Friday 25 July 2014

Wellycon 2014

Wellycon 2014 included 6 tournaments and a game designers' section. I didn't play in any tournaments but I did play test two of Martin Wallace's prototypes.

My first game at Wellycon was a play test with Martin Wallace of his multi-player robot war game. The players are divided into two teams and build robots to fight for control of the World. Building robots is done using cards, while the fighting is done over multiple phases with plenty of dice throwing. My first robot turned out to be a killer (on its first hit) but with poor armour and I wrecked a lot of havoc before Martin built a counter robot. But by that time my partner had got into the act and we won. I enjoyed the game, though winning probably played a part in this opinion. In particular the sometimes secret robot development aspect seemed innovative, while the fighting aspect was less interesting to me. While it looked like the game could potentially drag on as it swings back and forth across the end game condition, the game we played didn't overstay its welcome (I prefer the brevity of Nexus Ops to Risk). In fact there was plenty of opportunity for further interesting technology development when it ended. On the whole I enjoyed the secret information and chaos of this game. The team aspect obviously suits an even number of players (we played with 4 which is probably the ideal number). While Martin said that he had different start positions to suit the 2 against 1 and the 3 against 2 games, I doubt that such a balancing mechanism would be perfect. I wanted to have another go on Sunday to see how difficult it is to develop counter technologies to someone else's opening technology, but was too busy doing my job.

The second game was a play test of the soon to be released Ships. There is a description of Ships on the Treefrog website, so I won't repeat that. Most of the actions incrementally improve one's position by getting you more resources, money, control on the board etc. But there are occasions when you can make major changes to the game state by moving the game forward to the next stage either on the ship track or by entering a new region on the map. Timing these changes to ones own advantage or anticipating that one of your opponents might trigger such a change seem to be the key to the game. Managing all the resources and timing the major events of the game are both things I enjoy in games (I rate 18XX games highly but rarely have time to play them). There is also an aspect of temporary inflation in the cost of actions to contend with. Popular actions gradually become more expensive until someone takes an action to reduce the costs of actions they have previously taken. I think Ships would appeal to people who like Automobile, Age of Steam and possibly medium length civilization games.

During Wellycon I taught Alhambra twice, once to a couple from Palmerston North and couple of local guys and also to a family: William, Daphne and Elle. They were looking for someone to teach them Alhambra and I obliged and stayed on for the game. Elle in particular caught on quickly but in the end William won.
William 107
Elle    100
Ian      92
Daphne   79

Later in the afternoon I got roped into a game of Hanabi. I got called away 3/4 of the way through the game, but the others carried on without me. I heard that we scored 22.

In the evening a group of us were looking for something quick to play and ended up with Felix: The Cat in the Sack. As is usual I was too greedy for this game and came last.
Paul   58
Eric   47
Jo     37
Angela 35
Ian    31

On Sunday I was busier with organising and running the front desk so mostly ended up playing shorter games in between. My new game for the day was The Witches: A Discworld Game by Martin Wallace. This turns out to be a slightly boring dice rolling "adventure game". Move to a location and roll dice to see if you can overcome the "encounter" and get some points. Alan Wong, who really got into character won the game.
Alan   29
Ian    21
Alicia 16
Stuart 16

Later in the day we played some of Eric shorter games. I suggested Liar's Dice, Eric taught it and I won. I tried bluffing this time and it sometimes paid off. The first time I played 6 nimmt! I thought is was stupidly random. Fast forward 8-9 years to the second time, and now the strategies are becoming apparent. I won the first game with zero points and in game two I came second with 7 points.

In the evening there were 6 of us looking for a game and I stupidly suggested Kings of Air and Steam. I barely remembered the rules. We started this too late to finish in time to pack up Wellycon. But we got a couple of turns finished.

Tuesday 18 September 2012

Friday 14 September 2012

Monopoly Deal Card Game
Anne, Andrew P and I introduced this card game to Andrew H and Anna and Nigel. Anna ended up with most of the cash in the game! During the first time through the deck Anna, Anne and at one point Nigel had chances of winning. Second time through the deck we were only drawing action cards and I made an amazing come back to win. By the time we finished playing 5 more people had arrived and we split into three groups.

Tichu
In the latest in the ongoing series of matches between Andrew and Andrew versus Anna and Anne, the women reached 790 to 10 by the fourth hand. But by the twelfth hand the guys won 1055 to 445.

