Saturday 25 September 2010

Friday 24 September 2010

TransAmerica
The way to make people show up is to start a game. With this aim in mind I put TransAmerica on the table, and before I could start explaining the rules John and Nigel arrived. TransAmerica is a quick, light game with a good dose of luck, but also a game of judgement where you want to cooperate with others in ways that benefit you slightly more than them.

The game ended when I made a very bad choice of start position assuming wrongly that other people would be as interested in the north east as I was and ignoring the cardinal rule of starting near the centre of the board. The newbies came first and second.

Jim 10
Margo 9
Nigel 7
Anne 4
John B 4
Ian 0

Power Grid
After TransAmerica we were looking for a 6 player game that would take no more than two and half hours. For some reason we not only thought that 6-player Power Grid would be quicker than Age of Steam, but we also thought it would take two and half hours! (Our last game of Power Grid took 3 hours with 5 players)

We played the German board, but we forgot to use only 5 regions, so there was plenty of room especially for Margo and myself. She had the cheap north while I had the more expensive south. Jim, Nigel and John shared the centre with Nigel in the cheapest area (which acted like a magnet for the others).

I got a lucky break and got the #35 power station (1 oil powers 5 cities) as my second station, which allowed me to ignore the power station market for the next few turns. Nigel kept the pressure on the price of coal by stock piling it every turn. Jim started off green but didn't keep up his green credentials. Anne started in the east and John did the big leap over Nigel to get to the North.

In the final turn we were all trying to calculate if we could get to 16 cities and power them, but only Margo had the necessary funds.

Margo 16
John 15 + $158
Nigel 15 + $145
Ian 15 + $145
Jim 14 + $167
Anne 14 + $151

Thursday 23 September 2010

Tichu (18 September 2010)

More Tichu with Anna and Andrew. Anna was disappointed with her Tichu calling on Friday night and was eager to redeem herself. After a promising start, we failed twice in a row, while Anna and Andrew surged ahead. When I called Grand Tichu I felt confident with the Dragon and four Aces, but not so confident by the time the third bomb was played against me! Anna and Andrew cruised to victory only going backwards once, and making three 1-2s.

Hnd IA+AM AJ+AH

1. 160 40 Ian's Tichu
2. 200 200 Andrew's Tichu
3. 270 130 Anna fails Tichu
4. 170 330 Ian fails, Anna and Andrew 1-2
5. 120 380 Ian fails
6. 120 580 Anna and Andrew make 1-2 again
7. 385 615 Ian makes Grand Tichu against 3 bombs
8. 385 915 Andrew makes Tichu and 1-2
9. 545 955 Anne makes Tichu
10. 520 1080 our only points were the Pheonix!

In game 2 we were almost even after the fourth hand, but we stagnated soon after that and were well beaten. I think Andrew and Anna are well practiced for their Brisbane trip.

Hnd IA+AM AJ+AH

1. 30 170 Anna's Tichu
2. 130 170 Anne fails Tichu but we made 1-2
3. 325 175 Ian's Tichu and lots of points
4. 245 255 Anne fails Tichu
5. 245 455 Andrew and Anna 1-2
6. 315 385 Anna fails Tichu
7. 410 490 Anna's Tichu but not many points
8. 445 555
9. 445 855 Anna's Tichu and 1-2
10. 415 985 Ian fails Tichu, Andrew makes Tichu
11. 415 1285 Andrew's Tichu and 1-2

Anne and I had discussed passing strategies earlier but such things are tricky to put into practice. We probably didn't swap Aces as often as Carl and I had the night before but apart from that I don't think the agreement helped us very much.

Sunday 19 September 2010

Friday 17 September 2010

Carl showed up first, followed by Anna and Andrew. We had decided to play Frank's Zoo when Jarratt rang the door bell, so we dealt him in while he came upstairs. We gave him the fastest rules explanation we could and got underway. But we only managed one round before John and Nigel showed up.

Frank's Zoo
Nigel joined Anna, Anne and Jarratt to restart Frank's Zoo. Jarratt wanted to stop playing after the first round, and perhaps he should have. Nasia joined in at the third hand and challenged Jarratt for third place. No surprises about who won.

Anna 2 8 15 24
Anne 4 7 8 11
Jarratt 7 7 9 8
Nasia - - 5 7
Nigel 0 2 1 3

Clans
I've been keen to play this game again since I noticed the similarity between this and Metropolys. Both being essentially abstract games with secret missions. It's been a couple of years since I last played this, and longer since Carl, John or I last played it regularly. It was Andrew's first time. Unfortunately for Andrew and I, in the last third of the game we got into the rhythm of he and I being forced to set up situations where John and Carl could make villages (which they did). This was partially due to the seating order, which was: John, me, Carl, Andrew.

