Saturday 31 October 2009

Friday 30 October 2009

Andrew, Anna, Carl, John, Anne and I were unpacking Age of Steam when Nigel arrived. So we split into two groups. Anna, Andrew, Carl and I decided to play Tichu again. John, Anne and Nigel played Brass again.

Anna and I rushed to 200 points and then back down to 45, continuing to oscillate between there and 215 finally settling on 100 while Carl and Andrew made their way to 505 by the sixth hand before rushing up to 1000 over the last 2 hands. Tichu was called by someone almost every hand. Andrew had a spectacular hand with a double bomb.

I+A C+A
125 75
200 100
120 80
45 255
215 285
195 505
195 805
100 1000

Brass was still going so we taught Anna and Andrew Tinner's Trail. A game about tin and copper mining in Cornwall. There was a lot of water in the initial mines and I foolishly only bought one mine in the first turn. I compounded this foolishness by taking the adit, so by my next turn all the other developments were gone. Because of the abundance of water (the drier mines had already been worked out) people were spending good money on building mines in unknown territory without waiting for the prospecting. This turned out to be a dubious strategy. Those people who bought lots of mines early had time spare to acquire useful developments to improve their mines.

Tinner's Trail has cute bits and some interesting mechanics. For instance the cost of mining is proportional to the amount of water in your mine, but extra water flows into your mine proportional to the time spent mining rather than amount of ore extracted (which gives a payback to extraction improvements). None of us like the money track (we would prefer coins or even paper money), and the buying of Victory Points seemed clumsy.

Carl      113
Anna 108
Andrew 80
Ian 58

Only a week after opining that Brass was 'too complex' Nigel and Anne pandered to John's urge to play again. During the canal phase Nigel built coal mines for both Lancashire AND Africa, John burnt tiles with the enthusiasm of a dedicated arsonist, and Anne's just-one-more-mill greediness meant that she was left with 2 unfipped mills at the end of the round. The rail phase had John building high value cotton mills and attempting to dominate all the railway exits from Manchester, Nigel attempting to build the rest of the rail network, Anne abandoning cotton for shipbuilding and everyone forgot to take a final loan which meant they couldn't capitalize on some of the available points opportunities at the end. Nonetheless John and Nigel both scored 180 points which (we think) is a record for local Brass, with Nigel winning with the greater income. Anne trailed in their wake with 122.

Tuesday 27 October 2009

Twilight Struggle (26 October 2009)

Anne and played again yesterday. This time the game ended at the beginning of turn 4. I was aiming for control of Europe as a way to a quick victory, which I didn't achieve. The Europe score card came up twice (in Anne's hand) which annoyed her as it was a nett 5 VP to me each time. Anne was doing well in Asia and while we were evens points-wise in the ME, she probably had the better long term position. I was getting a lot of her events so I rushed up the Space race for another 7 VP (man in Earth Orbit) and as turn 3 came to an end I speculatively grabbed a bunch of weak African countries.

At the start of turn 4 I was on 16 VP and was dealt the Africa scoring card. Anne felt a bit jipped at how quickly it ended. Nett 7 VP for me.

Obviously quite a bit of luck was involved!

Saturday 24 October 2009

Friday 23 October 2009

For several years Carl and I have been keen on playing again and Andrew and Anna own this but have never played it. Moira was interested in seeing what the fuss was about.

For those that don't know Mü is a trick taking game primarily for 5 players where you bid for the right to name trumps by revealing cards. The highest bidder names the top half of the trump suit and the 2nd highest bidder names the bottom half - e.g. trumps can be the Green suit followed by the Blue suit or all the 6s followed by all the Greens. The highest bidder chooses a partner from one of the other three players while the second highest bidder and the other two players form the opposition.


Carl explained the rules. I was the first and only unsuccessful Chief (6s/Green), which pushed me down to -1. Anna was the next Chief (Black/Blue), Carl was the third Chief (Green/Yellow) finally Anna again (7s/Blue). The two part trump suits were difficult to get used to, especially when one half was a number, and I think we all reneged at least once!