Through the Desert
This game doesn't get on the table often enough. Andrew, Andrew, Anne and Anna played.

King of Tokyo
I guess Paul suggested this game. Paul, Nigel and John R played, I'm not sure how things went.

Industrial Waste
John R brought along a game I hadn't heard of Industrial Waste. A game that Tom Vasel enthusiastically reviewed in 2003. It is a game of managing industrial production and the consequent pollution. It tapped into Paul's enthusiasm for environmental destruction! Paul, Nigel and John R played, I understand that John won. I think I need to play this game some time soon.

Age of Steam: 1830's Pennsylvania
On the folding table four of us played another Age of Steam expansion. This was Ceedee's second game of Age of Steam, which was tough on her as experience was an asset. We all started in the south east corner of the map. John closest to the coal, Sharon running along the bottom and up the eastern edge and Ceedee and I trapped between them. I got Loco on the first two turns and ended up on 9 income. But my starting position left me trapped and John started delivering coal.

By the end the competition for goods, especially coal, was fierce. Sharon managed to avoid ever paying any money in the auction to come second.
John B 140
Sharon 117
Ian    102
Ceedee  82

Tuesday 13 March 2012

Friday 9th March 2012

We started one game at each end of the table and unfortunately all the games finished at different times so that they two groups didn't get to mingle. John R and Andrew H had good nights with 2 wins each.

Frank's Zoo
The scores speak for themselves.
Andrew H 4 10 17 18 24
Sharon   5  7  9 16 19
Anna     3  7 10  8  7
Anne    -1 -2 -4 -2  2
Lords of Scotland
I taught the others my new card game. The game is not too difficult, though the rules could have been written clearer. For instance referring to cards as clans did help anyone's understanding. A number of questions arose about how the special powers overrode the basic rules. That plus some time spent thinking through tricky decisions meant this 35 minute game took far too long. Basically the game is played in tricks (known as skirmishes). There are a number of cards worth points that are available to be won in each skirmish. There are 5 rounds of play per skirmish. In each round you either play a card or draw a card. After the 5 rounds you compare the total value of the cards in front of you (doubling the value if they are all in one suit). In descending order of value played the players each take a card from those to be won. If the card you play is the lowest in its suit (of the cards played so far) then its special power may be used.
John R 43
Ceedee 41
Ian    40
John B 38
Mark   33
Tichu
Anna was Queen of Tichu, calling 7 times and making 6 of them. Andrew and Sharon did it the hard way by winning points.
Hnd AH+SH AJ+AM
1.   100  T100
2.   110  T290
3.  T 90   310
4.   390T  310
5.   470  T430
6.   550  T550
7.   595  T505
8.   625  T675
9.   805T  695
10.  805   895
11.  850 T1070
12.  930   700
Edel, Stein & Reich
This is a game that seems like rock-paper-scissors, but because the value to each person of the various gems changes from round to round and the gems supply is not inexhaustible the action choice and the bargaining is quite challenging, and the game plays reasonably quickly.
John R 65
Ian    57
Ceedee 56
Mark   48
John B 36
Attika
Andrew got all his pieces down just before Sharon.
Andrew 1st
Sharon 2nd
Anna   3rd
Anne   4th




Tuesday 17 January 2012

Friday 13th January 2012

Luke was early and we played TransEuropa while we waited for the others to arrive. On the third or fourth hand Anne and I went off the end to leave Luke to win with 3 points.

Frank's Zoo
We thought Mark might show up, so we played our usual starter to give him time to show up. Annie raced to 19 in 3 rounds, but it took 2 more for me to get there (and over take her).
Ian    4  7 13 18 28
John B 3  9 13 17 20
Andrew 1  5  2  8  7
Anne   8 14 19 23 26
Sharon 3  4  7  9 11
Luke   2  1  3  1  7
We split into two groups of three.

Brass
I burnt 5 cotton mills which was perhaps slightly too many. Arguably I burnt too many ports, and didn't build enough rail. Sharon had the most buildings left after the end of the canal phase than anyone else, and went on to win with plenty rail and cotton shipped to ports.
Sharon 188
Anne   170
Ian    162
Navegador
John was surprised by his win. I'm not sure what strategy each of them used, except that Andrew grabbed a lot of early Privilege tiles.
John B   151
Luke     137
Andrew P 134
Friday the 13th was lucky for me, Luke, John and Sharon.

