Category Archives: Fenland Gamers

Fenland Gamers

Fitting Up Dr Kinky

Once more wannabe police officers Jonathan, Les and myself decided to patrol The Streets of Commonville to fit up another ne'er-do-well for crimes they didn't do (this time, but they are wrong 'uns and guilty, and need getting off the streets. The ends justify the means as the motto of the American justice system goes.)

For this play session Jonathan had pimped out the the tiles and tokens from laminated paper to “chunky” cardboard. As you can see from the photo above I used Bad Cop from The Lego Movie to track my character level.

These thicker components gave a nice feel to playing the game.

Once more cams were fitted to our patrolling officers so the whole game was recorded for prosperity and to be used against us by the game designers.

Even though the game still took an hour and a half to play, it didn't seem that long. There is no down time, no analysis paralyse, everyone was involved.

With three players the game board was opened up far more quickly than the two player game.

In an earlier patrol officer Jonathan testified that one tactic he saw being an option was having one player do the majority of the levelling up by getting the hoodlums. After this session I can't see that as a viable fun tactic to persue. I got stuck going after some hoodlums that turned out to be under control, with low time rolls, I wasn't able to do much, and needed dice passed to me to allow me to do things like reveal evidence. I ended up sacrificing my rolls to get dice needed by the others. It's not much fun.

I still think that there still needs to be another way to level up other than the hoodlums. And that the hoodlums need to be in less predictable positions.

It was interesting to hear that Jonathan's partner in design plays the game differently to us. Where we discuss tactics/options, who needs what dice, and we roll our dice together to achieve our aims that turn. While the opposite is true for the other designers testing. They roll and act independently. Curious, this doesn't strike me as playing it co-operatively. Interesting none the less though.

In the end we won by fitting up the suspect who got named Dr Kinky for his penchant for handcuffs.

Did we roll too many gain two minute faces? Possibly this time that was the way the dice landed. But on other occasions we didn't get nearly the same amount.

I look forward to seeing the next rules tweak after the designers have reviewed the video and discussed things over.

Winner, Winner, Chicken Dinner

Second Wednesday of the month? Must mean it was that time of month for the regular Fenland Gamer meet up.

The five amigos of Jonathan, Debbie, Jo, Kate and myself met up once more to play games, share banter, and generally have an enjoyable evening with like minded people. Which is pretty worrying really because if the rests minds are like mine this world is in serious trouble.

Our evening of gaming kicked off with Formula D or as it correctly should have been called

Driving Ms Daisy the Sequel

We rolled the black dice for our starting grid positioning. Jonathan and Katie drew for pole position, which meant a face off for the coveted spot, while Debbie and I also were in a face off for the third spot, leaving Jo unchallenged for the back of the grid.

Katie took pole position in the end, while Jonathan was in second, Debbie was in third place, I took the fourth starting position, with Jo bringing up the rear.

After doing all the hard work to win pole position, Katie stalled her engine and was left stranded on the track. Jonathan was able to straight away press forward with this advantage to try and snag the lead, and rolled a one to draw level on the track.

Debbie and I moved closer to the front two, while Jo edged a space nearer, but still at the back.

Katie was stuck in first for her second roll of the dice, while Jonathan took an early lead switching to second. Debbie and I over took Katie.

After the first corner I took the lead away from Jonathan. Which I quickly squandered allowing Katie, Jonathan and Debbie to catch me up and over take me while negotiating the second and third corner. Jo was still, pottering behind in last place, looking good to claim the title of “Driving Ms Daisy” away from Debbie.

Katie started to pull away from everyone, while I managed to over take Jonathan and Debbie. The corners in this game are such a great leveller. Careful management of the damage to your car, can allow you to catch up and steal the lead if the others are being much more careful. It was this carefree cavalier attitude to damage as a resource that saw me coming out of the three stop corner hot on Katie's wheels.

Down the long straight Katie and I shifted through the gears opening up the gap between us and Jonathan. It looked like Jo and Debbie would be fighting it out for the Ms Daisy crown.

As Katie and I started to work our way around the final set of corners before the home straight, Jonathan caught up to us. Katie edged a space lead over me as we game out of the final corner. But I was in a higher gear than Katie. Katie rolled her dice, she was one space short of the finish line. If I rolled a sixteen I had won. I rolled a fifteen. But my inside line put me one space away from the finish line too, but ahead of Katie on the board. I'd won, I'd be rolling first.

I took first place, Katie nabbed an easy second, while Jonathan crossed the line for third.

But there was still a battle going on through the final corners between Debbie and Jo. Neither wanting to claim the “Driving Ms Daisy” title. Last corner Jo was set up nicely to make a dash for the finish. Debbie needed to push her luck to catch up. She over shot the first of the final two corners by thirteen spaces!!! Her engine blew up, she was out of the race. Jo finished fourth, leaving the burning wreck of Debbie's car on the track.

