ), but eh, I don't feel it quite has enough going on to be a classic.

Elsewhere Lewis lead another long game of Kingsburg, rolled crap dice all evening, and began to see the flaws of a game that relies singularly on dice to power your decisions.

Kingsburg. Lewis has a sad & laments his inability to roll dice.
Of course, you win some, lose some when the Random Number Generator enters the fray, but I think by and large the odds in Kingsburg even out, and it's unusual to be completely hosed by the hand of fate. I personally quite like Kingsburg, it seems to work quite well, and I like it as a medium length game - not sure about playing with all the expansions and turning it into a 3 hour grind ( particularly if your dice are being crap... )

This might be another case of a fairly solid game becoming slightly fat and wobbly when expansions are added to it - it's not unknown in my experience for expansions to take the streamlined sublime and add clunk.

Upstairs Mr Bond lead a mad full table of Fearsome Floors - the game of running your guys away from terrible logical rule following monsters. Fearsome floors is a fun game, but six people is utter bonkers !

Fearsome Floors. With six players aka
London Tube Rush Hour Simulator. Here a remarkably
accurate looking 3D Ticket Inspector stalks fare dodgers.
There was some shouting and at one point screams of being murdered or somesuch, so, it was emotional if nothing else - but after the game I think everyone exited the pub/table quickly and Mr Bond was left on his own.

Smash up and a bunch of others were played on the table over - I think Got Bit got played again, and finally on my own table, people were keen on playing Mission Red Planet which ending half way through the evening was then followed by Istanbul.

Neither of which I won. In fact I think Sam won both games, with Istanbul coming down to a real close finish of a turn or so difference. I was hopeless at Mission Red Planet, my guys failed to get a good purchase anywhere, I was bumped off early, and I failed to score much of anything. Still fun tho. I really like Mission Red Planet - a game that Tom Vasel in one of his recent top 10 lists has controversially noted has "murdered" Citadels.
Mission Rrreeeddd Planetttttt ! An epic 4 ships blast off.
IE, Mission Red Planet supersedes Citadels to such an extent there's no need to play Citadels ever again. I can see what he means, but Citadels is still cool, for me, I love the victorian Martian steam punk theme in MRP, the lovely card artwork and it just plays so nicely with a lot of player interaction to be had.

It's always fun to see someones astronauts end up being re-routed time and time again, and ending up in some martian armpit of a landing zone. In fact this week, Mission Red Planet got played again, and this time Lewis found that just about all his mustachioed victorian explorers kept landing in the dubiously titled "Utopia" for which he had spiked with a discovery card. In something of a sneaky double buff however, Lewis had actually planted a high scoring card and whilst bemoaning his continual landing in one spot, actually successfully bagged extra points at game end.

So this week, Mission Red Planet was indeed played again - and this time I won, huzzah - and before this we had another go of Kingsburg - but without any of the expansions. With new players and a rule session to fit in, we still managed to buzz through the game in under two hours - which I think is just about right. I won that too in an embarassingly strong kick ass womping ( just about double the points of poor trailing Lewis ), which I feel gives a lie to the statement that Kingsburg is just about who rolls the highest dice ( by and large we all rolled pretty similar ). Whereas we finished with just about the same number of buildings each, I garnered a stomping 33 points in bonuses, and everyone else struggled to get out of the teens.

Snowdonia, battling fog and rain to do something useful.
That'll be a typical Welsh day then.
 Robin brought along Snowdonia, a game about building a railway up a Welsh mountain ( I say mountain with all due respect to actual proper mountains in other places of the world that are impressively massive, rocky and take specialist equipment and possibly days of traversing in appalling conditions - mountains in the UK amount to modest swellings of earth that possibly make you break out in a sweat by the time you reach the summit somewhere around afternoon tea, and my goodness if it gets foggy we might get lost a bit ).


This is the second time Snowdonia has been at NoBoG - it first showed up brand spanking new from Essen in its release year, one of Jimmy's ( long lost NoBoG vet ) many Essen delights. Despite its dubious sounding theme, the game is pretty cool, and if you are an age to remember such things, contains Ivor the Engine ( cue Ivor the Engine impression... chhh chi kuff chi chi kuff... )


Francis Drake was also played - another quickly subscribed game, I have no idea what this is about - something Francis Drakey I presume - sailing ships, taking Spanish treasure and defeating invading armadas. Actually I believe it's the first two and not the latter - you get to explore the Americas and the Caribbean a bit and do some lovely pirating.
Francis Drake Hero of the English. Filthy Pirate to the Spanish.

Making another return to favour, Betrayal at House on the Hill was played ( and no less than two copies turned up at once ), and the usual fun and shenanigans was had there. I wouldn't mind betting that Betrayal is now possibly one of the more well owned games amongst NoBoGers - not Agricola, not Seven Wonders, but instead Betrayal. Uh huh.

