Tag Archives: Board Games

Halesowen Board Gamers #8 (12/03/2014)

Halesowen – 12/03/2014

This week at Halesowen I was going to hang around and let someone else suggest games again, but master-organizer Mike split the highly undecisive half of the room I was in up to groups with me providing a game for 4 of us from that group. Mark showed interest in playing Belfort, as I had the box out as a result of picking up Belfort: The Expansion Expansion, so out it came (Without the expansion, mind, I need a chance to learn how it works before I throw it at people, particularly with new players ^^). The players for both games were: Mark, Ian, Stan & Me.


Belfort

Belfort is a worker-placement game where players are vying to me the most influential participant in building up the city of Belfort. The game is played over 7 rounds, and 3 of these, the 3rd/5th & 7th are scoring rounds. When scoring, players get points based on majority participation in the 5 segments of the city, (5/3/1 points awarded to 1st/2nd/3rd place respectively) and then points for most workers of the 3 types – Elves, Dwarves & Gnomes, with 1st place earning 3 points and 2nd place earning 1 point – There’s no 3rd here. The big caveat here being that scoring points also leads to paying taxes, with each 5 points taking you up a tax bracket (Paying 1 more money per round in taxes), this makes it so after the 3rd round players need to start being careful to ensure they have enough money to spare, or lose victory points if they don’t!

Each round takes place in a number of phases. The first of these is placement, where players can place their workers on the variance ‘plank’ spaces on the board & their own properties. Available in every game are ‘Recruit a worker for 2 money’ and ‘Switch Player Order’ spaces, the former of which has more spaces available for higher player counts (resulting in 3 players being far tighter for workers than 4/5). There are also 5 ‘guilds’ which have spaces available, which are different every game and provide the big variability in the game. In our game, we had 2 resource guilds (4 Wood, 2 Iron respectively), 2 Basic Guilds (‘Place a coin under a property to make it worth 50% more for majorities’ & ‘Recruit an Elf, Dwarf or Gnome’) and 1 Interactive Guild (Gain 1 Coin + Receive 1 resource from each player with less walls than you). The rulebook has suggestions for the distribution of basic/interactive/resource but I just go with 2B/2R/1I as it’s fairly easy to pick up for new players. It should be noted that you don’t immediately get the benefits when you place a worker, that comes later.

When a player passes out of the placement phase, they distribute their remaining workers (And there will be some) across 4 resource gathering spaces. These spaces provide wood (But requires Elves only), stone (Requires Dwarves only), iron (Requires an elf + dwarf) or coins (Either). These give you a straight 1:1 of number of workers to resources, but whoever has the most workers (Ties don’t count) gets one bonus resource, so it can be worth it to stagger your needs so you can take majorities and get those additional resources. (Also, this is one of the elements of the game which benefits you to be last, as it’s easier to work out where you can nab/block a bonus from other players).

Once everyone has passed and distributed their workers to the collection area, placement is over and the collection phase begins. Players take their workers back from the collection area and take the resources they’re due (Including bonus if they had the majority), as well as taking an extra worker if they invested in one (Not from the guild as that’s on the city board) and order-rearrangement. At the end of this phase, players receive income and pay taxes. Income is from properties, and some of those that you can build have a coin icon in the top corner. Taxes are, as I mentioned earlier, based on your score, so if you scored high early, you’d best be sure you can afford to pay for it now!

Following this comes the action phase. Going in (potentially different to placement as it changes in collection) player order. In this phase a player can build properties, walls or guilds (Spend resources & place one of your house pieces in the city to represent it’s yours), visit the trading post (Buy 1 thing and sell 1 thing), retrieve workers (Getting their benefit at this time) and buy a gnome (one/round) for 3 coins. These can all be done in any order, then at the end of their turn can buy 1 property card (3 are face up, or can take a random) for 1 coin if desired. Being 1st in this phase helps you avoid interactive ‘steal resources’ abilities by running yourself dry, but being last means you’re building properties last and have an easier time getting majorities in the various sectors in the city.

When teaching the game I suspect I placed too much emphasis on early scoring making things difficult for the players. I say this because the first thing everyone did (Including me, to be fair) was place 2 properties in an area away from other players. Ian was the first (I think) to spread out a little. As a result of the ‘gain a worker’ guild I went for a focus on rushing for a lot of workers in this game over getting buildings. The first round of scoring put Ian out into the lead with his wider spread of property placements, me & Stan in the middle of the pack, and Mark at the back who very much avoided getting early taxes. (I think it was something like 3/turn for Ian, 2/turn for Me/Stan & 1 for Mark).

As the game moved forward, I continued to spam workers and tried to keep the space blocked so that noone could contend me for those points, while also taking the space that improved my properties to be worth more for majority as I wasn’t able to build as many. Mark set himself up with a wall to take resources from players so I made sure to build a couple of walls to keep myself protected (As well as get majorities), the side-effect of this is my stack of workers usually just went to gather money so I could pay my tax (Most properties provide income, walls don’t). Ian managed to get out a lot of properties and spread them around (Not many more, but I think he had the most). I think Stan was focused on propeties too, but he was being a little quieter so I’m afraid I missed a lot of what he was going for (Sorry!).

As we moved into the last season (So just after the 2nd scoring phase where our taxes get really quite high) Ian maintained his lead, while I stayed fairly close behind and Mark managed to capitalize on his lower taxes before to build enough for a big jump to catch up with the pack. I got a bit worried through this bit as the territories I was in got quite highly contested, but the extra strength of my buildings from getting that guild every turn in the game helped me keep up enough to do ok. I’m not sure who of Mark/Ian & Stan got the most points from area majorities in the last round, but I believe Ian/Mark got ahead of me until we counted up worker majorities, where my 6elves/6dwarves (Or 7, not sure) net me 3 points each and caught me up to Ian for a tie in first place. Strictly I won from having more resources left over (I tried to gamble with the thieving guild but just got tons of wood when I needed but 1 stone!) but I decided to share the key-to-the-city, for now! Mark was close behind and Stan wasn’t much behind him either (I think that’s the right order anyhow).

Smash Up

Following Belfort, we had roughly an hour left so I suggested Smash Up and some interest was shown so I grabbed the box to play. I have some ‘selector’ cards which me & my girlfriend made to make setup a little more random with a draft for each players 2 factions (As the standard rule tends to result in the same faction combo’s every single game). This left me as Alien Locals, Stan as Robotic Bears, Ian as Elder Carnivourous Plants & Mark as Steampunk Cultists.

