Saturday 21 August 2010

Friday 20 August 2010

There were six of us, and faced with the awkward choice between splitting into two groups of three or playing a six player game we opted for six player games.

Havoc: The Hundred Years War
We taught this poker derivative to Andrew P. John B and Andrew P stayed out of the first 6 battles! Which was scary as they built up huge hands of cards. Whereas I was down to about 7 and Anne even fewer. I scored 17 in the first 5 battles but nothing after that. The last two battles went John's way.

John B 29
Andrew H 23
Andrew P 22
Ian 17
Anna 15
Anne 12

Atlantic Star
We retaught Andrew and Anna this game. No-one put anything in the 5 star column and blue ended up in the 1 star column. Anna was extremely stingy until near the end when she took a big loan that didn't cost her any points.

Anna 43
John B 41
Anne 39
Andrew H 35
Ian 34
Andrew P 28

Tuesday 17 August 2010

Wellycon 2010 (14 & 15 August)

As a Wellycon organiser I expected to play very few games at Wellycon 2010. But looking in my trusty notebook I was surprised to see that I played ten games over the weekend. Though people who know me might be surprised it wasn’t double that!

On Friday night Peter, Andrew and I went to St Pats to start setting things up. The Call to Arms guys had kindly put out 15 tables for us, but there was still plenty to do.

Saturday
I spent most of the morning on the registration desk and regretfully turning down requests to come and play various games.

Endeavor
Gynn was due to play in Jarratt's Endeavor tournament but was stuck deep in Small World when the other players were ready to start, so I took his place. I have never devoted enough time to get my head around all the buildings, cards and various strategies and tactics of Endeavor. I tend to play instinctively (though it is probably more accurate to say "randomly"). I was the only player to not start with a Workshop and concentrated on action tokens instead of resource tokens. I also stayed non-military which meant I was at a severe disadvantage against Antony and Henry who had two military buildings each and ended up dominating the cities. While at the end I concentrated on mining for good cards.

Antony 59
Henry 53
Ian 50
Silja 30

Beowulf
Is my favourite push-your-luck game. A game which also includes a good dose of resource management. I taught it to Alan, Rodney and Rhiana. Rhiana had terrible luck with her risks.

Rodney 30
John B 30
Ian 28
Alan 24
Rhianna 7

Nexus Ops
After dinner Minty, his son Sam, John and I played Minty's copy with my reference cards. John had no mines on his side of the board, while Minty had heaps of mines. Conversely this meant John started with a lot of Rock Striders. Minty missed out on the win by a bad dice roll, leaving it to John to finish the game.

John B 13
Minty 9
Sam 8
Ian 7

Extravagances
We ended the evening with Extravagances, Brian's free trading filler. This is a prototype of a Pit-like trading game. Themed around decadent Roman power brokers vying with each other to put on the most extravagant spectacles. There is a small deck of goal cards and a larger deck of resource cards. Everyone has a private goal and there are a couple of public goals. When you fulfil a goal you add it to your face down score pill and turn up or pickup another. Trading is free form and occurs in one minute blocks. Starting with very few cards and getting two more between each trading block. There is a penalty to being caught with too many cards.

There were 6-8 players, I don't remember who else played but I won by one point with 5 completed missions and 19 points.

Sunday

Zombie Dice
Wellycon tradition dictates that there is a fire alarm on the Sunday. Tradition also dictates that gaming continue outside. So half a dozen of us played the push-your-luck game of Zombie Dice in the drizzle while the alarm blared in the background. The aim of this dice game is to collect more brains than other players and stop before you get hit by three shotgun blasts. There are three colours of dice red, yellow and green, which have different ratios of brains, shotgun blasts and foot prints.

Given that it was a learning game, a push-your-luck game _and_ a zombie game we weren't taking it too seriously and I lost badly. The "all clear" came before we could start a second game.

Age of Steam
Once the early rush was over, Peter was keen on learning Age of Steam so we set up a game behind the registration table, so we could be handy to stop playing and sign people in. Andrew appointed John as his proxy from turn 2 but in the second half of the game Jarratt took over. I started with linking up and delivering a cube for 2, on the second turn I got Loco, linked up and delivered a cube for 4. After than I got to 5 and 6 fairly quickly and was delivering 5s and 6s for the rest of the game. Taking production to feed my habit as Peter was taking cubes from one end of my network and Jarratt the other. Jarratt made a big come back for the tie. Peter got to see what is possible with track building as we fought over the centre and south west. (Jarratt's game report.)

Andrew Rae, John B, Jarratt 130
Ian 130
Peter Freer 100

Metropolys
We pulled Skyler away from his War Game Supply table for a game. He was keen on learning Metropolys. I beat three newbies but only just.

Ian 34
Skyler 33
Art 31
Peter 21

No Thanks!
Towards the end of Wellycon we played fillers to finish off the day.

Peter 21
Ian 36
Rachel 39
Don 54

No Thanks!
John took Peter's seat, and I did badly.

