Micro Costa Saturday

Debbie and Jo kindly joined me at Costa in Wsbech to have a coffee (actually no coffee was consumed! The girls had hot chocolate, while I had my usual chai latte) and play some games.

While we drank our hot beverages, we played our first game Age of War. I like Age of War, it's a nice push your luck dice game. A step up from Roll For It, but not as complicated as Elder Sign.

I like the fact that you are able to steal scoring cards from other players. It's a nice, simple, easy to teach dice game. Jo walked away with an easy win. Sadly for Debbie the dice were not in her favour for this game, and it didn't help when Jo stole her only completed card at the time. Debbie did manage to score another card so that she did have some points on the door at the end of the game.

Our second game was our first play of Deep Sea Adventure. This is a really nice push your luck game from Japan. You are divers diving for treasure. As soon as anyone picks up a treasure the air supply timer starts to count down. Fail to get back to the surface before the air runs out and you have to drop the treasure you are carrying so you can get to the surface and score nothing.

The thing is carrying treasure slows you down! So not only is the air running out but you are not moving as fast either. I like that touch. I also like the fact any dropped treasure falls to the bottom of the sea and and gets added at the bottom of the path you have created for the game.

I really did like this game, it's a really nice. And I'm not saying this just because I won. I was losing until the third and final round.

We finished off with a game of Harbour. I'd played Harbour once before (a few months ago now) so I was semi familiar with the rules. Don't think I did a good job explaining them (that seems to be a thing of mine). One of the things I like about Harbour is the changing market place, which apparently is the thing that Tom Vassel from The Dice Tower doesn't like. It means that while you are trying to get goods to sell to buy a building based on them being worth one rate, that rate instantly changes if some-one else in the meantime buys a building. Which scuppers your plans temporarily. I like that, being able to influence what the other players plans are.

In this game we had a couple of buildings out that for their action allows you to manipulate the market place without buying a building. Which I thought made this game a bit more accessible for first timers, because you could manipulate the market to match the goods you had.

I was on the receiving end of one of these actions near the end of the game. I had six stone, which I was expecting to sell at the top price of five dollars, to allow me to buy the fourth and final building I needed. But Jo went and used one of those manipulate the market buildings and dropped the stone price to be the least possible. This only delayed things for me. I had to wait to Jo to leave that building on her next go, and hope Debbie didn't then use that building. Luckily things went to plan, I was able to put the stone back to the price I needed, and buy my fourth building to trigger the end of the game.

The game was not a hit with the girls. Jo didn't like the game at all, while Debbie was undecided and would need another play to make a decision.

However I'm still the Harbour Master (I did win that first game ages ago too)

A great couple of hours micro gaming girls, thank you.

 

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