If you’re not familiar with the game, the reason we each had 2 factions are because we take those 2 decks and shuffle them together to play, hence the slightly random sounding pairs! Each deck has a number of minions/actions (Usually 10 of each) and those are played throughout the game to try and capture ‘bases’. Each base has a breakpoint, an effect and some scores. When the power of all minions on the base is over the breakpoint, the scores are distributed to players depending on how much power they had there. The effects vary, and could be when minions are played, when it scores, etc. Each turn, players can play 1 minion and 1 action, which may allow them to do further and more interesting effects based on what the card says.

The start of the game set the precent, with Marks cultists stacking him with madness & Ian doling out even more besides with a byakhee on a base we shared. We shared that base because Stan moved one of my minions there of course (And that particular base soon became ridiculous, with 5+ actions on it and a ton of minions, which took ages to capture as the plants overgrowth card nerfs everyone elses minions by 1 power). Mark made the understandable mistake (First time with cthulhu) of using a fair few madness cards to draw cards rather than returning them to the deck, I generally flailed a bit as my minions/actions just wouldn’t synergise and Stan/Ian did pretty well through the first half of the game.

Sometimes that can change, but on this case it was actually a pretty consistent in that Ian & Stan continued to do well at grabbing bases. Most of Ians madness cards came to me & mark thanks to neat choices made by Stan, particularly in where he placed and where he moved minions to (I.e. making it less attractive for Ian to use a Byakhee on bases he was on so he got less madness from it). I continued to struggle, and while I got a base to 10 power without anyone else bothering to compete for it couldn’t quite capture (I had an action that would have made it 15 but didn’t seem to be able to get enough power there until nearly the end of the game for it actually work). A base came out at one point that could have removed all of Marks madness and catapulted him to compete with Ian, but as I had a terraform card I used it to prevent this and hoped it might delay the game long enough for me to start scoring points (Which it turns out was fated not to be).

We started running out of time near the end of the game, and reduced the playspace to make things go faster (When the last few bases scored we didn’t replace them). I managed to get the base I was going for on my own I think to take 3 points, as well as contributing to another, but this only got me to 9 points for the end. Ian got his ‘2 madness cards to every player’ card right near the end which made it extra difficult for us all as we had to waste actions getting rid of it, and Stan, while he did quite well, didn’t quite get enough points down to take the lead off of him. At the end of the game I think Stan had 1/2 madness, I had 4 (Reducing me to 5 points, waaaah), and Mark had well, lots, but had a lot more points than me and finished on I think 7. Ian took the victory here, so congratulations to Ian ^^.

That’s all for now, although I’m probably going to make a post soon about a couple of kickstarter projects if anyones interested in crowdfunding some stuff (Tuscany & MERCS: Recon). If anyone who goes to halesowen each week is interested in Tuscany I can set up a game next week with prototype bits ^^. Cheers!

Weekly Gaming 26/02/2014 (+ Halesowen #5)

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 ;))

Halesowen Board Gamers #4 (02/15/2014)

Halesowen – Wednesday 12/02/2014

Games Played – Eldritch Horror, Ra: The Dice Game

This week I bought along Eldritch Horror, as Dave D/Ian have both commented at some point that they’d like to play it and I figured it was a good choice for the evening. The game is set in a Lovecraftian world where GOO’s – Great Old Ones (Ancient beings of great power) threaten to rise again unless the investigators (players) can discover the plot at hand and stop it before it’s too late! In our game the blind idiot god, Azathoth, threated to rise and destroy the world in his rage.

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(Not entirely sure why this looked so bland, must have a setting messed up on my phone ^^)

You can find an account of this game from Dave’s perspective here:

http://blog.halesowenboardgamers.org.uk/

The game is played in rounds, with each round consisting of 3 phases – action phase, encounter phase & mythos phase. The game ends when either the Mythos deck runs out, or the doom track reaches 0 (Actually it can continue in the latter, but for Azathoth that’s the end, some GOO’s can still be defeated after that). For the players to win, they must solve 3 mysteries before those conditions can occur, to have discovered enough to prevent the…bad things…from happening. The Mysteries are cards specific to each GOO that you can fight and are themed accordingly, but mostly consist of gaining clues and using them in some way to progress towards solving a given mystery.

The first phase in a round is the action phase. Here players have 2 actions to move around and prepare themselves for the encounter phase, and can travel (move 1 space + 1 per ticket), rest (regain some health/sanity), aquire assets (try to gain useful items), gain a ticket or trade with another investigator on their space. They may also perform ‘component actions’, which may be spells, investigator abilities or various other things denoted by their cards. Each action can only be used once in a round however, so movement and recovery tend to be slow!

The second phase is where things happen and the game (hopefully) moves forward! Each investigator in turn draws an encounter card for his space, and resolves effects based on that encounter. There’s a fair variety of possible encounters, including generic (city/wilderness/sea), named cities (such as London, Tokyo, etc), Gate (portals on the board leading to other dimensions, and lettering horrific fiends into our world, these encounters let you close them), Research (GOO specific encounters for gaining clues to solve mysteries) and expeditions (Variety of effects, I never really pay them much attention, and we did none in this particular game).

The third and final phase of a round is where the game fights back. A mythos card is drawn (The mythos deck, I should mention, is generic cards, but organized in a different way for each GOO) and a number of effects are resolved. The top of each Mythos card has 2-3 symbols, and these make things happen such as the omen track moving (Which can advance doom), monsters spawning (All gates matching the omen track spawn monsters), clues spawning and more. Following this there’s a section of flavour text, then a special effects section which can do many different things, good and bad – sometimes the effect is ongoing, and can give the players another thing to worry about as well as the mysteries!).

The game continue doing those three phases until the players take their victory or the GOO rises and destroys everything. There’s a lot of luck in the game as so much is based on card draws, but it can generally all be mitigated if players are careful and work together.

