Tag Archives: Carcassonne

Halesowen Board Gamers #15 (07/05/14)

Random News-y Things:
UK Games Expo No-Ship Math Trade

I mentioned this before, but the trade wasn’t actually up then. Anyway the geeklist for the no-ship math trade has been posted so if you’re thinking of joining in here’s a link ^^. Again, if anyone wants to make a trade and can’t get there themselves I don’t mind sorting it if you pass things through me at halesowen the week leading up to/week after the expo ^^.


 

Our meetup this week was pretty shoddy for me, as I wasn’t exactly in the best state of mind when I arrived. Not sure if I was just tired or something else, but I failed to say yes to any game offer and went to get a drink to avoid making a decision. Thankfully when I came back, Ian, Scott, Mike & Stan had kept a spot open at the table for a 5th player to Kingsburg for me =).

Kingsburg

Kingsburg is a dice-worker-placement game where players are building up kingdoms and fending off the evil that would attack them. Players use their workers to gather resources, fortify defences and prepare for the attack that comes at the end of each of the 5 rounds.

Each round has 8 segments to it.
1 – The player with the least buildings gets an extra dice for the next segment.
2 (Spring) – Placement Phase
3 – The player with the most buildings gets a victory point.
4 (Summer) – Placement Phase
5 – The player with the least buildings gets the ‘ambassador’ token.
6 (Autumn) – Placement Phase
7 – Each player can pay 2 resources (Wood, Gold or Stone) to gain 1 defence.
8 (Winter) – The top attack card is revealed and rewards/punishments dealt out based on players defensive strength.

In each of the 3 placement phases, players roll their dice (Each player has 3 to start with), set up player order (Lowest total first), then take turns placing them. Each space has a number from 1 to 18, to use a space you must be able to make the value of that space with your dice (E.g. a ‘4’ and a ‘5’ to take the 9 space), with ways to modify such becoming available over the game (There are ‘+2’ tokens to increase 1 dice/season, and the market building lets you modify up or down by 1). The higher the value of the space, the more resources provided, but of course you need to use more of your dice (So while a 9 might give you 2 resources, you could potentially do 2 separate placements at 3/6 to gain 2 anyway, but there’s only 1 of each space so you may get blocked).

The reason players want these resources is because at the end of each placement phase, there’s an opportunity to construct 1 building. Each player has a personal board with a 5×4 grid of buildings that can be made. There are 5 ‘categories’ of building (Y axis), and you must build from left to right, hence the more powerful buildings are on the right hand side. To construct a building, you just pay the resource cost shown to the supply, and place one of your building tokens on it to signify its’ completion. You then get the VP value for it immediately, and some ongoing effect (Such as ‘+1 to battle’ or ‘-1 to battle, but +1 dice in placement seasons).

After the 1-7 steps have occured, the attack occurs. The attacks, which steadily get harder throughout the game, just come with a number for success/failure/draw, a ‘success’ resolution and a ‘fail’ resolution. All players with a higher defence value than the monster(s) get the success, less get the failure, and draws get nothing. The player (or players) with the highest defence then get 1 bonus point and the next year begins (resetting defenses to 0), cycling until the 5th years attack has occured when the game ends, and the player with the most victory points wins. Also, when the attack occurs a D6 is rolled, with that value being added to the good sides values, so a high roll there can mitigate a poor defensive stat.

I’m not really sure what to say about our game, as I failed to catch every rule so just went with a ‘poke and prod and see what happens’ route (Which isn’t to say it was a bad explanation, I was just being bad at paying attention, and I quite like learning through trying things ^^). Because I’m just a valant, lovely person, I tried to avoid going anywhere near the defensive buildings in the early game (Although really I just wanted to see if it was valid to ignore it and focus on points/resources/etc). As a result I went for the top 2 tracks (Religious/Commerce) first. These proved slightly counter-intuitive as the religious track has nice mitigations for poor rolls, but the 3rd part of the commerce track makes it unlikely for poor rolls to happen (As it provides +1 dice). In the meantime, everyone else seemed to go heavy on the defence/battle track (Though I think Mike was going commerce quite heavily too).