Ground Floor also returned - the game of hardcore corporate speak, vying for better storage closets, better advertising campaigns and in general being more of a corporate douchebag than everyone else. Owein won this with a strategy of producing nothing, but being wildly popular and having a very successful tv advertising campaign. As ever I fear this game is way too close to the mark of reality for comfort.

Ground Floor. I see your storage closet and raise you a
meeting room. Pfah, just wait til my internship program starts!
Oh dear.
Sam continues to extoll the virtues of the game, but its theme gives me the willies. I am too corp scarred perhaps. I do however really like its graphical design, and one day, I might even sit down with it and try to build myself one of them there storage closets. Surely the only board game in existence where you get to build a storage closet.

After all the excitement of that gaming nonsense was dealt with, I believe one or two fillers might have been played, in particular Ultimate One Night Werewolf, where a thoroughly cheesed off Luke being continually lumbered as a boring villager began to have delusions of grandeur and started acting out at random. A flaw to the game perhaps ? Villagers are boring ?

Until next week bat fans, same bat time, same bat channel.

Oh. And 25 people this week. I didn't actually have to raise my voice in the initial game organising to be heard for once.
Betrayal at house on the Hill


Smash Up

Saturday, 22 February 2014

Beta Site Protocol - Activated !

An important message first up this week.

Next Tuesday, that being 25th February 2014, the usual gaming at the Ribs is going to take a slightly different format. The pub is hosting a quiz night on the 25th and given our current numbers this is going to cause us a critical clash where there is simply not enough of the right kind of room to partake of the usual cube pushing delights.

It has therefore been proposed that whilst we meet at the Ribs as per usual, depending on numbers the group will then split into two - one group will remain downstairs in the Ribs, whilst the second group decamps to Site B - Take 5.

Take 5 is some 50 yards up the road from the Ribs and is a cafe pub type establishment that has potentially more room to accommodate us. Mr Bond has had a preliminary scope out and quick word with them, but nothing concrete has been agreed.

It could be in future that Take 5 may become a better venue for NoBoG, and thus next week may provide a good trial of what people think of the place, beer, welcoming atmosphere etc, but this also may depend on what they think of us, and whether they appreciate people coming in and drinking and eating. You wouldn't think so, but. . . .

If you are keen on seeing what Take 5 is like then make sure you get yourself into the B Group - and you probably want to hold off on buying your first beer at the Ribs.

If anyone has any opinions, solid suggestions or other commentary on the matter then speak forth, and also have a word with either myself - John, or Matt  ( Bondy ).


Back to this week. This week saw 24 attendees split over five tables and two floors. Luna got a blast of a play downstairs - a slightly bizarre but cool game about throwing religious novices into the sea. Although it's your usual worker placement Euro, it's wacky enough that it feels quite different to the usual meeple fest - and there is certainly plenty of scope for competition and screw overs, something that some Euros lack.

Mid downstairs table had an in depth outing of Kingsburg - another cool game where the worker placement mechanic is scrambled by a dice assignment - but whether it was the clash of mighty intellects or the four out of five new players at the table, they took most of the evening to get through it. It should play shorter than this, but there seemed to be enjoyment of the experience, so, that's all that matters. I believe they then had a mad half game of Cthulu Fluxx.

Lastly for downstairs Sam managed to get Level 7 Omega Protocol to table once again, challenging myself, Rich, Ewan and Fletch to meet the threat of his unspeakable aliens.

The Marines approach the final room with its objective...
Sam had a pretty torrid time of it playing the Aliens, as the Marines did a great job in eliminating alien scum and then pacing themselves to get to the mission objective in good time. 

Last ditch assault against the Marine position...
but it proves to be too little too late.
Sam struggled to even scratch the Marines, let alone cause them problems, and by the end the Good Guys stood amidst a pile of alien corpses with barely a mark on their shiny armour. Full props to Sam who took it all in his stride, and played a very good natured game right to the very end, even allowing the Marines to back a played turn order up to get a better flow of actions out. Sam - the nicest of unspeakable alien overlords that are trying to kill you.

In hindsight I think the alien placement in the rooms could have been handled a bit better - avoiding Marines rather than engaging them to slow them down and bring the crises points closer - and also the placement of vent spawn points, whilst at first glance reasonable, meant that Sam couldn't build his forces up out of sight to then overwhelm the Marines in a wave.

As it was the aliens engaged in piecemeal fashion, playing right into the strengths of the elite forces, and wittling away abominations for no gain.

Upstairs Bondy gave everyone a thorough lesson in Taj Mahal, teaching everyone that yes, Bondy likes this game, and yes is experienced enough to give you a drubbing. A bit like playing Pete at Race for the Galaxy.

Caverna might also have been played ? If I haven't got my wires crossed then this game saw Pete stumbling across a horrific scoring opportunity / broken game aspect. Which is not an uncommon thing for Pete to do. If you want to see if a game has a broken scoring mechanic, give it to Pete.