Wednesday 11 January 2012

Friday 6 January 2012

Hornochsen!
While we waited for the final people to arrived, we started a game of Hornochsen!. I started with a totally green hand, but other players had plenty of red cards which gradually came out during the game. Luke (who hasn't played for awhile) tried the get out early strategy, while most of the rest of us tried the waiting game. Anne and I ended up with 2 multipliers each but Anne made much better use of it.
Anne   48
Sharon 18
Ian    12
John R  9
Luke   -3
Patrician
Ceedee arrived bringing a German couple who were surprised to see so many German games that they hadn't seen before. John taught everyone this game of tower building. He must have taught well as he didn't do as well as he normally does.
Liz    43
Tobes  38
John B 33
Ceedee 27
No Thanks!
While the final towers were being completed at the other end of the table, we played a quick game of passing unwanted presents (cards) around the table. People quickly caught onto the idea of bleeding coins from other people. Remember low score is good.
Sharon 16
John R 24
Ian    27
Anne   33
Luke   48
After lots of games were suggested we settled on a couple of longer games.

Navegador
I taught this game of exploration and tried a strategy of starting by building a gold factory and later getting sugar plantations. My economy never kicked in and I faded badly. Liz started by exploring the coast of Africa, her expanding gold mining empire fuelled her ship building and colonizing enterprise. Ceedee was a keen but poor explorer who somehow managed to build churches. John had both gold mines and sugar plantations and made plenty of money, which is counter to our normal ideas of a good economy. Luke had both sugar plantations and sugar factories.
John B 85
Ceedee 82
Liz    80
Luke   69
Ian    63
Taj Mahal
John lost a big battle against Sharon and another one against Tobes, which . Tobes had a newbie tendency to stay in fights longer than was good for him. Sharon developed a well connected network of palaces but it wasn't enough to come back against Anne who won 8 markets. Perhaps there wasn't enough competition with the elephants.
Anne   60
Sharon 52
Tobes  42
John R 32
Around the World in 80 Days
John objects to the blue cards in this race game, so a house rule was played so that in addition to the normal effects of blue cards, the person drawing it gets to draw again. Sharon raced efficiently around the world and finished first. No one else managed to finish in fewer days.
Sharon 65
John R 68
Tobes  69
Anne   73
Coloretto
This game was new to Liz and Ceedee, but they caught on quickly. Ceedee was perhaps a little conservative, while Luke was very greedy. In this game greed paid off.
Luke   28 + 31 + 22 = 81
Liz    20 + 31 + 21 = 72
Ian    25 + 23 + 23 = 71
John B 23 + 19 + 26 = 68
Ceedee 15 + 24 + 17 = 56

Tuesday 20 December 2011

Twelve Days of Christmas

I challenged my game group to come up with a rewrite of the Twelve Days of Christmas for a boardgamer. Anne's attempt was judged the best.


On the first day of Christmas, my true love gave to me...
A Race for the Galaxy

On the second day of Christmas, my true love gave to me...
Two drawstring bags
And a Race for the Galaxy

On the third day of Christmas, my true love gave to me...
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the fourth day of Christmas, my true love gave to me...
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the fifth day of Christmas, my true love gave to me...
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the sixth day of Christmas, my true love gave to me...
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the seventh day of Christmas, my true love gave to me...
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the eighth day of Christmas, my true love gave to me...
Eight days spent gaming,
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the ninth day of Christmas, my true love gave to me...
Nine days in Essen,
Eight days spent gaming,
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the tenth day of Christmas, my true love gave to me...
Ten days in Europe,
Nine days in Essen,
Eight days spent gaming,
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the eleventh day of Christmas, my true love gave to me...
Eleven annual leave days,
Ten days in Europe,
Nine days in Essen,
Eight days spent gaming,
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

On the twelfth day of Christmas, my true love gave to me...
Twelve thousand air-points,
Eleven annual leave days,
Ten days in Europe,
Nine days in Essen,
Eight days spent gaming,
Seven game expansions,
Six spinning fingers,
Five railway games,
Four game podcasts,
Three geek gold,
Two drawstring bags
And a Race for the Galaxy

Saturday 17 December 2011

First Impressions of Discworld: Ankh-Morpork (December 2011)

Ankh-Morpork is a city state in Terry Pratchett's Discworld novels. It would be a disservice to Terry Pratchett and fans to make a serious, heavy boardgame set in Ankh-Morpork. You might expect a Discworld themed game to be designed by Steve Jackson (of Munchkin fame), but in fact Discworld: Ankh-Morpork is designed by Martin Wallace.