The early part of both games is the least important and the initial moves are not obvious. The mid-game starts as board position becomes interesting, and the end game is where choices become more limited and more critical. The obvious difference between the two is that in Metropolys the end game is about keeping the initiative whereas in Clans it is about giving away as few opportunities to your opponents (in particular the player following you) as possible.

John B 49
Carl 47
Andrew H 43
Ian 43


Andrew Rae arrived in time for the next set of game choosing. We had ten people and lots of indecision. We probably should have split into two five player groups as there are plenty of good five player games available. But we didn't.

Tichu
Carl hasn't played for awhile and was initially worried that we weren't strong enough for Anna and Andrew and the first two hands suggested he was right. But then Carl and Anna went head to head for the first of three times. The seventh hand turned up an interesting situation I called Tichu but Carl also had a good hand and ended up in a position to go out before me, controversially he choose to go out, leaving me to finish second for 200 minus 100 points. If he had not gone out, his final card would have been something like a 3 ruling out a 1-2. A Tichu would have given us more points but also have given Anna and Andrew points.

Grand Tichu calls are rare in our games, but on turn 9 Andrew called Grand Tichu and made it! But while Anna and Andrew were making a come back it was too late.

Hnd IA+Ql AJ+AH

1. 25 75
2. 85 215 Andrew's Tichu
3. 280 120 Carl makes Tichu, Anna fails
4. 345 55 Andrew fails
5. 450 150 Carl makes Tichu
6. 600 100 Carl makes Tichu, Anna fails
7. 700 100 I fail, but Carl and I make a 1-2
8. 875 25 I make Tichu, Anna fails
9. 800 300 I fail, while Andrew makes a Grand Tichu
10. 810 390
11. 830 570 Andrew makes Tichu
12. 1030 470 Carl makes Tichu, Anna fails

Nuns on the Run
Engrossed in Tichu I didn't pay much attention to what was happening at the other end of the room.

Nasia taught this deduction game that she had brought with her. It is like Scotland Yard in reverse, instead of one player being hunted by everyone else, one player hunts everyone else. She said it went OK, but none of the novices managed to get their secret wish and return to their cells. So Abbess Nasia won.

Pompeii
Rumors from Pompeii talk of earthquakes and volcanic eruptions. Amid destruction and disaster Nasia had fun, Andrew went crazy and found time went quickly.

Andrew only had cards for unplayed areas and John just kept on playing the same card after him for more relatives. John had 22 on the board to Andrew's 14. Driving Andrew crazy. Still it was to his advantage because he didn't have to worry about so many guys and got them all but three out. Andrew won, Nasia lost, with John in the middle.

Nexus Ops
Jarratt loves Nexus Ops but Nigel hasn't had enjoyed his previous experiences, while Anne hasn't played often. Jarratt did the rules refresher but forgot the easily forgotten rule that you can sell unwanted cards. Jarratt followed the standard strategy getting early control of the Monolith and fighting many battles. Nexus Ops is a game of winning battles but not wasting too many troops defending territory.

The experience didn't improve Nigel's attitude towards the game, but Anne wants to play again.

Jarratt 15
Anne 8
Nigel 6

California
John suggested we try this two player but neither of us checked the rules differences for two players until I had filled my house. Then Jarratt read that we should have finished much earlier, so we stopped at that point when I was one point ahead. If we had played by the real two player rules we wouldn't have scored as many present points (which would have hurt me more than John) and the game would have ended earlier with John probably winning.

Ian 36
John B 35

Sunday 12 September 2010

Friday 10 September 2010

Traders of Genoa
Andrew and Anna mentioned on Wednesday that Andrew's father has bought Genoa on an impulse and wants them to teach it. Problem is that neither Andrew nor Anna have played it before. So to give them an idea of the game I offered to teach them, and borrowed Peter's copy. From what Anna said about Settlers of Catan, I had an idea she would like (and be good at) trading games.

I've never taught the game or read the rules, so I wasn't entirely sure how to begin. The rules start with the movement rules, move onto the trading, then the buildings, cards and special actions, finishing with ownership markers. I think it is important to tie the rules explanation to the aim, in this case to make the most money. So I felt it was important early on to show how money enters the game (orders, messages and other people's use of buildings you own) and how it moves between players (negotiating for actions). From there I had to jump around to explain everything else: movement, buildings, ownership, cards etc. John added a useful set of hints on approximate values, given that the values of things are not obvious the first time you play Traders.