John B 24
Don 26
Rachel 38
Ian 43

En Garde
After Wellycon was officially over I reminded Eric that he had promised (in a rash moment) to teach me this game. It turns out Rachel is a fencer (as is Skyler) but my card counting (pretty easy in a 25 card deck) helped me out.

Ian 5
Rachel 3

Sunday 8 August 2010

Age of Steam India (7 August 2010)

Jarratt organized games are our place on Saturday.

Masters Gallery
Jarratt was expecting Nigel to show up, so we played this while we waited. The second and third rounds finished very quick, hence low score, Jarratt and Travis were going neck and neck. But Travis made out like a bandit in the last round.

Travis 7 18 39 84
Jarratt 12 19 40 70
Anne 7 18 32 68
John B 15 20 34 65
Ian 6 14 33 60


Age of Steam Expansion: India

The points of difference for this expansion include a single black city, once you deliver black cubes you keep them. You can either expend two black cubes for an income point or keep to the end for 3 VP each. There are no new cities and $15 sea links that are one link but two income points for cubes delivered over them. This was the second time that Jarratt, Anne and I had played this board, while the first time for John and Travis.

I started in the north west between Srinagar and Delhi via Amritsar and delivered two cubes for four income, but things went down hill after that. Jarratt started between Jodhpur and Porbandar, next door to me. While John built between Bhopal and Varanasi, hemming me in to the south. Anne started in the north eastern corner of the board and Travis had the south to himself.

John got himself into trouble and I bailed him out because if I let him go under Jarratt would have benefited too much. That put Jarratt into the lead. I later made a deal with John that I regretted as he did better out of out of it than I did. I split my network and missed a good black cube move. On the other side of the board Anne's plan to deliver yellow cubes for six was falling apart as we were blocking her out of all the yellow cities. Travis lagging behind in income but also in shares.

In the north west we were running out of cubes. Travis built one of the $15 sea links and was delivering black cubes over one of Anne's links, he over took John and Jarratt (once you took his lack of shares into consideration). They had used all their shares by the end of the game.

Travis 81
Jarratt 75
John B 74
Ian 71
Anne 55

It took a long time, but I enjoyed it more than the first time I played. I now have to learn to resist temptation and start in the south.

Overall it was Travis's evening.

Saturday 7 August 2010

Friday 6 August 2010

It was good to see Jim and Margot again after such a long time.

On the Underground
Anne taught this game to Margot. I hear that there was a tendency to build lines parallel to each other, and also a reluctance to join across the centre of the board. In the end it was a draw between Margot and Andrew.

Margot 45
Andrew P 45
Anne 43
Nigel 24

In the Year of the Dragon
It's been awhile since we played this game and we had to refer to the rules while explaining them to Jim. The events were in 2 groups of 5, with pairs of events well spaced.

We all took turns in leading on the people track. John, then Jim then me. John on the other hand led on the VP track from the beginning due to his strategy of starting at the front of the people track and buying a double favour on the first turn (hence temporarily bankrupting himself) and taking money on the second turn.

John B 101
Jim 90
Ian 85

R-Eco
On the Underground finished well before In the Year of the Dragon and Nigel suggested playing R-Eco, and he ran away with the first game. Despite being simple, it is quite difficult to teach as it is not like other card games. The theme is recycling and waste management. You are trying to win tokens by supplying the recycling centres with the right goods, and avoid illegal dumping (i.e. keeping your hand to 5 cards or fewer). You can only play cards of one suit and every time you play cards you are forced to pick up cards.

Nigel 10
Andrew 3
Anne 2
Margot 0

In the second game Anne and Andrew did much better.

Anne 10
Andrew 8
Nigel 6
Margot 2

Masters Gallery
I gave Jim a quick introduction to Masters Gallery, which was probably too quick for him to pick up all the details. Probably the most important thing I failed to get across is the inflation in value of paintings throughout the game. Painting in the first round tend to be worth zero to three points each whereas by the last round they can easily be worth seven or eight points each.

John B 14 34 67 106
Ian 6 35 68 98
Jim 19 45 74 89

Traders of Carthage
I hadn't noticed Susumu Kawasaki's name before, except to notice a Japanese name on two of my card games. But he designed both R-Eco and Traders of Carthage.

In this game the cards in your hand are either money to buy stuff or to protect your goods from pirates. The goods you buy are cards in the market, which you put in front of you. The cards in front of you are grouped by suit (each suit represents one of the four ships on the board). As you buy goods the ships move forward and when they reach Carthage there is a pay day (and pirates strike at any ships on the two spaces before Carthage). Again it is harder to explain than to play. Though it is even harder to get the strategy right.

At the end I only had red goods and the market never had red goods for me to buy, so I kept refusing to buy because the game would end without me scoring any points. But resistance is futile, as Andrew and Anne kept filling their ships in the mean time and once they arrived in Carthage it was all over and I was thrashed.

Andrew P 22
Anne 15
Ian 11