This is a much lighter game than I expected from Martin Wallace. Game play is basically play a card from your hand and do what it says. Everyone has their own secret objective, and a hand of cards which they use to establish minions and build buildings in various districts of the city of Ankh-Morpork. The cards are all illustrated in a style that is familiar from the book covers and most cards have special action text plus several icons at the top. These icons relate to the standard actions. Most actions on a card are optional but must be executed in order of the icons (from left to right). For each building you own, you may execute an additional action associated with the region it is in (only one building allowed per region). There is reverse hand limit, at the end of your turn if you have less than 5 cards you draw until you have five again. Many of the cards allow you hurt other players collectively or individually. For example the Fire Brigade card allows you to choose someone else's building. They must give you $5 or it burns down.

In addition to the main card deck and the 7 secret mission cards there is a card for each region and 12 random event cards. The secret missions are such things are gaining control of a set number of regions in the city or owning $50 worth of buildings and cash. As this is Ankh-Morpork, the throbbing economic heart of the Discworld, money plays an important part in the game. Given the designer; it is unsurprising that there are loans. There are also trouble markers. When a minion arrives in a region that already contains a minion, trouble follows. The existence of trouble prevents the erection of buildings and allows assassination.

In the first game we played my goal was to establish control in 4 regions to win. Peter guessed and blocked me the first time. But two turns later I managed it. I don't know what the others were trying to do, it wasn't obvious. My second game was Anne's first game. This time we concentrated on frustrating each other and the game took longer, before Peter won by getting minions into 10 areas of the city. There were attempts to confuse the other players by making it look like we could be going for two different goals. In the third game I started with the aim of making $50 which seemed hard. I grabbed what ever money I could and established as much control as possible to disguise my real goal. When the opportunity arrived to swap goals, I got the goal of 8+ trouble markers. Trolls and Demons arrived shortly after to create 10 trouble, though I expect I could have got to 8 without them.

If you are looking for a heavy strategy Martin Wallace game with multiple paths to victory then this is the wrong game for you. If you are looking for a non-serious, take-that, game with thematic art and jokes about the Discworld series then this is your game.

Monday 24 October 2011

Friday 21 October 2011

We started the evening with the obligatory game of Frank's Zoo. We only managed one hand before too many others arrived to continue. Anne was leading with 6, Andrew H on 5, Anna 3, Ian 1, Andrew P on -1.

We split into two groups to play games of building palaces in China and India.

In the Year of the Dragon
We played pretty fast with Andrew R buying an double privilege and leading pretty much from start to finish on both the person track and the VP track. I tried vainly to keep up but ended up restricting myself to 4 people for most of the game. While Andrew P tried an unorthodox strategy of playing a long way behind on the person track.
Andrew R  105
Ian        86
Andrew P   68
Taj Mahal
Anne and John divided the market tiles between them while the pachydermophobes (Anna and Andrew H) avoided conflict generally and built connecting palaces. The game was closely fought for second place.
Anne     53
John B   45
Andrew H 44
Anna     44
Attika
After building palaces in India the Taj Mahal players went on to build ancient Greek cities. Andrew nearly build between two shrines, but was stymied. They played for places with Andrew H finishing first followed by John B, Anna and then Anne.

They then finished with a couple of hands of Frank's Zoo.
John B   3 8
Anna     1 7
Andrew H 4 6
Anne     3 5
Steel Driver
Andrew R and I were keen to play. So I taught Andrew P and refreshed Andrew R's knowledge of the game. The game is one of two halves. In the first (and longer) half the players build the American rail network. There are five rounds; each round starts by auctioning the right build the six companies. Then the six companies build one segment at a time trying to reach as many different coloured cities as possibly (and make money for their controllers by reaching lucrative cities and finishing the connection between New York and San Francisco). In the second half the companies pick up cubes from cities, aiming to collect sets of cubes. A set of 5 different is worth $150 per share, 4 different is worth $100 per share etc. More money is made in the second half of the game than the first.

