Showing posts with label Mysterium. Show all posts
Showing posts with label Mysterium. Show all posts

Friday, 16 June 2017

Please do not Adjust Your Board Games

What's up guys, it's me, Fish-Face. It's time for a quick NoBloG. You'll note my dedication to the cause as these notes were written on the same day as I finished enduring a downright harrowing experience. You guessed it — I got back from driving a manual car for the first time in 10 years, more or less unscathed. If you hear about any unexplained road deaths between here and the Cotswolds, say you don't know anything. But enough about me, what about the games?! Well on this sunny evening (sunny until the sun went down, anyway — funny how the weather forecast at night is never for sun, isn't it?) we played some of them. And the ones I will tell you about are as follows: Mysterium, Blood Bowl Team Manager, Carcassonne, Cottage Gardens and The Networks.

Starting up at the mysterious table where they were playing Mysterium, I don't have much to tell you — the players seemed quite engrossed and I just got a brief summary that it's "Dixit Cluedo." Intriguing. One player has a special role — the Ghost — and gives you clues which get you to pick the correct story describing what has happened. Other than that, Sam just told me that he is "fucking spanking at it," which I would have thought would be inappropriate at NoBoG, but the bar staff weren't saying anything.

Looks mysterious, right? It's supposed to.

Next I had a look at Blood Bowl Team Manager. I always like to imagine the Blood Bowl games as being about literal bowls filled with blood, though nothing I've experienced supports this view. Never mind. They were just getting started and resetting the score counters which had been co-opted in a different game. As I'm checking that the players are all setting their counters to zero and not 13 for some sneaky bonus points, I hear Jacob exclaim, "Allllllriiiiight" upon drawing his first hand. Unfortunately it's the sarcastic kind of "allllllriiiiight," as he's drawn his four linesmen, the worst of the starting cards, all at once. Before I was tempted away, he cunningly played his "crack linesman" to a match with crap rewards under the assumption that no-one would contest it hard.

A Blood Bowl is set up. Sans bowl, and sans blood.

I next found myself in a sprawling medieval metropolis: an absolutely massive game of Carcassonne was taking place involving expansions I'd never even seen. They had a cool meeple-shaped scoreboard and a starting mega-tile to replace the ordinary starting tile/river mini-expansion. I think the scoreboard should have replaced the countryside artwork with depictions of meeple-organs though, so you can describe your score not as the mundane "38" but rather as the glamorous and unique "in the duodenum." With such a big game of it, there was of course lots of jostling for access to various features: there was an absolutely massive field which was so juicy that the two players sharing the points from it had three meeples in it apiece. A third player was still trying to get in on the action and had even tried to pip them to the post with four meeples, but the others weren't having any of that and cruelly entombed the farmer in a tiny field surrounded only by roads.

I think this qualifies as "sprawling."
Also check out that sweet light
to illuminate dingy pub corners.
All this is a great excuse for lying down in fields — lazy meeple! — but what of the cosmopolitan life enjoyed by all up-and-coming brightly coloured wooden figurines? There was plenty of action there two with a similarly massive city sporting at least one cathedral being simultaneously built up by the inhabitants sharing it, and the other players no less avidly trying to prevent its completion — requiring just one tile to finish it off, the space where it would slot was, however, surrounded on all four sides making it a tricky proposition. In the end Tom (or maybe Dom? He was several fields away and it was tricky to hear over all the sheep!) won the game and, though he was in the field it wasn't the deciding factor — though had the farming pretender managed to get in, that would have done. Who said Euros couldn't be cutthroat?!

This meeple wants to be something... something MORE

Zooming in a little bit brought me to the Cottage Garden aka Tetris: the Board Game! The basic gameplay here involves taking tiles from a pool to place on one of your gardens, where you must cover up certain features and avoid other ones, which score you points. When you complete a garden by covering all of one kind of feature, you score points based on the number of visible features of the other kinds. Then you draw a new garden and start again, the game ending after a certain number of rounds. It all seemed very polite and proper, though as in Carcassonne I'm sure there was lots of backstabbing and all-round devilry going on beneath the genteel exterior.

Several cottage gardens
surround the gardener's
market.
Looks nothing like
Wyevale to me.
The garden itself and
its scoring track.

That brings us handily to the game I learned and played — The Networks. In this game each player assumes the role of a TV Network commissioning and scheduling their prime-time shows, with the objective to accrue as many viewers as possible. The game plays out over 5 rounds — "seasons" — and each season the pool of available cards is topped up from the deck for the appropriate season. Within each season play passes according to the positions at the end of the previous one — bottom to top, giving the player in last place a significant bonus in terms of choice of the best cards. Those cards come in four varieties — Show, Star, Ad and Network. Your basic action is to purchase a show and place it on your schedule — hopefully in its preferred timeslot. But most shows require one or more ads or stars before you can buy them, which respectively provide a boost to income (great for shows with high running costs) and to viewers. Many ads and stars will have their own requirements so that you only get the benefit on certain kinds of show. Some shows have optional slots for these cards as well, but if you don't add them when you buy the show initially, you have to take an extra turn to apply them, which might mean being late to the end-of-round bonus party which gives you a healthy boost to viewers or money if you end the round for yourself early.

