Showing posts with label Small World Underground. Show all posts
Showing posts with label Small World Underground. Show all posts

Wednesday, 1 April 2015

NoBoG Consulting Detectives

"Elementary my dear Watson. It was Lord FiddleBottom, the fat dude, at the train station in the silly mask !" - something Sherlock Holmes never said.

There seems to be something of a minor trend going on at NoBoG at the moment. Quite a few deduction type games are sneaking their way into the pub, pushing NoBoGers to ask questions, shuffle around locations and employ thinking caps to work out who did what and where. Which is something of a nice change of pace. However, these games are also frustrating the crap out of Richard IV who seems to have something of an anti-knack with them - and who mysteriously also ends up playing them.

" The only way to get smarter, is to play a smarter opponent " - Revolver 2005 ( also Fundamentals of Chess 1883, but Revolver is way cooler and has guns and crazy paranoid schizophrenic people. Stick that in your pipe Fundamentals of Chess ! )

This week we had the brand spanking new*, ripped out of its cellophane Inkognito to play, a team based deduction game for four** which sees you completing a mission with your partner to win, before the other partnership can do the same.

Inkognito - move around the city and ask questions
However. You don't know who your partner is. And you don't know what your mission is. Hmmm.

Which makes the game either some hilariously*** alternate philosophical comment on the pointlessness of gaming...

Or requires you to ask questions and filter answers to deduce the facts of who is your friend and who isn't. And what you should be doing. And how you're going to win the game.

The key mechanic to this game is of course the deduction element, which in Inkognito is a question either about someone's identity or about someone's body type. There are some rules about how you answer a question, but the upshot is that the answer must include at least one true piece of information, as well as some incorrect information. Meaning repeated questions, or even cross checked questions will start to allow the process of deduction to churn.

The game also has a clever little mechanic that randomly determines exactly what mission the players need to perform - depending on who you are ( Lord Fiddlebottom, Colonel Bubble, Madam Zsa Zsa and Agent X ), and what piece of secret code you have ( one of four ) a table tells you what your joint mission is going to be - all of which are the variant of getting someone to somewhere.

So the game splits into two phases. The first prolonged phase is that where players move around the city, bumping into other players and asking questions to figure out what from whom, and then the second shorter sprint for the finish line phase of having worked everything out, you then attempt to shift someone to somewhere.

Inkognito's funky RNG.
Marbles pop out the holes giving you your actions.
The deduction element of the game has a good deal more variability in it than something like the very methodical alchemists. Depending what information you get back it might become very quickly clear who someone is in Inkognito, or you may end up having to ask a library full of questions to get an inkling. This is down to luck. There is also a good deal of head screwery that players can deal in, in so much that the answers you give out if thought about carefully can give the absolute minimum away in terms of narrowing things down ( or if you are unlucky this can backfire spectacularly ).

In a five player game, utilising the more direct ambassador to ask questions ( which will guarantee you know someones identity in a mere 2 questions ) is a far riskier proposition, as the ambassador is playing against you, and giving him that information can win him the game. In a four player game I would say this makes the game incredibly easy and extremely short.

For all that, the game is quite a fun romp around a city with a rewarding/frustrating experience of making your deductions and getting your mission done.

In our game it has to be said that Pete won - and fortunately for me I was his partner. My questions and answers were not giving me a lot to work on, whilst Pete on the other hand had fairly quickly worked out I was on his team, and then just slipped me a perfect info set declaring himself when I next asked him a question, thus pulling me up by my bootstraps.

Rich IV seemed pretty sure of who was who as the game got to its final stages, but, the eventual win did seem to surprise Owein and Rich, who queried whether we had traded info and got to where we were. My greatest ( and only ? ) contribution to the win was in manipulating Hal to move towards the destination we wanted him to be in, by placing his only "sensible" move in the direction I wanted him to go. Being a logical gamer, he of course obliged and allowed myself and Pete an easy task to push him just that little bit further for the win.

Sons of Anarchy. James is uniquely looks suited to this game.
He's one gang leather jacket away from the total package.
On losing, Rich IV declared "Fuck deduction games !". I think he enjoyed it.But possibly may still have been bruised from his thumping in last weeks deductiony Alchemists game.

Cool game. Very enjoyable with a great table of players. I managed to frustrate Hal by feeding him the same piece of information three times in a row. After this he threatened to just draw a large cock next to my name on his results sheet. Ah ha ha ha.



Elsewise, Sons of Anarchy the board game got its first show at the Ribs and Orctions got a somewhat more muted just before release second outing. But then anything that doesn't have Lewis in it is almost guaranteed to be more muted.

The opulently produced 10th Ann. Ticket to Ride
Ticket to Ride also showed up again in opulent form with the rather spankingly attractive 10th anniversary edition, which one way or another make it the bazillionth week in a row TtR has been played, but this time it was played by a whole bunch of new people to NoBoG.