In our game, against Azathoth, we (Myself, Chris Handy, Dave D & Ian) most certainly worked well together, with a set of investigators that turned out to synergize very nicely. My character – Charlie Kane – is a ‘support’ type character who I chose as it was a Handy’s/Ians first game, to be able to help them out a little throughout. I spent a whole lot of actions in the game acquiring assets, even increasing my influence skill to make it an even stronger ability. My characters ability let my give things I gained through it directly to other players, so I didn’t need to meet up somewhere to trade with them. I also managed to close a couple of gates along the way.

Ians role in the game turned out to be that he was master of clues. His characters ability let him trade clues with anyone anywhere on the board, and he spent a lot of time gathering them to pass them on to people who were moving around the board more. He managed to gain a ton of them throughout (6 at one point) and this greatly helped our chances. Dave D had a bit more variety (I think) than us and moved around dealing with gates and clues as he went. Handy ended up with some very powerful combat items (Sword of Saint Jerome + Lighting Gun) so he put some time into destroying monsters, as well as helping with solving mysteries and closing gates as he went.

The game went by fairly smoothly, with our ease of gaining useful items and sharing clues giving us a huge advantage. We had a couple of times as we went where investigators almost died, but nifty flesh ward casting from Ian kept us on the brink and alive. We got one rule wrong (My bad, seeing as I should have known) that the doom track should have advanced when the green comet was reached not the omen track (Azathoths effect) but at most it would have made a 2-3 doom difference and we had loads to spare. Fun game, and glad to have defeated the bad guy for once ^^.

Following on from Eldritch Horror, we played a ‘filler’ game at Dave’s suggestion – Ra: The Dice Game. In this game, players roll 5 dice yahtzee style (Roll, then reroll anything you don’t like up to twice) to make sets of symbols that you can use to advance various tracks and place cubes to set up point scoring for later in the game. The symbols on the dice are Sun, Ra, Ships, Civilization, Monuments and a wildcard. The wildcard can be used for anything, but not for the colour of that wildcard (Monuments and Civilizations have colour limitations and each dice is in one of 5 colours, so you sometimes need a specific coloured dice to be the side you want).

The various ways to score from these things are as follows. Any sun dice are played on the turn track, and are what pushes the game towards an end. If 3 go there however, it does not advance and you score 3 points. If 4 go there, it also does not advance and you get to cause a ‘disaster’ – this lets you do some damage to all other players on one of the various tracks used in scoring. The Ra symbol lets you advance the ‘ra’ track, the person furthest up this gets 5 points in scoring (And is moved down at that time) and the person with the least gets -2 points in scoring, but gets moved up when that happens. The ships let you move the ship track forward, or if you get 3 ship symbols you can cause a ‘flood’ that stacks a second cube on your ship and means it will score in that phase (If you don’t do this, it just doesn’t score!). Civilization gives you -5 for having none, 0 for 1-2 and 5-15 for 3/4/5 used up, and you can only have one of each colour, you need 3 civilization symbols to place one cube in this area. Finally, monuments are placed on a table on the board to gain points based on number of cubes in rows/columns.

Apologies that it’s not a very good explanation, but the gist is that it’s a simple dice rolling game with the strategy being in where you choose to place cubes and what you reroll. In our game, we each had a slightly different focus. Dave D’s focus was on the monuments table, Handy’s was on screwing other players with disasters, mine was on ships, and Ians was more all-rounder, although we all went for everything as a general thing. We didn’t roll all that many suns in the game in terms of moving the track forward, which meant the game took 2-3 times longer than it was supposed to, but we all had fun and got to completey fill the monuments track on the board, which a few people commented on as it’s not generally something that can happen.

We finished up with some very high scores, with me in the lead somewhere around 85 points, and I think last around 60. Lots of fun and I’m glad to have been introduced to it, though I think I’d want the game to be a little quicker next time ^^ (Then again, I’m not surprised people opted against pushing the turn marker forwards when possible, as it’s essentially 1-2 wasted dice when it happens).

Great Evening, such a great group to meet up with for games! Someone suggested an interest in Viticulture next week and as that’s a game I really enjoy I’ll be more than happy to introduce people to it. If I can resist making people play Space Cadets that is (If I even have it by then, receiving through the UK Feb Math Trade). Looking forward to it!

Weekly Gaming 10/02/2014

I got lots of gaming in this week, it’s been a good week! =)

On Wednesday I attended Halesowen board gamers, where we managed to fill up the time with just the one game – Caverna. The game turns out to be a lot of fun and not nearly as miserable as the Secret Cabal led me to suspect ^^. Check out my previous blog post for a more in-depth account of that!

Friday

It was the University’s tabletop society on Friday, and I arrived with the remaining people there (It starts at 2 and I arrive 6ish) play-testing for an upcoming game designed by a friend of mine – Wizard Academy. Unfortunately Greg had to leave before too long, so I just chatted to the only other person that was free while they finished up and discussed the games current state. I hope I get into a test sometime, as it’s a long while since I first tried this particular game.

There were 4 of us left by this time, so we broke out my Anniversary Edition of Galaxy Trucker for a gloriously hectic game. We started on the 1A ships, where I pulled off a ridiculously perfect ship and made a huge amount of points on the other 3 players. For round 2 we went for the wraparound ship (2B?) where things were a little more confusing to build, and I didn’t quite manage to build perfectly. We all did fairly even here I believe. The last round we stuck with the wraparound theme and went for 3C which I’d not yet played – This ship wraps around on both pairs of edges, and has no built in gaps for lasers/engines so you have to leave spaces for them in your ship. It’s not as easy as leaving a big gap though, as you have to pay exorbitant amounts of money if you leave more than a couple of spaces in one block (So lots of little holes is ideal). I did a pretty good job of building my ship, with a biggest gap of 2 and only one mistake, then proceeded to be out on the first adventure card thanks to evil, horrible, nasty invaders eating all my crew ^^. Over that last round all but Ben got eliminated with varying levels of cost for their decimated ships – The last 6 cards were all planets and nice things, giving Ben a massive amount of points and leaping him ahead of me for the overall victory.

Seeing the time, we opted to not have a round 4 and instead changed game. We went for Belfort, which seemed the most reasonable to fit into the amount of time we had, and which had caught the attention of a couple of people there. 2 of us in the game launched into the lead fairly early on, but my income was steeped in 3 guilds which led to people just refusing to use them. My higher tax from scoring high early dragged me back down and I struggled through a lot of the game. <guy that’s not me, Ben or Liam> built up a crazy income through a pair of banks and ultimately managed to set himself up that he was going to win the game through actually being able to pay his taxes. I found it difficult to build much over the game as there was a couple of ‘steal things’ guilds out so stockpiling resources was hard. We got kicked out by security before the game actually finished as it was getting late, but I think the winner was clear anyway as mentioned above ^^.

