I usually try and write up Halesowen within a couple of days, but I seem to have been busy a lot of the week and it’s taken me some time to do it. As a result I rolled it into my ‘weekly gaming’ post instead ^^. Apologies about the incoming colossal walls of text but lots of gaming happened this week!
Wednesday – Halesowen Board Gamers
At Halesowen last week I got to introduce 3 new players to Viticulture. I’ve talked about the game in previous posts so I’ll save you the introduction to what it’s about, but suffice to say I really love this game and think the mechanisms are highly thematic and hugely enjoyable. In fact the expansion is being kickstarted on the 12th march which I’m looking forward to, it will be interesting to see how this one goes as Jamey (The designer) is looking to stop using exclusives in his campaigns, something which is often believed to draw a lot of backers in.
Our game started off with players looking a bit too far ahead and trying to think about how they’d get their orders filled, while I appreciate the reasoning it’s interesting seeing what people go for to try and make it happen before realising that it’s going to take a few years to get their vineyards up and running. Mike Started with a cottage, which was set to give him a lot of options throughout the game, although perhaps too many for a first time round (There was a lot of time spent trying to work out what he could manage with the huge number of options ^^). I also got a cottage, as I feel it’s extremely powerful, with a tasting room and Irrigation being other early buildings I saw (Don’t remember who had them, it was a week ago sorry! ^^).
As we got through the game all players managed to get a reasonably well running system, with 2 of the new players being ahead of me for a while in the game. I spent a lot of time building up and let a lot of grapes/wines sit and age throughout the game for a rush later on (A bit cheeky really as new players don’t really know to do so) of orders. The game actually ended very close between me and Mike, with me being able to hit all the way up to 25 in the final year (I think) and Mike hitting 22 that same year by managing his cards effectively. John came third with 17 and Ian with 10, not quite being given enough time to capitalize his vineyard. It was a good game, although this is a very poor report as I’ve been too busy to get it done earlier!
We finished up with a game of Carcassonne with Me, Ian & Mike as John had to head off. The game went by fairly friendly, although in an absolutely haphazard layout as I was doing some silly placements to try and nab features and take points off the others (Mainly off Mike). In the end as it turns out that was probably pretty stupid, as I left myself trailing in 3rd place with ian 2nd & Mike taking the lead with his French-city building experience proving superior ^^.
Thursday – Games with Mum
On Thursday I went to my parents house for the evening, and took along Caverna to introduce it to my Mum, who bought it for me as a late Christmas present. While an intimidating looking game with a crazy amount of components she was up for it nonetheless so I got it set up after dinner and dived into teaching her how it all works. I’ve got to compliment my Mum here as she’s absolutely amazing at listening to and picking up the rules to games, and while it clearly had her a bit confused managed to work everything out in no time at all (Better than many people who play board games all the time and not just when their son pesters them to ^^).
I usually go for weapons and adventuring for my dwarves, but decided on this occasion to go for a farming route. Mum opted to go for weapons and push for adventurers, spending the first couple of turns excitedly wanting to know how to get her dwarves geared up while getting tiles out into her fields/cave a little bit. While I got myself some wheat planted nice and early, Mum got herself a level 3 adventurer as soon as able and got to work leveling him up. I must have not emphasized feeding enough as at the first harvest she struggled with food and had to take a beggar token to keep her dwarves alive, but this helped her get the gist of the challenges in managing what you should plan for in this game.
Once I’d got my farm in a good state (grain, vegetables and all animal types) I focused for a little while filling in my Cave and having some Dwarven newborn. Mum got her adventurer high enough to furnish caverns and got herself a slaughtering cave before deciding to go for a 3rd dwarf, at this point she asked an…er…interesting question “Why can’t I keep my newborn dwarf in the slaughtering cave”, while perhaps not in those exact words I found it pretty hilarious and explained that she needed a dwelling ^^. She also managed by this point to get her fields well planted with grain and vegetables making her troubles with feeding absolutely no more.
At the end of the game I’d gotten a well built farm and cave (Although it was lacking in mines) with many animals that net me a lot of points. I’d also capitalized on a heavily built up ore spot and taken the ore-storage to net 9 points from that. My Mum had a well balanced finish with an ore mine in her Cave and 2-4 of each animal, as well as plenty of grain & vegetables on the side, but lacking in VP furnishings (I didn’t buy any at all my first game so the slaughtering cave itself was a cool thing to see ^^). The score was 60-34 in the end, and I look forward to playing again. I suspect a couple of games down the line and she could trounce me, so maybe just one more before I introduce her to something else ;).