We weren't far apart at the end of the first half of the game but the differences were more pronounced in the second half.
Andrew R $640 + $1310 = $1950
Ian      $550 + $1120 = $1670
Andrew P $670 +  $820 = $1490
On the Underground
John built the circle line to give himself a strong lead (about 12 points) over Anne but she clawed her way back due to her better track layout which not only criss-crossed the centre of London but dominated the Western, Northern and Eastern suburbs.
Anne   83
John B 82

With so many Andrews in the house I think I should start using nick-names.

Monday 12 September 2011

Friday 9 September 2011

John arrived on time and keen to play Modern Art. But his wish was thrawted by other people arriving one by one. So we switched to Condottiere instead, with John explaining the rules three times as players arrived.

Condottiere
Condottiere is an even more unforgiving game than Taj Mahal. In both games you play cards one at a time, dropping out when you wish but losing all cards played regardless of reward. Unlike Taj Mahal there is only one reward in Condottiere, so the only incentive to drop out early in Condottiere is to cut your losses. Players are dealt 10 cards plus 2 for each province they own, leading to a run-away leader syndrome. I think this is a good thing as it tends to prevent the game dragging on too long.

I usually lose badly in this game but this time was an exception, I won three connected provinces before some people won their first. Most of the newbies didn't enjoy Condottiere and I don't blame them. I certainly didn't enjoy it the first few times I played it. Like most masochistic pursuits, its an acquired taste.

Mogul
Looking for a shortish six player game I suggested Mogul, which was new to Ceedee and Mark. I started off (as I did 2 years ago) with the classic mistake of selling off my first share (for 6 points). But it took quite awhile to build up the cash to buy a replacement share and then several more turns before I had the cash to do anything else. This game does tend to favour those who build up a portfolio and collect dividends for most of the game before selling off just before the crash and I should know this. Nigel made similar mistakes to me and we were both cash and share poor for most of the game.
John B 24
Ceedee 17
Mark   16
Nigel  13
Andrew 11 (beating me on tie break)
Ian    11
Modern Art
After Mogel, Nigel and Mark left and we could teach Ceedee Modern Art. I started by putting up a Krypto for sale and Krypto turned out to be the only artist to sell for the first half of the game, making for a short game. Krypto even came in second in the third round! The fourth round saw four artist's paintings selling. It was a remarkably short and low scoring game.
Ian    $369
Ceedee $361
Andrew $282
John B $259
Hornochsen!
We taught Ceedee this painful game to finish the evening. Andrew and John both had a handful of red cards which they gradually inflicted on us. I finished by taking two moderately negative piles to avoid getting one moderately negative pile followed by a very bad pile. The average score was -15, which is unusually bad.
Ceedee  13
Ian      8
Andrew  -8
John B -28

Saturday 23 July 2011

Friday 22 July 2011

Age of Steam: Korea
My second play of the Korea board. There seemed to be plenty of goods to go around, though the planning is slow due to the need to take into account the changing destination colours as cubes are moved out of cities. Two important points about the Korea expansion are:
  • firstly cities have no colour (even New Cities), they are destinations for the cubes they contain,
  • secondly New Cities arrive on the board pre-populated with 2 cubes from the Goods Display (which are immediately replaced).

John, Anne and Andrew started around Seoul and that area emptied of cubes almost immediately. Nigel started to the south of the others and I started in Busan (in the south western corner). As John and I joined Nigel, the area south of Seoul also emptied out. Andrew built north and Anne west. The cube shortage was intermittent, until the last turn when most of the board was empty (except one blue and red in each city in the south west - damn US troops).