Around the middle of the game I gave up on my complete ignorance of defenses as the negative effects on the attacks seem rather unnecessarily powerful. That helped me draw once again (I never beat a monster, but the first 3 rounds I did avoid the negatives for failing). In the 4th round, thanks to having tons of dice (3+Farm+Least Buildings) I was able to grab the 17 spot, that asides from resources/vps lets you look at the upcoming attack. Here’s where my not catching everything said during explanation hurt, as I knew there was a building loss in negatives, and bought a cheap building instead of defense (I placed a worker on the 3 space for 1 wood to build it, that I could have easily got onto the 5 space for 1 defence). The bit I’d missed is that the building lost is forced to be the highest ranked one you have (I had assumed it was just the rightmost on a track of your choice, so as I only had 1 in the defenses track I thought I could pick that), oops ^^.

The building I lost was my merchants guild, that I’d pretty much only just build and gave 1 gold at the start of each placement phase. The loss of it had me losing anyway, but I didn’t really try particularly hard to get points after the fact, opting to try and get the resources for church/cathedral (Which was enough points to maybe get me to near the 4th place score), but ended up 1 stone short (That wouldn’t have been a problem if I’d got the 4/5 gold the merchants guild would have provided). Seeing as I couldn’t even get close to matching anyone I didn’t bother building the church either, figuring I may as well lose in style =P.

Over the game, Stan consistently had the most buildings, and I think got the ‘1VP for most’ in at least 4 of the 5 years. Ian had the most defenses, getting the +1VP for most defence after each attack, Mike was on the least points for most of the game, but seemed to get a good engine going from commerce letting him make a good catchup near the end, and Scott definitely did things, and I even looked at his buildings a lot, and seem to have promptly forgot (sorry ^^). Not sure if it was Scott or Ian that won, but I’m sure Dave’s post will fill in that information =).

As far as opinions of the game go, I quite like it, with the placement being a really cool aspect with the choice of going for something big or splitting up your dice for multiple placements (With the latter also presenting interesting opportunities to block other players). The little bonuses every other round which have both catchup mechanisms and rewards for most buildings are a nice touch too.

What I like less is the heavy impact the attacks can have. Some attacks just hit on resources, which can hurt, but if you don’t have the resources results in losing nothing, but the ones that have a building loss is a ridiculous hit. Much as I realise that it can be prevented by building defenses properly, hitting the highest building which in my case above was a cost of 6 resources, as well as making me lose the 4VP and the effect that I needed and had invested to get, took me from having a fair chance to being in a ‘way as well not even try’ situation…all that and it heavily depends on a dice roll (As a 1 could screw half the table and had the other half victory just for having 1 better defense, while a 6 can mean the people who took time to defend get shafted as they get maybe 1 VP as a bonus for doing so). Bit of a sour feeling basically, but not enough to put me off playing again.

Carcassonne: Winter Edition

With 1 hour left, we turned our attention to the shorter game choices. Seeing as Ian has brought the Winter Edition of Carcassonne a ton of times, without it having been played, Mike opted to champion it and suggested we finally play. The game itself is identical to Carcassonne, but with winter themed art (Snow spattered buildings, snowy fields, icy roads, etc). The included expansion that we played with (Because c’mon, might as well play a different game if we’re going with different art right ^^) is called the gingerbread expansion.

For those that may not know, Carcassonne is a tile laying game where you place 1 tile each turn adjacent to another tile in an ever growing map of tiles (Matching feature to feature), then choosing to place, or not, a meeple of your colour onto a feature on that tile (Roads, Cities, Fields or Cloisters). When a feature ‘completes’ you get the meeple back (You have 7 meeples, so will need to complete things eventually). Most points when the game ends is the winner.

The gingerbread expansion we used adds 6 new tiles to the game, which are all tiles with 3/4 city tiles, but with those cities being split up (So one tile may be in 4 different cities, with a field in the middle). Each of these has a gingerbread man in the corner of the tile, letting you know that you can move the gingerbread man. The way he works is that when a city is scored with him in, or when he’s removed from a city, that city scores 1 point per tile in the city. The person that completed that city chooses an incomplete city to move him to, (Or when a gingerbread man tile is placed he’s moved). This is just a small change that makes trying to jointly occupy cities more attractive.