Saturday

On Saturday I attended Bread + Games, a board games meetup in town that I’ve not been to in a while, as they had a period where it was held in a pub rather than its typical awesome place in an art studio. It’s a long one, and it runs from 2pm till ~10:30pm so there’s lots of gaming to be had. I arrived a little late and sat out for a while, but was approached by another person out of a game after a while to play something while waiting for the bigger groups to finish. Jaipur was one of the options going, and seeing as I’m looking at buying it sometime it seemed like a good option to fill in the gap. As it turns out, it’s a very fun 2P game of trading goods and camels and one I look forward to picking up sometime soonish, particularly as I managed to eek out a victory (Although we only played 1 round rather than 3).

My opponent chose the next game, and grabbed a copy of guild hall as he was interested in trying it with 2. Fate interfered, and an imposter Chris who had been playing games with his son/daughter left them to it and asked to join us. In this set-collection game players play 2 cards from their hand each turn to build up guild ‘chapters’, which are sets of 5 of one profession, in different colours. When a chapter is completed it gets locked, and can be exchanged for points and possibly extra abilities on a turn. I found it pretty lackluster, but did feel a little excited in the last 5 minutes or so from playing a nice chain of actions to jump from 3 to 17 points (20 wins). I lost 20-19-(Er…can’t remember, but it was close). I think I’d play again if asked, but I certainly wouldn’t buy this game.

Following on from Guild Hall I hung around a bit until a few people were free, and had a group join me for a game of Euphoria. It was a full complement of 6 players (Not sure if I’ve done 6 before, 5 might have been the max!) all but me of which were new to the game. Explanation took me a while, as while people were attentive I struggled to be sure I was getting the right bits across to so many people at once! The game was fun, as it always is, although downtime got quite painful on some turns as an unfortunate side effect of Tim (Event organiser) needing to do some maintainance at the venue. Everyone was between 1 & 4 stars left when Dave took the victory with a surprise play (It looked likely for Cath to win, who was on 1 star left with her turn coming soonish).

At this time people mixed around a bit, with ‘Masters of Commerce’ being one of the suggestions. I joined to get the group up to 5 players and sat down for a very unexpected game indeed. In this game players play either landlords or traders, and the game takes place in 2 minute rounds of realtime-bidding for the properties of those landlords. I think if I was in the right mood and with close friends that I was super-comfortable with I’d enjoy this, but my mindset was really not right for such a game at the time so I didn’t do overy great. The other players seemed to have fun though which is great, and I’d love to see an 11 player game of it sometime, although I don’t think I’d really want to be a participant ^^.

To finish up we played Belfort, which I suggested as I figured it should fit in the time we had left with the 3 players we now had. This plus a certain important rule I found out about the day before about majorities on resource spaces getting a bonus had me excited to play. In the game I aimed to try and get as much incoem as possible to make the tax step easier (After it screwed me on Friday ^^). I grabbed a guild as my first building (Gain 2 steel one) as I figured people would often want that over wasting workers by the other method. I also focused on master elf/dwarf upgrade properties to try and get a lot done with minimal workers early in the game to avoid hitting too high on tax brackets. In the end I came in second place, although I still got a good amount over 50 with a score I’m happy with. I really really want to pick up the expansion expansion for Belfort, as the extra options sound like they could make this a brilliant game from a good game for me.

Sunday

Not so much of games today, although I did seem to just do so much stuff in general (Swimming, Town, Board Games, Video Games, Painting, Watched a Film and I’m sure more I forget right now). While in town we went to Forbidden Planet where we discovered Ticket to Ride (Or Zug Um Zum in this case) sitting there reduced from £35 to just £20. It’s too good a game to turn down a good offer like that, and seeing as the game is language independant it’s no problem for the rules and such to be in German (Would love to learn to understand it anyway though). We had a game upon getting back, where I managed to hit well, a lot of points and take the victory (Mostly long journeys, completed 3 long routes and 1 short). Definitely worth picking up ^^.

Halesowen Board Gamers #3 (06/02/2014)

Another week, another gaming session In Halesowen. Wait, but it’s 2 weeks since I last posted about one…I’m afraid it was my Mum’s Birthday, so I was at my Grandma’s for the evening =)

I just want to apologize for my lack of names again. I really should know them by now, but will have to suffice with waiting for Dave D’s post again and editing my post accordingly ^^.

I only had time for one game this week, as it was a big one, with roughly a million components, which is to say it was Caverna: The Cave Farmers. When me & my friend Chris (Handy) arrived, there was already a group setting up to play, but as there was a few of us interested we set up a separate game with my copy. While the other group were going for the advanced game (Lots more furnishing tiles) we went with the beginner version with a few less for teaching purposes (I’m in no rush for over-stressing myself with extra things to teach until I’ve played a lot with the reduced options ^^).

So what’s the game about? Well, if you’ve played Agricola, then apparently it’s quite similar (I never have, but 2 people at the table have and had many ‘ah yeah that’s the same’ moments). In Caverna you’re using a small family of dwarves (workers) to manage a small farm, alongside a mining setup digging a starting cave into a mountain as their home. Throughout the game players can gather animals and crops on the farm side, and dig tunnels, furnish useful rooms and create mines in the cavern side of their personal board.

To play, each player puts down their workers in turn on a variety of action spaces that let them gather resources, clear land, dig tunnels or go adventuring. Each round new actions become available, drawn from a semi-randomized deck, making new possibilities come available for their dwarves. After 12 rounds, the game ends and players count up how many victory points they’ve accumulated to work out who the ultimate winner is of the game.

In our game, we all took fairly different paths throughout the game. Handy went for a fairly early focus on building up his farmland and getting a lot of crops, Gordon seemed to focus on building up everything as a whole and filling space (You get -ve points at the end of the game for not using all of the available space) and player-3 grabbed a couple of early resource-generating furnishings and spent a lot of the game trying to work out how to use his massive stockpile.