I led on the share track until I cut back on shares, track building and bidding for turn order (I still had plenty of cubes). I remained on the old 4 link train technology while others had moved onto 5 links (which cost me in the final turn). Nigel issued far fewer shares than anyone else. John and I were neck and neck on the income track but he had fewer shares. On the last turn I lost a point in track due to John's hint to Nigel and another 2 points due to Anne's Urbanisation.
John B   66
Nigel 63
Ian 62
Anne 54
Andrew P 53

Frank's Zoo
We finished the evening with a few hands of Frank's Zoo. Nigel claimed this was the first 4 player game he had played and certainly the number of triples around the table caught some of us by surprise. The hedgehogs loved John.
Nigel   3  9 11 17
Anne -1 2 9 13
Ian 3 2 4 7
John B 5 7 6 5

Thursday 21 July 2011

Brass on Wednesday 20 July 2011

We played another game of Brass on Wednesday, this time with Jarratt. We discussed the King Cotton and port strategies and Jarratt decided to try a port strategy. He mostly built ports and "burnt" stuff in his first few turns, while I concentrated on "burning" and then building cotton mills. I was so fixated on cotton that I missed an extremely obvious ironworks (which Jarratt then built), this wasn't the only ironworks opportunity I missed. Anne built ironworks (all 4 by the end of the game) coal mines (she had run out well before the end of the game) and shipyards (3 by the end of the game) with a few cotton mills and ports.

Jarratt's early ports had little affect on Anne or I in the canal phase and at the beginning of the rail phase I built 2 ports in Liverpool as a safety measure. We decided that a port strategy should be opportunistic in the canal phase (remember you can't build more than one building per town in that phase) and more determined in the rail phase. Anne's coal mines worked well to fund her shipyard building. Jarratt, at the other extreme, built no coal mines at all and lagged on the income track.

At the end of the rail phase I wanted to build 2 mills and 2 ports but didn't have the right cards for the 2 mills so built a shipyard in Barrow and Furness instead (and an opportunistic port which no-one flipped :-( ). In the end Jarratt's cotton mills were more valuable than mine, his port strategy had morphed into a King Cotton strategy. Both Anne and I had over forty pounds left at the end of the game which means that we failed to build enough rail (even though coal cost £5 by then it was still cost effective to spend £25 on two rail rather than £10 on one rail).

Anne's score of 181 would probably have been a winning score two years ago, and my score of 194 was possibly the best score I have seen except for Jarratt's winning score of 218!

Jarratt 218
Ian 194
Anne 181

Sunday 17 July 2011

Friday 15 July 2011

Frank's Zoo
This week we managed to start while we waited for the late comers. In the second hand Carl took Andrew Parr's place. Each hand is scored separately below.
Ian      6    8
Anna 4 3
Andrew H 1 2
Anne 3 -2
Sharon 1 3
Andrew P 7 -
Carl - 5
Once Nigel and John had arrived we abandoned Frank's Zoo and split into two groups.

Glory to Rome
This time Anna came first, followed by Carl, then Andrew H and Nigel last. Meanwhile...

Traumfabrik
Sharon (mass producing B-movies) was starting on her 6th film before I finished my first film! But on the other hand I finished all of my movies by the penultimate party and cruised to the finish (to collect 35 points worth of awards).
Ian      86
Sharon 67
Andrew P 64
John B 56
Anne 52

Citadels
Carl had brought along a bag of games including this nasty little card game.
Andrew H 32
Carl 19
Anna 18
Nigel 15

Patrician
I felt that I got stuck with too many purple cards and ended up in only 3 cities! I think we were all a bit tired and didn't concentrate enough to make the best of this game. It is also one of those games that you get more control with fewer players (so might be best with 3 players).
John B   37 (played fewer bits which is the tie-breaker)
Andrew P 37
Ian 32
Sharon 29
Anne 15

No Thanks!
There was a massive spread of scores in this game!! (Remember low score is good)
Andrew H  3
Anna 18
Carl 47
Nigel 80

Modern Art
Nigel did OK despite some excessive bids, like paying more for a card than it could possibly be worth. At first glance it looks like you shouldn't pay more than 50% of the expected value of a piece of art but this isn't true (as explained here).

I did badly as usual.
Andrew P $384
Andrew H $370
Nigel $361
Anna $345
Ian $273

Tichu
We couldn't finish the evening without the obligatory Tichu game. This time Carl and John versus Sharon and Anne. The boys clawed themselves back into the game.
Hnd Cd+JB SH+AM
1. 0 300
2. 0 500
3. 150 550
4. 195 505
5. 295 505
6. 265 535
7. 335 565
8. 515 585
9. 715 585
10. 765 635
11. 840 760
12. 1000 700

Sunday 10 July 2011

Friday 8 July 2011

Six of us were about to play Frank's Zoo, but before we could sit down Sharon turned up after catching red lights all the way down The Terrace, so we split up to play Tichu and Glory to Rome.