James ended up scalping the win at Ticket to Ride, blasting the newcomers with his expertise - not an enormous surprise as I think he plays it just about every week, and is surely by now a Ticket to Ride savant. If there can be such a thing. They then busted out Dead of Winter, which is pretty good going, Ticket to Ride AND Dead of Winter in one evening, and again got to win.
Ticket to Ride. Look at that bits tin. Look at it.
Can you spell O-v-e-r-p-r-o-d-u-c-e-d ? Lovely.
I'm sure they are playing it wrong :p

Diplomatic Stu was fresh back from his travails down South, and being diplomatic got to introduce some new people ( and Tim, who is definitely not new, and therefore by definition old and dusty ) to the cave dwelling goodness of Small World Underground with a full table of five. I believe there was a crazy three way tie at the end, of which I am  not sure which way the tie breaker went. I think you have to play the game all over again until it's not a tie, turning the game into less of a test of random tactical placement, and more one of endurance.

A snuggle of gamers. Small World, Dixit and Inkognito upstairs
Lewis and his merry band bashed Dixit out to table, and failed miserably to beat the newcomer, so much for experience and cliquey gaming, and then went onto the narrative Betrayal at House on the Hill and lost again to the evil doing newcomer.

Tsk.

A few fillers finished the evening. A lovely game of Sechs Nimmt, Six qui prend, Category 5 or whatever you want to call it - I think from now on I shall just call it Cows, where the surely cheating Hal managed to score zero in the first round and 1 in the second round ( and despite picking up a few cards at the end won with a very strong score ), and Tim at the opposite end of the scale managed to collect nearly all the cows, ever, anywhere, even some that weren't in play. I believe he had a score of 40 in one single epic round. Owein got shoved out of second place by myself and Rich IV, and special mention goes to Stu who managed to collect a whole bunch of cows on the very first card play. Which takes extreme levels of skill to fail that hard.

Orctions. Caption competition for what Elliot is doing here.
Downstairs, Werewolf with a bazillion add on quirks also got a play, Lewis ended up putting in an artsy french mime artist play session, and the wolves finished with a pretty much convincing win - only slight suspicion being thrown their way. The newcomers at the table were - as so often happens with the social werewolf variants - blown away with it, and wanted to immediately play it again. Uh huh.

There was also a bit of pre Inkognito discussion about how Cluedo was the best of that ilk of games ( in comparison to say Monopoly ). Which was somewhat surprising to me - I don't hold Cluedo in particular esteem, it could be done so much better these days, but I did make the point that surely a remake with an app holding the murderous identity rather than a binary envelope which wins or loses you the game would surely be much better. Which got me to thinking about how much better you could make Cluedo all round for today. Surely a NoBoG group think design project. Pitch in your ideas for a Cluedo remake. Betrayers ? Active murderous player ? Secret objectives ?? Areas with different capabilities ??? Surely there's something in there between Betrayal at House on the Hill, Cluedo and Dead of Winter / BSG.

Oh and 31 players this week, if you're asking. Of which six were new recruits.

* Inkognito is actually a 1988 game, but as far as we were concerned it was freshly minted in its plasticky seals of goodness

** Although technically a four player game it does actually cater to both 3 and 5 players. 5 players adds a player into the role of the ambassador who is trying to work out who everyone else is before any team completes their mission.

*** Not funny at all unless you are into hardcore nihilistic existential absurdity of the universe philosophical comedy. IE not funny.

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

Friday, 7 December 2012

Decembrrrr - The End is Nigh

December is upon us, and only a few weeks of gaming are left before the world ends in the fiery cataclysm of the 21st. At just after half past 2 in the afternoon. It will be a cold and rainy Friday that at first glance will seem unremarkable, but the combustion of the planet will if nothing else spare us another dreary manufactured Christmas Number One from Simon Cowell, America's Top Singing Model, UKs Biggest Loser in Chelsea Essex, X Factor, Krappy Karaoke Kraziness Get Me Out of Here Live or some such other televisual excellence. Always look on the positive side eh ?

Ten players arrived this Tuesday to have it out over beer, tables and games, and including nine of the Usual Suspects, we had a new person - Grace turn up to uhh, grace us with her presence. Apparently Langleys the toy shop in the Royal Arcade tipped her off about our existence and a twitter search did the rest. NoBoG fame spreads throughout Norwich ! As far as a couple of streets over from The Ribs at least. As for the rest of the denizens, Sam, Matt, Pete, Rich, Bondy, Stu, Tom, Dean and myself were present.

Terra Mystica
Pete brought along his new and shiny Terra Mystica, a fairly weighty piece which as Pete likes to point out is a perfect information game. Dean and Tom challenged him to a duel of who could amass the most points by building villages, competing for cult dominance and generally fulfilling special powers, but around half way through Dean was flagging and admitted his brain had melted.

The game begins with a selection of a unique 'race' each of which have subtly different building costs and one or two very different powers that can get triggered by doing various things. A couple of settlements are placed on the board per player keyed to whichever land type you call home. The board is split up into various land types with each race having an affinity for a single type upon which it can freely build, but you also have a personal chart indicating the cost to terraform other incompatible land types into your own, thus hopefully spreading your dominion ( and lessening others ).