Through to the middle of the game, I felt convinced Handy’s strategy would come out best, as we could all see his huge amount of fields and stacks of grain & vegetables. Early-Middle I got a weapon for one of my dwarves and struggled to find much use for it, but stuck with it and got a weapon for my second dwarf too, partly to block Steve from getting his own (I wanted as few of the others having a good weapon as possible or it would have become a bad route to take). Gordon made good use of a furnishing (or 2?) he had that reduced the cost of things he built, so he got a lot of fields/furnishings placed to make best use of it. Steve had only caves at this point, having ignored his farm side, but started going for extra workers (Gordon did too) so went to work on getting it into a useful state.

The game progressed with Handy sticking to 2 workers to keep feeding cheap while keeping his farm going, while getting some cave tiles just to fill up the space, but having very few furnishings (Other than to make wheat/veg more effective and worth more points). Gordon & Steve put a lot of work into getting more workers, with Steve also getting a lot of rubies along the way. Steve was my strongest competition for adventures, but as a result of his having more workers, I could easily take the better adventure spots on the board and that became my primary route to getting things. Myself and Gordon built up very animal-heavy farms, with his having a lot of sheep and mine being quite varied. Gordon used a lot of time trying to get food for his huge work force (5 in the end).

I’m not sure how everyone compared in individual scoring points, but we somehow managed to finish with a 3 way tie for first place! Me, Gordon & Steve had 76 points to Handy’s respectable 61. I think Handy hurt his chances a bit by not getting an extra worker or two – He had the best setup to feed them for a long time and pretty much just stockpiled them rather than make use of them. My strategy managed to pay off in the end, as I netted the level 4 adventure space every round since it came out and managed to built pretty much everything up from them. Gordon finished with a very all-rounder farm with his 5 workers, and Steve ended up quite spread too, with perhaps a weaker farm than everyone else, but a complete cave and a nice number of straight gold points he’d gathered.

All in all the game was a huge amount of fun. I’m glad that I was able to take a route that didn’t require a ton of workers, while being equal to someone with a heavy cave focus and someone going all round. I think the tie really speaks to this games balance in that we did very different things to come out so similar on points. Absolutely brilliant, I’m happy I brought Caverna along with me and had 3 great people to play with for my first multiplayer game (Done a couple solo to learn the rules). Thanks guys!

Thanks for reading, and be sure to check out my last post about some awesome kickstarter projects running at the moment, they’re all pretty damn cheap ($3 minimum on one of them!) and look great. Till next time! =)

Kickstarter Interesting Projects #2 (4th Feb ’14) – oddball Aeronauts, Tiny Epic Kingdoms & This Town Aint Big Enough for the 2-4 of us!

It’s been a while since I decided to post about kickstarter projects I’ve backed, but this month there seems to be lots of low-cost ones that are very interesting, and I just happen to feel like saying something about them!

Tiny Epic Kingdoms

This is the biggest of the 3, (amusingly, as they’re all ‘micro’ sized), and wraps up 4 days from now. Tiny Epic Kingdoms has you playing of one of a variety of races to prove your dominance in the smallest 4X game I’ve seen.

Players compete to try and be the best at a variety of key areas in order to ultimately prove themselves the best. They can try to expand their population across the map, discover powerful magic, build colossal towers or battle their way forward in the name of victory. These are tiny kingdoms nonetheless, and there’s simply not enough room which should make for some interesting interactions between players as they vie for resources.

The guys making this game have done an amazing job of advertising it and getting information on it out there, and managed to get my attention a good while before the project even started. The shipping isn’t great, and there’s a risk of customs charges, but the components look lovely and there’s a huge amount of factions gained from being a backer to provide lots of variety in a game that will be lovely to take anywhere. Take a look for yourself! ^^.
oddball Aeronauts: Pirates vs the Pendragon

Next along in size is a card game that if you don’t look close enough could be dismissed as a top-trumps derivative. That would be a mistake however, as this game looks to be remarkably deep and a very interesting game for 2 players to enjoy just about anywhere. I’ll try to explain a little, but I’d urge you to watch Richard Hams (rahdo) Runthrough of the game on youtube to really get a good idea of it. The campaign ends on the 3rd March so plenty time for you to decide ^^.

Each turn players go at each other by comparing 3 statistics on their cards (Sailing, Boarding and Cannons), the interesting bit being that you can use up to the top 3 cards of your deck for the comparison, and that number is  done simultaneously, with all the cards used being lost as ‘damage’. Cards also have abilities that can be manipulated to try and make your way to victory. There are also event cards in each players deck that can change things up, and introduce yet more strategy to the game in trying to set yourself up to win those events.

Looks great, and I’m looking forward to receiving it later this year. £15 shipped to anywhere is pretty nice too.
This Town Aint Big Enough for the 2-4 of us!

Finally, the latest micro-game from TMG, in their pay what you want with $3 minimum format, is this carcassonne-in-appearance tile placement game, Players put town tiles with various ‘brands’ on them which represent each player in the game, and when an area is completely fenced in, it gets scored. The cool bit is that each player in that area scores based on the next lowest number in that area, so if you have 4 brands and another player has 2, you get 2 points and they get 0 (As below them is no-one).

The game comes with 24 tiles, and maybe more when stretch goals are hit, which looks to provide a lot of fun in a small package. It’s also possible that multiple sets might work combined, as backers suggested, to which the games designer is play-testing now in response to peoples inquiries. I hope it works well as I’d happily pick up a few with them being so cheap for each copy ^^. The project has another 9 days in it, and is already nearly double it’s goal with only 1 day on the site so far, definitely worth a look as it costs barely more than lunch! ^^.

Thanks for your time and such, I hope you’ve found something interesting to back here! I think oddball Aeronauts looks the most interesting, as it should lead to some great 2-player gaming opportunities when I’m with my girlfriend Grace. The others look amazing too though, else they wouldn’t be nicking a cut of my budget for games this year, so I recommend you go for them all ^^>

Weekly Update #2 – Halesowen Board Gamers & Euphoria

So, in the first 8 days that I’ve owned Euphoria, I’ve played 7 times. I think that’s definitely the sign of a great game! In this post I plan to Summarize how they’ve gone, mention a few other games played and generally cheer that I found a new tabletop society to go to on Wednesdays!