From early on it was clear that John and Andrew were after Privileges. Anna was after Large Orders while I concentrated on Small Orders. John and Anna got ownership markers down very early and I felt duty bound to restore the natural order of things by getting the Cathedral back into male ownership. I traded away my Privilege early on.

At one point John and I were involved in a deal, which on reflection was probably illegal. I had negotiated a string of deals, but half way through executing them I realised that I had planned on using a goods cube the action before I got from John. John gave it to me, one building/action before he should have.

About three rounds from the end I thought I was doing quite well though Anna was also in a good position. But I was about to run out of both goods and orders and the last two rounds didn't give me as much income as Anna was getting. I did much better (in absolute terms) than I usually do but still a long way from winning. John got a significant portion of his final score from his hand of Privilege cards to come second. Anna won and declared that she really enjoyed the game.

Anna 1035
John B 950
Andrew 830
Ian 820
Anne 595

Hornochsen!
After finishing Traders we wanted a light filler. John turned his nose up at No Thanks! So we played Hornochsen! I played my cards out too early and was forced to take a bad pile with a x2. Andrew kept his cards and ended up making the best of the ending.

Hornochsen tends to favor either the first players to finish or the last -- this time it was the last players.

Andrew 16
John B 14
Anne 6
Anna 2
Ian -10

Sunday 5 September 2010

Tichu (4 September 2010)

Another evening of Tichu with Andrew and Anna. Game one got off to a quiet start until I started to call Tichu. By the sixth hand Anna and Andrew were on 10 points, but then they pulled finger and made 995 while we lost 195.

Hnd IA+AM AJ+AH

1. 55 45
2. 100 100 (a quiet start)
3. 275 125 Ian's Tichu
4. 425 175 Ian's Tichu
5. 495 105 Anna failed Tichu
6. 690 10 Ian's Tichu while Andrew failed
7. 590 310 Andrew's Tichu and 1-2 while Ian failed Tichu
8. 510 490 Andrew's Tichu, while Anne failed
9. 495 705 Anna's Tichu
10. 495 1005 Anna's Tichu and 1-2

Game two got off to a faster start, by hand 4 we were even but after that Anna and Andrew accelerated away from us.

Hnd IA+AM AJ+AH

1. 20 180 Anna's Tichu
2. 320 180 Ian's Tichu and 1-2
3. 335 165 Anna failed Tichu
4. 250 250 Anne failed Tichu
5. 250 550 Andrew's Tichu and 1-2
6. 305 695 Anna's Tichu
7. 455 745 Ian's Tichu
8. 480 920 Andrew's Tichu
9. 535 1065 Anna's Tichu

Friday 3 September

Anna and Andrew showed up first and we started with

Frank's Zoo
Nigel showed up in time for the second hand and John in time to join in the third. Previously we played until two players reached 18 but this time we played by the rules which are that the game ends when two players reach 19. Only Nigel avoided going backwards at least once.

Anna 3 7 10 19 18 20
Andrew 3 5 7 11 15 12
Anne -1 3 1 5 10 15
Ian 4 3 12 14 15 19
Nigel - 6 10 12 21 26
John B - - 2 1 3 7

Attika
Anne says she romped away to beat Nigel and Anna. She says it was because she got half a dozen carrots.

Great Wall of China
I haven't played for years and I taught from memory, as I have mis-placed my English translation. My memory was vague on the end game rules. John and I wasted about 30% of our cards on one battle! No wonder Andrew won.

Andrew 40
Ian 26
John B 20

We played a second time. This time I tried to grab things cheaply and became the target of both John and Andrew's attempts to block me.

Ian 36
John B 31
Andrew 25

Tigris and Euphrates
Anna and Nigel had both played once before but needed a rules refresher. Nigel was working up to building a blue momument when Anne started a conflict with him which saw his blue tiles evaporate. Anna created a big civilisation in the centre of the board and Nigel tried to encroach on it. Anne created a black temple while Anna created more temples elsewhere. Anna did the final civilization join that ended the game.

Everyone agreed that they needed to play again soon while the rules were fresh in their minds.

Anna 9
Anne 8
Nigel 3

Beowulf: The Legend
While mesopotamian civilizations were battling it out at the other end of the table, John suggested playing Beowulf. Gvien how popular Beowulf is around here, strangely Andrew hasn't played before, on the other hand it was my third game this week. I did my normal cowardly strategy, but I also ran pretty short of cards and victory points. Andrew and I didn't do well. John says he like this game because it prompts more talking between players than most other games.

John B 43
Ian 17
Andrew 16