Tichu
Sharon and Anne got off to a good start with a snappy Tichu 1-2. But in the next hand I called Grand Tichu on a Dragon, Phoenix and an Ace. I picked up another Ace and Andrew kindly gave me a third and then backed me up to make it a 1-2 as well. In the third hand Anne and I both called Tichu -- I made it. With the score on 525 to 275 the Boys were half way home, but that was as good as it got. We failed Tichu in the next 3 hands while they made Tichu over 4 consecutive hands. In the 8th hand no-one called Tichu but Sharon and Anne made 100 points to win 1005 to 395.
Hnd IA+AP SH+AM
1. 0 300 Sharon's Tichu 1-2
2. 400 300 Ian's GT 1-2
3. 525 275 Ian's Tichu, Anne fails
4. 465 435 Anne's Tichu, Andrew fails
5. 420 580 Sharon's Tichu, Andrew fails
6. 365 735 Sharon's Tichu, Ian fails
7. 395 905 Sharon's Tichu
8. 395 1005 Sharon & Anne make 100 points

Glory to Rome
I was too busy getting thrashed in Tichu to pay much attention to what was happening during the rebuilding of Rome, but I have it on good authority that Andrew won, Nigel was second and Anna third.

While we were playing Ceedee and Rob turned up and played a game of Jaipur on the coffee table before joining Anna, Andrew and Nigel to play...

Rheinlander
Which was another new game for Ceedee and Rob.
Anna     41
Ceedee 38
Rob 37
Andrew H 33
Nigel 30

John B arrived in time to play one hand of Coloretto before we reconfigured to play Taj Mahal at one end of the table and Vegas Showdown at the other.

Vegas Showdown
From what I could see Andrew P had a significant lead for most of the game so I was surprised to learn that Sharon won. Unfortunately no scores were recorded.

Taj Mahal
Ceedee's first game and she led from start to finish, playing an opportunistic strategy, having the Princess card for a few rounds and mostly avoiding big fights. Andrew went after the King and connections, while the rest of us (Anne most of all) went after the elephants, leading to some bruising fights. Ceedee demonstrated yet again why we shouldn't teach her new games.
Ceedee   53
Andrew H 50
Anne 44
Ian 34
Anna 22

Saturday 2 July 2011

Friday 1 July 2011

Carl came to dinner and afterwards I taught him Jaipur (a 2 player trading game).

Jaipur
Jaipur is a largely tactical card game where taking advantage of your opponent's proximity to the hand limit and situations where all the cards in the market are camels is the name of the game. There is also a game of chicken over holding out long enough to get a set of 5 in order to get the 8-10 point bonus tokens.

I won the first round, but Carl came back in the second round with a score of 85 (70-5 is more normal). I took out the third round, to win 2-1.

7 Wonders
Ceedee and Rob arrived with a stack of games including: First Train to Nuremberg, a shrink wrapped Hansa Teutonica and 7 Wonders (which Carl hadn't played). Ceedee taught Carl while Rob and I set up the pieces during it which felt like the start of a Tolkien novel as people arrived in ones and twos until there were ten of us. Andrew, Anna, Sharon and Anne decided to play Tichu, leaving 6 of us to play 7 Wonders. I sat between Rob and John. I decided to go after green and military cards. I thought I had enough access to resources but by the third era I found myself often unable to build. and I also allowed Rob to out build me in military a couple of times.

I don't have the final score sheet but I think Carl won.

Tichu
Sharon and Anna proved too good for Andrew and Anne winning two games of Tichu: 1180 to 520 (in 9 hands) and 1015 to 95 (in 8 hands). I suspect Anna's creative scoring penalized Anne and Andrew 190 points in the second game!

Princes of the Renaissance
Instead of doing the sensible thing and splitting into 2 threes, people started suggesting 6 player games. Princes caught Rob's imagination and Ceedee was happy to give it a go. I taught the game in a somewhat chaotic fashion, though roughly working backwards from the main sources of victory points through to the actions, what the various tiles are and the details of fighting battles. With the game under way Carl, John and I possibly handed out more advice than was welcome. Then again Ceedee's strategy of doing the opposite of the advice offered stood her in good stead.