On top of these segments of land you can construct a settlement which through a number of improvement options can be upgraded into buildings of more import which lead to various other powers being triggered. Cities - that is to say a contiguous group of buildings of a certain size - are one of the keys to the game, each city earns you a bonus, and there are bonus points at the end for the player with the largest city. Getting more than one city is a nice trick - preferably that by game end joins up into one giant city, thus netting you all manner of bonuses.

Given however that you can usually only spread influence to areas you neighbour, its not quite so simple as just leaping all over the board building up any number of power bases. There are also minor bonuses to be had for building next to someone else, so whilst on the one hand marking out your territory is good, rubbing shoulders with someone else gives you advantages.

It's quite a nice Euro game, it has some mechanics that have definitely been seen before, nothing amazingly innovative - although the different player races put a nice spin on quite what your sweet spot is - but for me I'm not sure there's quite enough there to make it stellar. In some ways it reminds me of a cross between Tzolkin and Small World. But definitely worthy of a blast.

Vengeful Flames, Muddy Dwarves and Frightened Shrooms...
Speaking of Small World, Stu brought Small World Underground along, and Rich, Bondy and myself settled down for a whizz at this. Small World Underground is a variant of Small World - a different board from regular Small World with underground type themed areas ( mines, volcanoes, errr...mud, mushrooms, mountains and crystals ) and a whole new set of crazy races and traits to choose from. In addition to the usual Small World stuff, a number of 'monsters' lurk on the board, which in practice are defended areas you need to overcome. When beaten a monster is removed and in its place you get either a relic or a special place - both of which lend you special capabilities. As might be expected relics can tend to be picked up and hauled about, whilst places stay where they are - making certain areas on the board suddenly strategically important. Making most use of these items and places lends another edge to this game and provides in my opinion a not unwelcome new importance on gaining a particular territory.

Personally I find Small World a cool and fun diversion, but it's over simple for me to play it more than irregularly. I love the crazy traits and races, but beyond that... uh... I find the placement and positioning of races just... wacky and somewhat obvious. Perhaps it's the wargamer in me - where are my borders, my fortifications, my reinforcements. Nevertheless I would rate Underground as an improvement on the original. And you can mix and match the races from the sets too. Cool !

Despite Rich playing like a brick for the first half of the game he came on strong at the end with rampant abuse of a double scoring revealed special place, and was only thwarted in victory by my meddling in his grand plans. The game scored fairly close for all, although I was 12 points off of the lead, despite, or perhaps because of a strong early start.

Pandemic. Sam glares at me whilst Grace gives the board the finger.
Grace, Sam and Matt played Pandemic, with all the colds, coughs and sniffles going round at the moment a highly topical game, but alas I failed to note how the sneezing and disease spreading went. Keeping up with the happy positive theme, the three then embarked on a game of Gloom. Nothing like a game of world ending diseases followed by competing to be the most miserable player of all to cheer you up on a cold Winter evening.

A quick game of Hey Thats My Fish was squeezed in post Terra Mystica on Pete's table, and Libertalia was brought forth cannons blazing after Small World for another round of piratical loot grabbing, which I am pleased to note included the cursed item ditching Monkey. It's not about whether you win or lose, it's about how much evil your monkey can get up to by dumping all your cursed relics on the player to the left. Rich in my case. Huzzah.

Finally, an epic ten handed game of Saboteur ended the evening, with Rich and Matt tying for lead. Ten players is bonkers - I suspect Saboteur 2 is actually better suited to 10 - as the tunnels can either very quickly develop or quickly fall apart if there is a line of one type of player or the other, but nevertheless it's still a blast to play.

The new rebooted Merchant of Venus also stuck its nose in, walked about the place, but left without being played - it having better things to do than associate with the oiks in the Wherry Room. Perhaps next week we can entice it to stay.


In other news, it may or may not have come to your attention, but we have a new spanky Joining In page next to the usual Home page for the blog. This page has the lowdown on Tuesday gaming and should hopefully provide a good resource for newcomers or lurkers to peruse. If someone you know is interested - point them at the Joining In page and all will be explained ! If you feel something is missing from that page, speak up, and we can add it in.

Lastly, one of our regulars - Dean - does a bit of contribution work over on the Ready Up gaming site. He has recently started reviewing board games over there and has kicked off with a report on the new City of Horror zombie game. You can head on over to his review to see what he made of it and also spy some pretty pictures of a game or two in progress. I would like to add that the Steve Jobs character in the game managed to stand out in the open in the most dangerous part of the city for the entire game - boring his companion - the old man - to death with his reports on just how good his iPad was. So potent was his presentation that no Zombie could get near the pair to bite them. Blessed be the Cult of Jobs, for lo all his corners are rounded and his prices be reassuringly expensive.

Beer. The Nog was favoured apparently. Malty. Dark ? For Pete it was too burnt. He prefers something more toffee like. Stu corrected him on his poor taste. Personally I have no idea what they were talking about, the coke was as ever far too sweet, with too much caffeine, but that's why we like it.

Bondy steals the camera and gets an awful shot of me...
... and a blurry drunken shot of Rich !