My score suggests that not only was I no good at picking trumps, I was also no good at winning tricks either (though Andrew accidentally trumped me illegally at one point).

Anna 210
Moira 112
Carl 93
Andrew 92
Ian 3

Anna and Andrew then taught Carl and I Tichu. Tichu is a climbing game played in partnerships, with lots of bells and whistles. You play higher ranking card(s) than the previous person or pass, once three players pass the last person to play wins those cards and leads. The aim is to run out of cards first, though some of the scoring comes from the cards you win. Carl and I were keener on calling Tichu than our teachers, though I failed to make it once.

Ian and Anna 790
Carl and Andrew 410

We terminated the game early so Anna and Andrew could make a run for the bus.



At the other table Anne and John Rees taught John Bingham Brass. This was Travis's second game. Anne said afterwards that she thought there were more empty building spaces at the end of the game than she had seen in recent 4 player games. The second half of the game was characterized by a lack iron and coal. Travis built 62 points worth of railways (compared to Anne and John R who built 20 each). John B built two ship building yards. Travis was the victim of over building by Anne and John B (though he said we would have preferred to have built over John R), while Anne took two of the building sites he was counting on in the last turn. He was "royally screwed".

Anne 133
John R 128
John B 118
Travis 109

Wednesday 21 October 2009

Dawn of Nations (20 October 2009)

Andrew Rea invited me to a lunch time play test of a prototype print and play dice game designed by a couple of his friends. It turned out to be a simple yet interesting dice game called "Dawn of Nations".

There were six of us and enough dice for each of us to have our own set of dice - each a different colour, which is a nice touch.

To play, choose one of 5 areas initially (2 others have pre-req's) and roll 3 dice, do re-rolls. Areas include War (roll off against another player), Trade (offer a player one of your dice), Favour of the Gods (try to beat the highest favour so far), Developments (gain an advantage).

It plays quick and contains a mix of strategic and tactical decisions. We gave the designers some feedback. Particularly on Favour of the Gods.

Then we broke into two groups of 3 and played again. Trade became a lot more tactical with 3 players with no-one keen on giving someone else the third Trade value.

This works as a print-and-play game in that it uses normal dice (a minimum of 3), some printed off bits of paper and pen or pencil. It made me think of Roll Through the Ages, while the theme is similar, the use of dice is different and there is more player interaction.

Twilight Struggle (18-20 October 2009)

We started playing Twilight Struggle on Sunday night and played 2 moves on Monday night and finished on Tuesday.

The game went the whole 10 turns, and I (the USA) won with 9 points.

The final regional scores were:

Asia 7-6 to USA
Middle East 3-10 to USSR
Africa 3-3
Europe 8-3 to USA
Central America 5-2 to USA
South America 4-3 to USA
(The US finished with the China card and had 5 VP before the final scoring)

Anne thought it was easier to understand than 1960 and she is keen to play again now that she understands it.

At the end of the 9th turn I had control of Europe (but no Europe Scoring Card) but even though NATO was in play the USSR clawed back to the point where neither of us had domination. Nobody had domination in Africa or South America either.

Apart from one or perhaps two scoring cards very early on in the game Anne had all the scoring cards, some of which she used quite well but in other cases I could deduce she had them and concentrate my efforts to minimize the effects. She found the scoring cards limiting as it was an action she couldn't use for gain position.

She dominated the Space Race almost getting to the end while I only got half way. I think she only failed one roll whereas I failed at least 66% of my Space Race rolls.

Through the mid-game we were playing the Influence rules wrong in that we didn't use 2 Ops points to add influence in countries controlled by our opponents. From turn 6 we realised our mistake and reverted to the real rules.

I found the Realignment rolls the most random feature of the game, whereas I liked the Coup mechanic (the idea that it is easy to do a coup in a country with a stability of 1 or 2 but very difficult in a country with a stability of 3 or 4 makes thematic sense).