Friday – UoB Tabletop Society
On Friday at UoB tabletop we played Space Cadets for the first time. I got the game recently at a great price through the UK Math trade, and was excited to get the opportunity to try it out with 4 of us. I don’t know if we did a single rule correct, but this was an absolute blast and I look forward to my next opportunity to play, which will be after much watching of video’s and trying to figure out everything to be able to teach people in less than an hour+ ^^. In Space Cadets, players take the part of different members of the crew of a spaceship, performing their individual & unique tasks to try and come together and complete missions. The actual tasks that have to be done are fairly simple, but you get a very limited amount of time to do them! A timer is used throughout the game giving 30 second blocks for players to simultaneous work on their stuff, hopefully to the benefit of everyone.
The roles in the game consist of the Captain, who does little but flip the timer; Engineering, which involves laying tiles carc-style to generate and distribute energy; Tractor Beams, which means flipping tiles to try and grab nearby objects; Weapons, who has to load missiles with tetris-pieces and grids, then fire them by disc-flicking; Shields, which involves making poker hands to get energy to the various sides of the ship; Jump, to ready the ship and get it prepped to jump out of the system when the mission is complete; Helm, who has to navigate the ship across a map using limited movement cards, and try not to hit too many asteroids and leave the ship overy exposed, and Damage Control, which is for tracking damage to the ship and trying to repair it with a set of rather dubious success-rate cards.
Everything comes together in the game in a hugely hectic mashup where people try so hard and still struggle to complete their deceptively simple bits and pieces. We spent a long while fumbling our way through space achieving little but to take damage before we finally managed to tighten the reigns a little to take out some enemies, but it was oh so satisfactory when we did! We had to leave before finishing the mission, but had grabbed 2/3 crystals and killed half the enemies by that time, so I’m calling that we could have done it despite our half destroyed ship. Huge amount of fun and I look forward to playing this gem some more on games days to come, and perhaps it’s sequel dice-duel that sounds even more fun ^^.
Sunday – Zombicide Games Day
Sunday this week me, Grace & Handy got together to play some games at my house. A couple others were interested but couldn’t make it so we went ahead and three muskateered it. The first game played, which I picked up from the UK Math Trade was Carcassonne, a tile-laying game where players manage their small supply of meeples to try and gather as many points as possible before every tile is used up. There are 4 places you can put meeples (Done when you place a tile) – Fields, which get 3 points/completed city at end game, Cities, that are worth 2-4 points per tile when completed, or half at end of game, Roads, which are just worth 1 point per tile, and cloisters, which are worth one point + 1 for each surrounding tile. The latter 3 of those give you back the meeple (You have 7) when finished off, so you get them back available for other tasks.
Our game went by in a relatively friendly fashion, with minimal nabbing of each others stuff. We got some pretty large cities as we went by but ultimately everything seemed to come down to fields that are worth a ridiculous amount of points. I think I may have won but I don’t really remember, it was a cool looking board after though!
We followed up with Zombicide, which was the main aim of the evening as it rarely comes out (due to length) but everyone loves to play it. We went for a mission in the Prison Outbreak book, #6 I think, where we started with a split party in a prison, with one group trying to open security doors to reunite the party, before the other group get swamped by the spawn zones which are all in their half of the prison. We achieved the first task fairly quickly and all was seeming well, so we added an extra objective that we had to take the extra objectives in order to escape (We could have ignored them). As it turned out it was a real challenge fighting our way down there, as the 2 spawns surrounding that location were a real pain to deal with. Half our party started with dogs however, and these proved to be invaluable in dealing with threats early on, as well as improving Handy’s melee attacks to a silly level when he found a chainsaw. Grace managed to get a sniper rifle together which she made good use of to clear the way of toxics so my dog could melee and our other characters could move a little more freely.