Back on Wednesday last week I got my first couple of plays done in the evening. Some friends came over, so we have me, Chris, Chris & Adam. Or by initials CJS, CJH, CJH…Er..Me, Handy, Harrison & Adam, lets go with that. I got explanation out of the way pretty quickly and we got into our games and had a lot of fun. Adam found a great tactic quite early and managed to pull ahead with his Icarus allegiance and win the first game. In the second game things felt a bit tighter with us knowing rather than guessing what we were doing, Harrison managed to make good use of recruits and take the lead. I had ‘lose a worker’ recruits in at least one of the games and well, losing a worker hurts!

On Friday I went along to the UoB tabletop society for just the 1 game of Euphoria before I headed back home to join friends who wanted to play Battlestar Galactica. In the game of Euphoria I got asked a lot more questions this time, which I think was because my thematic explanation was a bit fractured and made people ask a lot of questions about it, which is a bit frustrating when it doesn’t actually affect the game. Anyway people had a lot of fun and Ian commented that he wants to play again sometime (Harrison won again, as he was about too and enjoys the game ^^). The game of battlestar galactica afterwards was quite fun, but to be honest I find the length of the game too much, when you consider how heavy the landslide is when the second round of loyalty cards goes out – I don’t enjoy going from ‘a chance’ to ‘haha you’ve lost’, but what can you do…:(

I had another game of Euphoria, this time with 2, on the 7th. I had a lot less fun this game but fortunately I managed to work out the reason afterwards which was an incorrect rule! We were doing the markets wrong so they weren’t really contestable, which meant the winner of the game was obvious a long time before the end and took out all the tension. No problems as correcting the rule makes it better. In the evening me, Grace, and my housemates Ken & Ruth had games of Dixit (Ken Won), Timeline (Ruth Won) and Love Letter (Ruth Won), there’s not much I can say about these as they’re pretty straightforward games, but we had a lot of fun!

On Sunday I played games of Legendary & Forbidden Desert with Ken in the day, and Euphoria 2 player with Grace in the evening. Forbidden Desert we absolutely kicked ass, winning with no worry of things going wrong at all (I didn’t even have to visit a water location, thanks to finding a canteen along the way). In Legendary we beat up Mephisto despite his valiant efforts to open Portals to the dark dimension, with Ken punching his face a few more times than me and taking the victory. With Euphoria in the evening I won the first game, as a result of Grace missing a rule that I didn’t pick up on (How the numbers on commodity locations work). The game after Grace took victory with me not too far behind, so at this point I’d pretty much lost 5/5 as I discounted the game before where only I knew how to play properly ^^.

On Monday/Tuesday I did something related to board games but not playing them! I recorded a ‘run through’ of the game in the hope that people can watch it and learn to play the game – Something I much prefer doing as opposed to reading rulebooks (Well, I read those too, but it’s hard to match rulebook to actually playing sometimes ^^). Monday was just a few failed attempts, and on Tuesday I got a whole video recorded (40 minutes!) with just a couple of breaks when people came into the room as I couldn’t bring myself to keep going when that happened ^^. I got the video posted overnight and some great feedback from the Euphoria forum on boardgamegeek yesterday, positive feedback in fact! I’m so happy that people liked the video as now I’m super-motivated to do more.

Halesowen Board Gamers

Well, this wasn’t any longer than any of the other sessions I had, but this is a new society I came across that I’m quite excited about! This group meet up every Wednesday evening in an upstairs room in a pub, which is really well lit and has lots of room, not to mention being remarkably quiet. I’m so glad to have found it and taken the chance as being a pub I was unsure ^^.

I took Grace & Harrison with me as I love playing games with them and partly because I wanted people I know there for confidence reasons ^^. I had Euphoria with me so I suggested that and after a short while found a couple of people to join me and Grace for a game while Harrison went off to play Power Grid (Which I believe he enjoyed). I got a bit focused on my own strategies in Euphoria to know what the other 3 were going for, but with a recruit that let me use any resource for construction sites I focused on construction of markets. As a result I made a lot of use of the Euphorian tunnel and had a beautiful stack of gold to work with. Thanks to limiting other players actions by the market negatives I was pushing out, and perhaps by finally having grasped the way the game works, I took the victory by a few points lead!

Afterwards me, Grace & the other 2 (James & Jamie I believe was their names) played a game of King of Tokyo as we needed something fairly quick to fill the time. While the others tried to balance going into Tokyo and getting other things, I just sat back and went for points with no idea if it was a good plan. Apparently it was, as after 20 minutes or so 2 of the other players had wiped themselves out, with the last being in Tokyo with 2 health. For the first time in the game I just went straight for damage and got the 2 I needed to take the win. Yay!

Fun Week! I hope things continue being this packed with gaming ^^.

Weekly Update #1, Afternoon Play, A Table & Euphoria!

Not that anyone reads this blog, but I think I need a better name for general updates than tagging them all as ‘random musings’, lets go the boring route and call it ‘Weekly Update #X’ =)

So what’s happened in the past week? A few things actually, resulting in my being a bit lacking in sleep! I really need to get a handle on the fact that knowing I need to be asleep by 10pm doesn’t make the early hours of the Morning an ok substitute.

On Thursday I went out into Birmingham for my friend Emma’s birthday. I met up with people in the Christmas market for food, beer and merriment! We had lots of fun and after a while headed to ‘The Brew Dog’ where I’ve not been before, but is a cool place with lots of interesting beers. Too many beers, and confusingly not sold in pints, why do places sell beers in halves/thirds, that’s just wrong! It was lovely to see some people that I’ve only met up with once or twice in the past year, and a couple of new people too, great night!
Friday I went to the University of Birmingham tabletop society after work, taking along a handful of games to play. A few of us got together and played a game of Quarriors (I think I won, yay!), although that was all as I went for an early night with my lovely gf.