All in all it's a nicely themed game with a decent amount of tension between different choices — whether to grab the show first or the perfect ad to go with it, or perhaps the limited network cards providing special actions and scoring bonuses. The shows are all parodies on existing ones like "Found," "Communist-y" and "How I Lost Your Father," with silly pictures to go along with them. Your initial (worthless) shows are all such classic hits as "TV Test Pattern Hour" and "Biannual Bubble-wrap Popping Tournament" which I, for what it's worth, would watch the shit out of. I didn't win, sadly (actually I think I'm on a NoBoG losing streak — someone give me a pity victory!) in spite of being in first place going into the final round.

I forgot to take pictures of The Networks, but you can
see some of it artfully framed by my body, which in turn
is observed by JD.

And that was the week — another short one I'm afraid, so my apologies to those I never got 'round to see. I'm now going to settle down to a nice episode of Old People Complaining About Things.

Saturday, 18 April 2015

The First Rule of NoBoG is...


This week the Ribs of Beef was full to the rafters as an epic 44 people turned up to partake of the NoBoG extravaganza. Personally I blame the inflated numbers on Mr Bond who advertised NoBoG Tuesday as #InternationalTableTopTuesdayEvening and offered free swag. On the other hand, if #InternationalTableTopTuesdayEvening isn't a thing, then it should be a thing.

Bondys promoted SWAG


The elevated numbers caused Pete to slightly panic* and give out the advice to newcomers that if they enjoyed themselves to remember not to tell their friends.

All very fight club if you ask me. The first rule of which is to not talk about it. If you haven't a clue what I am talking about, then your homework this week is to immediately go watch the 1999 film Fight Club.

Aside from Pete's comedy advice, it was great to see so many people down the pub playing games, and personally I had a great night, playing some new things, some old things, and introducing The Cow Game to those who had never heard of such a thing before - and were suitably delighted by it.

Chloe also pointed out that this week quite a number of gaming ladies turned up, by her count as many as ten of them, which marks another record for NoBoG. Back in the day, ten people would have been the whole of NoBoG, male or female.

Gah, a blurry shot of Mysterium and its screen.
Super low light level and a long exposure are to blame.
The G Man was in the house on Tuesday, and being the collector of the sometimes whimsical, he brought along a game called Mysterium, which after some wrangling, I ended up joining in to play. Mysterium - and I'm just going to go right ahead and assume you've never heard of it before - is a game best summed up as a cross between Dixit and Cluedo.

Funny vague artsy picture cards ? Check.

A murderer in Some Place with Some Murder Weapon ? Check.

Guessing who was where doing what to whom ? Check.

Unlike Cluedo however the game is a co-operative affair where everyone is trying to work together to solve the puzzles you are given - namely murder suspects. One player takes on the role of The Ghost, or, if you like, The Murdered, and it's their job to communicate to everyone else just who killed them and how.

Which would be lovely if the Ghost could just send you an SMS with the murderer's contact details.

Predictably things aren't so easy however, and instead the ghost must rely on sending dreams to the other players - who are allegedly psychics and sensitive to such things. Either that or they just have really vivid imaginations and a habit of eating cheese past midnight ( my mom always used to say eating cheese late at night would make you dream. Science ! ).

The dreams come in the form of cards with a lovingly artsy illustration, albeit random and often surreal. Spread on the table are another bunch of lovingly illustrated cards and it's up to the player(s) to make a guess as to what refers to what. Every player gets their own card to think about, with the end result being that the Ghost is going to tell you about X number of suspects, X number of murder scenes and X number of murder weapons, where X is the player number.

So you get into Dixit territory. A boy riding a bicycle through some woods ? Well clearly that
Mysterium ! It was.. the ghost boy with the candlestick !
indicates this magician chap over here. What ? The whole effort is further complicated by the Ghost only have a limited selection of cards to choose from each turn. So. The clues could be super vague.

The game is won if everyone manages to solve their person, location, murder weapon in a given number of nights, and after that, if everyone then manages to select the right person, location and weapon out of those that have been highlighted.

An interesting game. All about getting into the head of the person playing the ghost. And trying to find some connecting particular that links one series of pictures to another.

We failed for the record. The G Man kept apologising to me whilst handing me my clues. In the end a wolf was filling in for a unicorn, and most of the other clues were pointing at a small picture on the wall of one of the choices. As it was I actually did succeed in getting all my details right, but Pete and Sam failed. And so the ghost was not avenged.

Note to future murdered ghosts. Learn how to use email.

Small World, Chloe and David with some new NoBoGers
Meanwhile on the table over, a group of new NoBoGers learned to play Small World which came down to a very tight finish again, relying on a tie breaker to actually determine who had won. The game was given a thumbs up, and they liked the way that the races and traits made the game variable - they could see good replayability in it.