During the game, we had a good number of Abominations come out (4-5 maybe) which I was able to deal with in short order with Brad as I had a 3 damage revolver to one shot them all. We were playing with a custom abominiation rule I made where they get extra abilities as you advance through danger levels (Starting off easier, ending harder) which worked out exactly as I’d hoped, in that it removed the feeling of ‘Guess we’d better search for the next 20-turns’ that they used to come with (Though ironically we got an early molotov anyway). Handy almost opened up the far side of the prison before we were probably ready to deal with it, but came into line as we needed a hand getting to the objective to open the exit door before he released the horde (To get out, you have to open a security door that also opens a ton of cells). By this point we were strong enough to tear through these enemies, and I think every character got up to red level to play with ultra-red weapons we’d had wasting inventory space until this moment. Grace & Handy opted to stick around in the prison a little to play with their new-found guns while I started clearing up ^^. This game is an absolute ton of fun and it’s a shame we don’t get to play it more often (On the other hand it would be a shame to never play other things if we did try to force it every game night). Till next time Zombicide!
We were a little lighter afterwards, breaking out Smash Up, a game that I think all 3 of us enjoy a’plenty. In our first game of this I was Elder Things + Aliens, Handy was Carnivorous Plants + Dinosaurs & Grace was Pirate + Ninjas. I never got the Shoggoths throughout the game which I think helped, as I usually get myself hung up trying to place the damn things, instead I managed to chain my cards well to throw a ton of madness at my opponents. Handy made good use of drawing a lot but ended up using most actions removing madness, & Grace made do quite well but had a very hostile pair of factions that didn’t get enough opportunities to grab points. I think I took victory by the end although it was close and decided by the madness in Handy’s deck.
In our second game, we cthulhu’d up a little more and had Me as Wizard Cultists, Handy as Local Zombies & Grace as Miskatonic Bear Cavalry. Wizards worked really well with cultists as I didn’t feel as much strain in getting rid of the madness they generate as usual, although I still failed to really achieve anything with them. Handy’s locals managed to get everywhere in crazy stacks, and Grace managed to use her bears to have strong control over the battlefield. In the end Handy won, with me coming dead last (Woohoo for the metagame of screw the last winner) and Grace in second place, good game!
To finish up the evening I got to introduce Grace & Handy to Legacy: Gears of Time. I’ve tried to hint at it a lot recently but for reasons unbeknownst to me most people just aren’t attracted to it, I guess they assume timey-wimey + board games = bad ^^. They gave it a chance though and we got to travelling through time screwing with the normal order of invention to no end to make our Legacy’s superior to our opponents. It’s an interesting game in how it really gets you thinking about how to make bigger, higher scoring technologies come into effect while keeping the lower ones under your control to stop them fizzling into non-existence (Which invalidates the higher ones!). In our game I got a lot of points early, but had Handy manage to leapfrog me and deny me a ton of points in the later rounds. Grace got the unfortunate end of having people steal her technologies and didn’t quite manage to catch up, although I think it could have been even closer! Both enjoyed it so I’m happy to have got it out =)
Tuesday – Gameses
My friend Chris Harrison came around on Tuesday evening for a couple of games. He agreed to Viticulture, as I’ve been wanting to try out some more stuff with it and we made the game a whole lot more complex in the process. I enjoyed it thoroughly and managed to net a lot of points, but I don’t think it was much fun for Chris, which seems to be a recurring theme among my Uni friends with this game (Which is a shame as I love it).
Following that up we got out Legendary by Chris’s suggestion. I’ve not played in a while as I felt pretty burned out on it, but seeing as a good number of my friends have said they really love it I decided it needs to start hitting the table again (Plus seeing as he didn’t enjoy Viticulture it only seemed fair ^^). I’m glad we did so, as with a custom scheme I got from the variant forums the game felt refreshed and challenging. We were fighting Dr. Doom, with the caveat that we weren’t allowed to fight him when more than 2 villains were in the city and every scheme twist increased his strength by 1 (8 twists). In addition the villain deck was just 3 villain groups, making them tough to deal with at all. There was 5 twists out before we could even hit the mastermind! Fortunately I got some lucky draws from Gambit’s ‘Reveal top, if X-men draw it’ despite him being by only x-men in my deck and managed to net a few turns where I could take our Doom as we neared the end. I think we were 3 villain cards from losing when I finally took him down a final time. Harrison’s blade focused deck turned out not to work as well against this scheme as it might on others letting me take the individual victory. We saved the world though, wooh! (Or whatever the schemes name was…may have forgotten, ^^).
So that’s my last week in games, which seems to have been quite intense judging from the amount I’ve written! Apologies to anyone from Halesowen that reads that it took me a whole week to get around to writing it up ^^. Thanks for skimming! (C’mon…like you read all that ;))