Sunday I went to Afternoon Play with Grace, where we met up with one of Grace’s housemates from last year and a couple of his friends (One who I had met and one I hadn’t). It was quite nice to go to the event and play board games with people I don’t see very often ^^. On arrival we played a game of Resistance: Avalon with 10 players (Which we lost..I need to speak up when I think a mission is dumb rather than just vote no..). We then moved to a pub from the cafe (Same society) and played Frag and Byzantio. The former of which is a quake-3 style board game which seemed heavily based on luck, and the latter is one of my games that I was wanting to play more, with hidden information and area control. Awesome night!
On Monday I didn’t seem to find time for much asides from a trip to IKEA with my housemate Ken. It’s the first time I’ve been there and to be honest, I’m disappointed nothing caught my eye ^^. The trip was to buy a table though, which Ken took care of, so we headed home with the lovely new flatpack of the table to build that evening. Of course we then realized we didn’t have a screwdriver (Asides from one on a gerber multitool which wasn’t good enough). We gave in and had a game of zombicide on the upside-down tabletop on the floor, as we’d already decided we were going to play a game on the new table ^^.

Last night I went to my parents for dinner and to pick up a delivery. That delivery was Euphoria, a game which I’m super excited about and can’t wait to play (Hence going and fetching it ^^). I also picked up a few screwdrivers so we found some time to put the table together too (Yay!). Unfortunately there wasn’t enough time to play a game, but I did get the components out to have a look, they’re so pretty! Love the stretch goal upgrades ^^. The plan is to get it played this evening, which a few friends are coming over for. Now we just need to get some chairs for the table…hmm ^^ (They’re so expensive though -_-)

So that was my week! Not bad I think, but I do need to try and get more sleezzzzzzzZzzZzzzZZzzzZz…

Random Musings #2 (Christmas Soon!)

I like the idea of calling posts ‘random musings’ because it gives me an excuse to type nonsense as a way of delaying until I final get around to thinking of something that’s actually interesting to read to someone, maybe. Lets just go with an update on board games for the past week.

Friday – UoB Tabletop Gaming Society

I try to go to the society at the University I live by every Friday. Sadly I’m no longer a student but as I still enjoy going, I’ve taken to the idea of driving over there as soon as I finish work at 5 to play games until the late evening (2-7 was normal, but people stay around till around 11 if I go, particularly as I bring more games than the society gets out themselves ^^). Anyway we had time for a couple of games last Friday although I always wish I could fit in more.

First up was Kings of Air and Steam. There was 6 people about and we were trying to decide on a game when a 7th walked in and it immediately settled the matter, as this was the only one going to that player count. I’m really happy about that as I love this game and it’s better with more players, plus I’ve now been able to introduce most of the regular Friday tabletop people to it so future plays will have less teaching! It was a tight game between 6 of us, with 1 of those 6 being a dirty pirate and using his steal money/goods powers to good effect. The 7th managed to sneakily find a corner where noone bothered him much, and shot out to a ridiculous lead, leaving it 200-something to 100-120 for the rest of us. I came last, as tends to happen with KoAaS as I make a lot of mistakes while teaching (It’s hard to remember to upgrade your airship when you get asked 6+ questions a turn ^^). In the end though it was a fun mess and I loved it anyway!

For the second game of the night we split into 2 groups. 3 went for a MtG variant called commander (I think, 100 card pre-set decks) and the other 4 of us went for Among the Stars. This a brilliant drafting game that plays out like a strongly thematic and much more exciting version of 7 wonders, where we act as various races building space stations for some post-war peace ideal. I went for an odd shape designed to let me get high points from adjacency cards (Lots of gaps for those cards as I went) which confused the new players a lot, while they were being more confined. In the end I almost won, but got edged out by a little thing we very nearly missed, I think credits to vp. It was great fun and I enjoyed having a transporter heavy secure station with some totally peaceful huge gun emplacements. Can’t wait to try it with the expansion, and up to 6 players!

Sunday – Apres Essen Goodie Con (Telford)

The brilliant UK online gaming store gameslore held an event in Belmont Hall in Telford in Sunday, where they had a few new games from Essen available to play as well as a few for sale. I couldn’t resist the temptation, and also wanted to go in part as motorway practice in case I need to go longer distances sometime (I’ve been driving for 2.5 weeks). My lovely girlfriend Grace joined me and we headed over in the early afternoon for a few hours of gaming, which we managed to fit just the 1 longer game and 2 smaller ones (1 of which we gave up on as it was kinda lame ^^).

The longer game was Spyrium, a worker placement game that came out recently with an interesting worker placement mechanism based around a 3×3 grid of cards. When you place a worker, you put it between 2 of these cards, and when you move into your activation phase (Stop placing workers) to use/obtain one of them. One caveat though is that the cost to obtain/use a card (obtain is buildings that you take off the grid, use is people that can be used multiple times) is increased by 1 for each other worker around that card. The result is that a valuable looking card soon becomes too expensive. During activation you can retrieve a worker around a card to gain 1 money for each other worker their instead of using it, so you can also use these heavily contested cards as a money generator. I tried to go for the lesser buildings that generated spyrium/converted it to victory points rather than competing for the high cost cards, coming in 3rd/5. We had to learn the game before/while playing so I don’t know much about what everyone else did unfortunately, I do hope to play again sometimes but I won’t be buying this one!

Game 2 was a game with a few dice (18 D6 in 3 colours, and 1 special big dice) and some imps, you roll the big dice to work out what you are doing (Take the colour of imp the same as dice closest to the die, or take the imp the same colour as the highest die rolled). This ended up being lame as hell because it took so little time to work out the simple ideals that it was more of a ‘I can grab it faster’ than ‘I can work it out faster’, we gave up about halfway through despite it only being a 5-10 minute game, bleh.

Finally we had a game of Eight Minute Empire. I’ve been quite intrigued by this game since I came across it on kickstarter but didn’t back at the time as I wasn’t convinced it could work and didn’t really research it. We were in need of a quick game though as were time limited, and I picked it from the table of stuff provided for trying. We played the basic game but had a good 8 minutes of fun (Maybe 10, the game lies!) with us all going for slightly different tactics. I won with 11 points by a sneaky move at the end taking control of the island to the bottom left, although I’m not sure how tactical the game really was, maybe with a few plays (Which wouldn’t take long to be fair!). If I see this in a FLGS or on kickstarter with another expansion/sequel maybe I’ll pick it up!