Behind them, an excited Jay Van Zee ( his newly annointed NoBoG street rap name, formerly known as JJ ) busted out a fresh from the kickstarter presses game of Shadow of the Elder Gods.

Given which name is a game that is contractually obliged to be about Cthulu type shenanigans.

Anytime you use Shadow and Elder God in some combination, you have to be talking about Lovecraftian Shnubbling, and Shoggotholling.

The Elder Gods of the Shadow Supermarket. See ? It's a game about a Cthulu infested supermarket. Easy.

Shadow of the Elder Gods. Aka Pocket Arkham Horror aka
James Mapp's Punch Yourself In the Face !
So what's the game all about... A co-operative game, players take the role of investigators, or just plain schmucks, who are wandering about the city of Arkham in a game of tentacle whack a mole.

Along the way you get to pick up things to help you fight off the nasties that keep cropping up, and hopefully by the end you will have enough experience to see off the Elder nasty himself. If this sounds remarkably like Arkham Horror, then you'd be right, it sort of is.

But it's condensed down into something that doesn't take between 3 and 6 hours to crank out and has wayyyy less of a footprint in terms of endless decks of crap. I like Arkham Horror, but it does suffer from early FFG designs of "Lets just make another deck of cards / pile of tokens / endless crap for that mechanic, and then we can big it up on the box how much crap is in here, and how much crap your money is buying - bargain !" which typically end up with you playing the Setup The Crap game for longer than you actually play the game.

I'm not sure how the game went down, it sounds pretty cool, albeit James who did play it spotted some dubious flaws he was less than happy with. A key component of the game is the Ring of Shadows, an item which allows you to tackle the unseen enemies that lurk beneath the seen ones and is the key to winning the game. The price of using this item however is a hit in sanity ( of course, no self respecting Cthulu game leaves out a Sanity mechanic ), and here's the issue. Certain random cards in the game will deal 5 sanity damage to the wielder of the Ring of Shadows. Which is enough for insta death. So. Draw a card. Die. Game Over ?

Are there mitigations to this ? No idea. But James was not a fan and stated that at least the game was short, and therefore wasn't too much of a pain to put up with before inevitably dying from the RNG insta death. On thinking about it more deeply he related the experience to be like punching yourself in the face. "Draw a Card, Punch yourself in the face that many times". I dunno. Sounds like a winning party game to me. COPYRIGHT !
Alhambra - vanilla style. Circa 2003

Away from the Cthulian Horror, Stu guided some people through the ways of Kingdom Builder, whilst the table over enjoyed a blast of classic Alhambra which I think was just the pure vanilla version - no expansions ( I tend to always play with the treasures and markets and yada these days... )

Downstairs Martin took some newcomers through the halls of Betrayal at House on the Hill, Hal gave a group a zip around Powerboats - which to my eye looked really cool ( I think its all those lovely hexes lighting the wargaming gene in me ) - and apparently played really nicely - a game all about managing your speed dice and trying not to ram into things from going too fast.

Power boats. Race around the islands and manage your speed.
Lastly, Darren got the new and sexy Xenoshyft Onslaught to table, yet another co-operative type game ( there were three and a half co-ops played this week - I am counting Betrayal as a half co-op ) which is a deck builder horror survival malarkey that sees your group of swaggering future troops defending your base from the evil alien Hive.

Marines versus Aliens you say ?

Yes. In co-operative deck builder format.

The very nice looking Xenoshyft Onslaught.
Which sounds in theory like a cool idea. What's not to like about the familiar Marines versus Aliens trope ( although I have to say, a bit like the whole zombie malarkey, it's probably getting a bit too done at this point ) ? No idea how this panned out. Tim noted it was very difficult to win. The game certainly looked gorgeous on the table - and surprisingly for a Cool Mini or Not game did not come with a bazillion miniatures.

After all that gaming a horde of smaller fillier games descended.

Artificium
I got to try out Artificium on my table - a highly rated light euro resource manager filler, all about turning one thing into another for points. Sam languished in last for the first half of the game before showing off outrageously to overtake everyone and fall off the edge of the scoring because he was just scoring so damn well with an army of wizards.

We declared him loser for running off the edge of the score board and therefore having no score.


After this we changed tables up and busted out The Cow Game to some newcomers - where there were some interesting aberrant plays going on.

Sechs Nimmt. Well. The next move is certainly tricky...
Firstly, one of the newcomers managed to score an enormous 50 points in his single first round. 50. That has to be a record of some sort. It makes Tim's previous week Cow collecting extravaganza look positively amateurish in comparison. Also. We had a full board situation occur. Which I can't remember ever seeing.

Too many fillers to mention. Pickomino, flaschenteufel, yet more Cows, werewolf. Gosh.

Thanks to those who submitted something, David, Chloe, James, short or long !


*our veteran members can be a fragile bunch that are sometimes to be heard muttering about how it was all different in their day, when there was just chess, counting the leaves that floated down the River Wensum, picking peanuts off the floor and flicking them at Crocker and Settlers of Catan.