With our game, Scott/Ian raced out into the lead, completing many cities/roads throughout the game. Myself & Mike hung back, being on 4 points each until 1/3rd-1/2 of the tiles had already been placed! Stan occupied a middle ground, though generally closer to the frontrunners. Both me and Mike chipped into a field that was going to score a fair number of points, competing over the game for control of it before Scott slipped in a few turns before the end to match him. A tile that Ian placed managed to get an extra 1 of my meeples into the field too for a 3 way tie. The final scores had Scott way out in the lead, myself in second, Ian 3rd, Mike 4th & Stan in an unfortunate last place. Fun game, I like the gingerbread man addition, with it being the first expansion I’ve played the game with ^^ (Asides from rivers on the windows-phone version, but that doesn’t really change the gameplay, just the starting conditions). Also, 2nd place! ^^.

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Weekly Gaming 04/03/2014 (+ Halesowen #6)

This last week has been slightly different, in that I probably played more video games than board games! On Friday night I hosted a small LAN party for some of my friends from University and had an evening making lots of noise in our overfilled lounge ^^. I did still play board games of course, and even managed to slip one in with some of those video-gamer friends :)

Wednesday – Halesowen Board Gamers

At halesowen this week we once again played a game of Viticulture. On this occasion it was a highly overloaded game with a lot of extra content to try out, and I’m very appreciative that James, Phil & Andy were up for playing despite a lot of it being a bit ‘print+play’ ^^.

As I’ve left it a bit long I forget how the games flow went, but there’s a few points I remember about how things went. First of all we had a very worker-heavy game, with all players hitting the maximum of 6 workers, which is something that’s not happened before when I’ve played Viticulture. The extra spots available make it a little more worth it to take this tactic, but I think that a player staying to 4 or 5 could still have kept up just fine.

Another interesting thing is that every player got and used the Yoke. I think this is in part as a result of 2 (3?) of the players having all 3 of their fields populated with vines, and the only way to make use of that was to have an extra harvest opportunity. I was making use of it so that I could worry about using other actions in that season, such as making wine rather than getting the grapes for it. I might not have bothered, but a visitor card gave me 1VP per $2-$3 building, so it seemed worthwhile to have all 3 that fit that description.

For the first few years I didn’t get my vines planted, as I was never able to take the plant 2 spot (James did the same too), I think this was a mistake as I had extra orders at the end that I just didn’t have time to fill. When I did get them planted however I managed to have a well balanced pair of fields, with my 3rd being sold off for money. I spent a couple of years gathering grapes/wine and was prepared to start filling orders when it suddenly dawned the game would end within a year or two! My first order fullfillment was the 2nd to last year, and while I’d got VP’s from some other sources I was at the back of the pack and 2nd-to-last in the pick order for placements.

I opted to go last, and avoided using workers as much as possible (I used one to harvest and one to make wine, keeping the other 5 free), this let me sell wine (Only for 2VP but last year so worth it ^^) and after everyone else passed step in and take both fill order spaces putting me just behind 2 of the other players. Some end game scoring put all 3 of us on 27VP! Andy T was fortunate enough to have more money left over and win the tie-break, so well done for that!
Friday – LAN Party

On Friday I hosted a LAN party for myself and 6 of my friends from University. The first task of the evening was to actually fit everyone in, which I probably should have thought about beforehand! In the end it involved moving just about the whole room around, and nicking a small table from my housemates room leaving us with 5 on one table and 2 on the other, huzzah! :P

I had originally hoped to place Space Cadets before we got computers and such set up, but as we had 7 people and not 6 or less I figured it was best not to push it ^^. Instead, the first game we played was League of Legends with 3 of us while we waited for others to patch as they played other games. It was an ARAM game where we happened to get a comically overpowered team to shred the other side (Something like Lux, Ezreal, Nidalee, Soraka, +1) without needing to get close and having heals to boot.