The USSR scored well early and then the US made a comeback. Neither of us got close to 20 VP but that might have been due to the mid game where we were playing a rule wrong. It is also possible that we played a scoring rule wrong occasionally. For some reason at one point we both thought that Domination meant that you had to have at more Battle ground states and more non-Battle ground states. On the whole I don't think it made much difference.

I think it is harder to pick who is doing well compared with 1960, but Anne thinks the reverse, she finds it hard to pick who is winning in 1960.

Saturday 17 October 2009

Friday 16 October 2009

There were eight of us.

Carl had brought St Petersburg and its expansions. Anna and Andrew expressed enthusiasm and I was interested in seeing what the expansions added.

At the other end of the table Anne, Andrew Rea and Nigel taught Mark Louis XIV. I hear that Nigel stuck close to Louis at all times, Andrew won with an excellent looking score and Mark survived the experience.

Andrew 51
Nigel 48
Anne 47
Mark 40

At our end of the table, we decided to play with both of the expansions, which adds a bunch of cards, some to replace existing cards but mostly additional ones. I concentrated on buildings (which is regarded as a sub-optimal strategy in the basic game, but the Debtor's Prison was very tempting (even though it was several turns before I used it to dig into the discard pile). The Warehouse also tempted me, which in turn allowed me to snag a bunch of good building expansions which I got around to building later on. Inexplicably we allowed Carl to buy 5 Markets! And also the Teashop (which gives a VP per noble) and encouraged him into a noble heavy strategy (but his building were comparable to mine in income and VP). Anna also went into nobles while Andrew as initially more balanced but eventually joined the nobel race.

Carl 146
Andrew 120 (+8 roubles) = 120.8
Anna 120 (+2 roubles) = 120.2
Ian 106


Both games finished at the same time (which shows how much time the expansions add to St Petersburg -- that said I enjoyed St P with expansions and would be happy to do it again).

Mark and Andrew left and we debated what six player game to finish with. We ended up teaching Nigel, Anna and Andrew Mogul, which none of us had played for awhile. Andrew and I sold our brown shares and jumped to an early lead which left us poor and share-less. Nigel also went broke and learnt the hard way how difficult it is to pull back from poverty. Carl amassed a share portfolio which gradually payed off and he pulled away from the rest of us. I finally managed to get some shares but too late. Nigel recovered from his early troubles to come second.

Carl 28
Nigel 21
Anne 16
Andrew 15
Anna 12
Ian 11


...and so to bed

Saturday 10 October 2009

Friday 9 October 2009

Despite (or perhaps in Brandon's case, because of) the weather there were six of us.

We started by Brandon teaching Alhambra to Anna, Andrew and Melissa. There is always a danger in teaching Anna new games and this was no exception. I lead off with a pair of walled gardens in the first scoring round while Brandon spurned the idea of scoring. By the second scoring round Anna's Manors, Mezzanines and Chambers put her into a lead which she extended in the final scoring. The rest of us jostled for the other places.

Alhambra
Anna 95
Andrew 76
Ian 67
Melissa 63
Brandon 62
Anne 35

Melissa was attracted by the prettiness of Elfenland, while Brandon bemoaned my lack of the Elfengold expansion. Anne started anticlockwise while the rest of us went clockwise. Brandon and Melissa picking up 7 tokens each in the first round, while due to Brandon's obstacle, I only picked up 3. Brandon and Melissa started the last round with 17 tokens while Melissa's final 3 were scattered around the board, Brandon's were grouped close to his boot - marking him as the target for a couple of obstacles. I improved from round to round picking up 4, then 5 and then 6 accompanied by Brandon chanting "Beware the yellow boot".

Elfenland
Melissa 18
Ian 18
Brandon 17
Anna 17
Andrew 15
Anne 15

Saturday 3 October 2009

Friday 2 October 2009

We taught Anna and Andrew Tigris and Euphrates, where Anna demonstrated her ability at winning new games again. Andrew and I caused some ill-advised conflicts. (I think there was a glass of water mishap in this game -- luckily the rulebook is almost water proof!)

Anna 11
Ian 10
Anne 9
Andrew 6

Andrew got his revenge in Attika, which he won by getting everything built first.