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I mentioned Christmas in the post title! I should say something about it really. A few days ago I was asked by my family what I’d like for Christmas/Birthday (as my birthdays only a few days later they get combined). My wish list is pretty much:

  • TomTom – Borrowing my grandads at the moment, but I need one of my own really ^^.
  • Caverna: The Cave Farmers. Looks like a fantastic version of Agricola with some of the aspects that put me off being tidied (Feeding family for example).
  • Legacy: Gears of Time. I have the back to the future card game (kind of like chrononauts) but it doesn’t quite scratch my temporal board gaming itch, so this looks like a good option.
  • Belfort. I’ve developed a soft spot for TMG after getting KoAaS and this looks like it could be of interest to me,
  • Eldritch Horror. Arkham Horror seems a bit OTT to me, this streamlined new version looks great though.
  • Socks. I mean c’mon, what’s Christmas without socks as presents. =)

Can’t wait for Christmas day to try out some or all of those!

Kickstarters, Life and Apologies for being lazy at Blogging

Lets start on the last thing I mentioned in the subject, er, my bad for being terrible at keeping to a schedule! A few weeks ago I decided to try and post twice/week and haven’t stuck to that at all. Hopefully I’ll be better at keeping to the posting after the following news!

So the good news I mentioned. It seems I will be changing status from ‘looking for job’ to ’employed’ very soon, after an interview that went well on Friday and a followup meet today. This means I’ll be kept occupied in the days and more importantly, feel motivated to actually post things here when I get the opportunity. I have to drive to get there so this week I’ll be trying to get a hold of a car which will be interesting, as I spent all of Uni avoiding having one ^^.

Finally lets get to the first thing in the subject, kickstarters! In this case a quick summary of status of projects I’m following, most which I’m finding myself particularly happy with concerning communication from the project creators!

Zombicide

Ok so this has had not so perfect communication, but I’ve received the 2 base games through (Prison Outbreak and Toxic City mall) from the kickstarter which I’ve played a couple of times now. It’s a shame that the stretch goal content has been split out into a ‘wave 1.5’ which is what I’ll be waiting on next (With Wave 2 early next year), but I’ve gotten to try out and had great fun with what I’ve received. I’ve even got some foamboard and made a custom storage solution for the new boxes so the original game fits in neatly with the new stuff!

Among the Stars: The Ambassadors and Archon: Glory of Machination

I’m getting both of these through my backing of the AtS: Ambassadors pledge, with Archon as an addon. There was an update 5 days ago about the shipping and it looks to be about on track to arrive on time in November. Absolutely can’t wait as the base game is awesome and it’s expansion is looking even more so, with Archon being a nice bonus that I don’t yet know a lot about!

Shadows over the Empire

Another Artipia project! This is a rather interesting game where you try to influence important people in ‘the empire’ to somehow win the game (I don’t really get it, but it looks interesting ^^). This should be set to ship early November and seems on track to reach that goal. I might presume it’ll be included with AtS: The Ambassadors and Archon, but we’ll have to see ^^

Machine of Death

I’m quite happy that we got an update within the past couple of days for this, as it’s a little late (Expected August) and looks like it’s all finalized and in manufacture to ship very soon (November it would seem). Looking forward to finding unique and random ways to kill people off in this little card game!

Gear & Piston and Byzantio/Nekken

These 2 projects by Ludicreations are clearly being organized for shipping together, as updates about shipping are double posted. They apologise a lot for it for people that have backed both, but it’s not something that worries me and I’m happy to see them taking a lot of care to give everyone a chance to correct shipping details before going ahead with it. This looks to be shipped around Essen time and hopefully be delivered late November/early December. Really looking forward to Gear & Piston, with Byzantio being a bit of a wildcard which I’m unsure of, but am excited to try out.

Myth

Another big one, which I spent almost as much on as Zombicide! The wonderful guys at Mercs miniatures post fairly frequent updates on progress, with pictures of what they’ve been up to and plenty of information to keep us backers happy and confident that they’re working to schedule. I think this games going to be an absolute stunner and may even dethrone Zombicide as my monster game of awesome. Should be great, bring it on January!

Euphoria

Looks on track or if not, to be very close to it. This game has be so excited as it’s another game by Jamey Stegmaier, a very interesting person to follow who posts very insightful things about kickstarter projects and how to do well in them. His first game Viticulture is so more more fun that I’d have expected for a game about wine-making, and this time round it’s a theme I find exciting before even trying it out, so looks to be doubly-successful in being fun for me. Roll on December!

DrunkQuest: The 90 Proof Seas

Also looks set to be roughly on track and arrive around when it should. Great to be updated from these guys on what’s going on, and while it’s a shame some ass stole a load of bottle openers which were slated to be included in copies of the game, the creators have gone straight out and found a replacement solution which is even better than the original, absolutely brilliant support for their backers. Getting drunk and playing games is so not going to be a good combination though ^^

Xia

This project seems to be in good shape, with the art looking a lot sexier than during the campaign already. This project is delayed until march by stretch goals, so not much to say on it for the moment except it should be a very interesting project!

Teramyyd: Earthsphere

The beta arrived for this a while back, but I’ve not had much of a chance to try it out unfortunately, and I feel like I shouldn’t really have taken up one of the beta positions (I thought I’d have so much more opportunity to learn it and enjoy it in beta form!). We couldn’t quite work out how it’s supposed to work correctly and didn’t much enjoy the short game we tried, but I still have confidence that the changes that have already been made, and those to come, and the fact we clearly played it ridiculously wrong, mean it’ll be a great project in it’s finished state. It’ll be delayed by a fair bit, but I’m ok with that for the creators to get it right!

Paperback

I don’t really know what to say about this for the moment. There was an update back on the 9th saying it’s been sent to the printers, so guess that means it’s on track and will arrive to create wordy fun for me and my friends in a couple of months ^^

404: Law Not Found

Looks in good shape, with the creator posting regular (1/week) updates through kickstarter on how things are progressing, including a neat breakdown chart of what tasks are getting done. I wish more projects would provide this level of updating, but it’s not really required, just a little extra that I’m sure all the other backers appreciate too. I’ve played the game once in a pre-finished state and found it interesting, so look forward to getting it, or just trying it out sometime in ‘complete’ style (Being as the aforementioned creator lives a whole 10 minutes away ^^)

That turned into a very long post! I was thinking I’d only comment on a couple of projects, but most of them are slated to arrive in the next couple of months and as a result are all ones with a ‘recently posted update’ state! Can’t wait to have them all arrive as I can’t help thinking I’ll feel like it’s Christmas with every parcel.

Thanks for reading, and have a great day/week/month/year/decade! Cheers ^^