When all players (Except one who isn’t much of a LoL lover) were patched up, we queued up and had a couple of games of Hexakill. This is a temporary game mode where the game goes 6vs6 instead of the standard 5vs5, which breaks down the ‘metagame’ and leads to hilarity where everyone isn’t quite sure how to arrange themselves best. Our first game had me & Handy top lane as Viktor and Wukong respectively, where we did pretty well (Well..Handy did, but my pick was rushed thanks to Grant ignoring me in picking..-_-). The enemies mid laner got pretty fed on Yasuo (Or jungler, not sure) making him pretty terrifying for a good while, but who ultimately built too squishy so he didn’t last long enough to do too much. We won the game thanks to some good teamplay/split-pushing!

Our second game we went with silly-mode in that we played team-yordle. This was something like Tristana, Lulu, Heimerdinger, Amumu, Kennen & Teemo. This might have gone ok, but I was against Ziggs and got absolutely trashed, thanks to his not needing to worry about turrets with his long range. I’m not sure how well the other lanes went, but as our jungler helped them instead of me despite my comments I presume they were poor too. We lost in the end as we just couldn’t quite draw the game on long enough (I think that another 5 minutes and we could have caught up enough to turn the tide, but that advantage from the early game hurt too much. The other teams long-range ult comp was a bit of a pain too, Ashe ult into 5 others…insta death.

Following this, we changed to a different game to get Dave involved (The absentee from LoL). The game we went for was Artemis, and this time Ash abstained, leaving us again with 6 (I don’t generally want to play Artemis but it’s more fun to play it with others than play solo In a  corner to be honest!). We had a number of games, and I got to try out Comms, Weapons & Helm in that time, which were all fairly fun, although I spent more time tabbed out of the game than not when playing as commons. We won 3 games I believe out of 4, with Handy being the captain in the failed game. The last one we switched from jump drive to warp drive (I’d had helm a second time in a row) which I found a lot of fun for navigating around obstacles in traveling places.

With that done, 3 of us in the room started up a game of openra, which for whatever reason noone else wanted to do (I don’t get the rts hate with this group, *;(*). This was me, Dave & Shakespeare, with Me & Dave as allies and Shakespeare as Soviets I think, plus one computer player who I pretty much didn’t see ^^. Dave dominated the game, as for one thing he seemed to actually know what he was doing. I sat in a corner and occasionally threw things at people as I had a reasonable economy built up, and Shakespeare got pretty screwed in his corner as he didn’t know about capturing oil rigs for the extra income :S

Everyone just sort of split into different games then, ‘War Thunder’ seemed to get played a lot, and Shakespeare who was next to me played some planetside 2. We sorted a game of Red Alert 2 out a bit later on, which ended up just being me & Dave vs AI – we were going to do a bigger game but I think people had difficulty getting it setup, so maybe next time. We lost anyway, probably because I’m really bad at Red Alert! My chrono legionnaires took down a lot of enemies though!

After sleeping, we got some more individual games on before packing up, and I took the opportunity to suggest a board game. With just me, Handy, Dave & Shakespeare remaining we played Carcassonne. It was a fairly friendly game with us playing that fields were worth only 2/city instead of 3, and one where Handy managed to take the victory, damnit Handy! ;)

Sunday – Afternoon Play

The problem with afternoon play is that if you don’t get there right on time, it’s a bit short to do much. We went on Sunday and only actually played one game, with an American guy who was called Jordan or John, not really sure as we both heard different things =P We played Smash Up which he picked up very fast. I was Steampunk Locals, Grace was Miskatonic Zombies and Jordan/John played Wizard Tricksters. The game was pretty tight at the end, with all 3 of us being within a turn of taking victory, but J managed to take it just ahead of me, thanks to lots of screwing me over the game (God damn tricksters :P). Despite my faction I barely managed to keep actions on bases! Good game though.

In the evening me & Grace played a game of Carcassonne while watching Lord of the Rings. I managed to get a lot of cities but really messed up with using all my meeples, missing a couple of good scoring opportunities. Grace neatly took the victory something like 90-70 ish I think! Highlight of the night is that she enjoyed LoTR, great success!

Fun week as always. looking forward to Halesowen tomorrow and whatever other gaming opportunities come up! Till then…um…bye or something ;)

 

 

 

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 ;))