Andrew had first pick of the family tiles and choose Baglioni (the warmonger), Rob chose d'Este (the gunner), Carl chose Bentivogli (the treacherous) as a self imposed challenge, I chose Montefeltro (the art collectors), Ceedee chose Gonzaga (the other art collector) and John was left with Malatesta (the treacherous). The Cavalry were snapped up quickly by the first few players (though Rob was persuaded to invest in Artillery instead). I followed my usual practice of auctioning off popular city tiles to entice people to spend cash and commit to cities. Wars broke out early on and Venice (red) gained in status while Naples (yellow) dropped to the bottom. There was plenty of treachery, for instance in one war Carl bribed my only troops to go home so that neither of my bonus tiles (which would have given me +3 on defense) were valid.

Ceedee was attracted to merchants particularly the yellow/Naples ones, and also to the Pope. Carl despite not having a discount on bidding for attack or defense was winning wars all over Italy. Andrew despite having a discount didn't win any wars but astutely bought into Venice. I bought art and initially invested in Naples and Milan. The first decade ended with everyone short of cash, no-one rushed the event tiles so each decade had its full complement of wars and gave everyone plenty of time to buy city tiles. The final decade saw Venice in an untouchable position on the status chart with Naples rising fast. Other than Venice the cities were close together but I tipped the balance in favour of Florence (green) because I thought I could get some Florence tiles (there were no Naples left).

At the end of three decades of war, investment and treachery Ceedee showed us how the merchant strategy plus good choice of city tiles works wonders (53 is a very good score).

Ceedee 39(Cities) + 8(Merchants) + 6(money) = 53
Ian 21(Cities) + 14(Artists) + 4(influence) = 39
Andrew P 36(Cities) + 3(Pope) = 39
Carl 14(Cities) + 21(Laurels) + 3(money) = 38
John B 29(Cities) + 6(Laurels) = 35
Rob 13(Cities) + 6(Laurels) = 19

Sunday 17 April 2011

Friday 15 April 2011

After a couple of weeks of low numbers (just Andrew and I on 1 April and 3 of us on 8 April) it was nice to fill the dinning room table with 8 people on a Friday night.

Coloretto
I picked a simple game to teach Natalia for whom English is a second language. It was new to Ceedee too. Coloretto has simple rules but you have to always keep an eye on the effect of your decisions on other people and there are long term strategies to learn.

Ian 28 + 35 + 35 = 98
Anna 27 + 39 + 25 = 91
Ceedee 24 + 30 + 23 = 77
Natalia 18 + 29 + 22 = 69

Frank's Zoo
Anna decided that Frank's Zoo was just as easy to teach. The rules are much longer than Coloretto but the basic ideas are pretty easy. It seems that Anna taught Ceedee and Natalia too well!

Ceedee 7 14 22 25
Natalia 2 6 9 11
Anna 1 2 4 10
Ian 2 2 1 1

Louis XIV
At the other end of the table the old hands got on with sucking up to the luminaries in the court of the Sun King. It was a rich game with plenty of cash to spend. In the first round Andrew screwed up and though he won two rewards he could not complete any of his mission cards and so had to discard a hard earned reward. In round two Travis failed to complete any missions and everyone except Anne earned 5 on #7. Andrew started his come back. By round three Sharon had the power to place 4 influence tokens with one card. Anne didn't have cards for #1..4 in rounds 2 or 4. In the final round Anne went after shields but she could not catch Andrew.

Andrew H 47
Anne 45
Sharon 44
Travis 40

No Thanks!
Andrew easily won this game of avoiding taking cards

Andrew H -16
Travis -38
Anne -39
Sharon -41

Expedition
We swapped around with an accidental gender split. Anne taught Expedition and Natalia taught how to pronounce Russian place names. In the first game 13 was a popular score. In the second game the scores were spread wider.

Anne 13 16
Natalia 13 14
Anna 13 13
Sharon 13 13?
Ceedee 10 7

Metropolys
We taught Travis rather badly - he didn't understand what bridges were until the game was half over. Andrew continued his love of the ladies taking at least 5.

Andrew H 36
Ian 34
Travis 16

Battle Line
While the second Expedition was finishing at the other end and after Travis had gone home I challenged Andrew to a game of Battle Line. It was a close game but finally I won 5-4 once we had emptied the draw deck. It was a game without Tactics cards. Ending Andrew's winning streak.