Debbie had successfully defended her “Driving Ms Daisy” title!!! Well I suppose it would be more accurate to describe it as begrudgingly accepted the title again.

My win meant that out of the two plays of the game, I had continued the record that the owner of the game wins the race!

Raw fish!

Our second game of the evening was the drafting, set collecting game Sushi Go! Which had the soy sauce promo shuffled into the deck.

I'm not going to go into much detail of this game, except to say that I proved to be the most greedy on the night, managing to scoff my way to a victory.

Oh wow, I'd won the second game of the evening too! I was on a winning streak. How'd that happen? Mind you it made a pleasant change to my loosing streak Tuesday night with Netrunner.

Our third and final game of the evening was

Alhambra

You could tell I hadn't played my copy before because the cards were still in the cellophane. Something that winds Jonathan up a little. Mind games people, mind games. I had thought of totally throwing him off his game and taking yellow also. But I just couldn't be that cruel.

We were playing with the Castles promo (which can be picked up from the bgg store).

After our first round scoring, I noticed that once more Jonathan was employing his hog the cards tactic, and then make a mad purchasing rush towards the end to snatch the win. Jo decided to employ the same tactic, which you can see in the photo above they have half the deck of cards between them. Ok I maybe exaggerating that a little, but they had a lot of cards in their hands. It was interesting because it seemed Jonathan was advertising the fact having the cards fanned out in his hand. I know that was for him to see easily what he had. But I suspect there was a bit of the magician in him that likes holding them that way too. Jo on the other hand almost seemed that she was trying to disguise the fact she had a lot of cards.

But you know what? Despite having a load of cards in her hand, Jo would say there was nothing she could do or buy!!!! Which we did call her on.

During the game there were a couple of times because Debbie went before me, that she blocked me by either buying a tile I needed/wanted or took a card I wanted.

Second round scoring, Jonathan still hadn't kicked his tactic in to top gear, and was still lagging at the back on the scoring. But I knew any minute he would start building a scoring monster for the final scoring at the end. The rest of us were all within easy striking distance of each other. But Debbie was just in the lead.

Something went wrong for Jonathan, the tiles weren't falling for him, others were getting ones he needed. Final scoring hit, Jonathan managed to over take Katie on the scoreboard, but he was unable to catch Jo up, and ended twenty nine points short of the joint winners for the game Debbie and myself on ninety points.

The evening ended with some talk about Kickstarter and policing the streets of Commonville before we parted our separate ways.

What a great evening, I had a winning streak, played some great games with great people.

Tomorrow another Streets of Commonville play through. ^__^

Patrolling the Streets of Commonville

At the end of my post on a playtest of the in development game Streets of Commonville was I'd like to try the game with less players. Last night that wish came true after our planned attempt at the month of March in Pandemic Legacy had to be rescheduled due to illness of a team member.

So last night Jonathan and myself patrolled the mean streets of Commonville, bringing justice and fitting up an innocent suspect for crimes they never did.

At Jonathan's request I filmed the game so that the play through could be later analysed by himself and his co-designer.

Since the play through last week there had been some “minor” changes to the rules and pieces.

I will say during our play through the dice really did hate Jonathan and me.

One of the most obvious changes is that Jonathan now had these fun little donut tokens to replace the printed cardboard ones.

The character boards were changed so that at the higher rankings you had a choice to make between having an extra dice or donut. The action tracking was now controlled by the roll of the “time” dice. I did like these two changes.

Technically the game won last night because we failed to arrest a suspect within the allowed time limit of the game. However we kept playing to see how much longer it would take us to complete the game (bottom left of the photo above, we used dice to track the extra game time).

I did feel that the game board was too large to explore for two players, and that maybe there needs to be a mid point board configuration between the full setup and the solo setup for two players.

Between the two sessions I had thought that the street tiles could be smaller, which Jonathan had already got in the works. Great minds and all that.

Surprisingly it took Jonathan and I approx 90 mins to finish the game. Although as I explained earlier we played until we completed the game. If we had kept to the rules and the game winning, I the game would have lasted about an hour (naturally that will be confirmed once the designers have reviewed the tape).

Although Jonathan had replaced the character tracking token, I thought to stay thematic the tracking token could be a wooden token in the shape of a cop (similar to the security guard wooden token in Burgle Bros. see photo below)

I think this would work thematically. The cop car riding round the streets of Commonville, and the cop figure for the character tracking.

At the end of the game Jonathan and I had a brief discussion about an ability that could be added for a character. It will be interesting to see if he runs with that one.

There will be another play through later in the week with three or four players, looking forward to that.

 

The Streets of Commonville A Playtest

Thursday night saw Jonathan play testing the game The Streets of Commonville with myself, Debbie and Les.

The Streets of Commonville is a multiplayer co-op update of the single player print and play game Inspector Moss: House Arrest. Which won the 2011 Solitaire Print and Play Contest on bgg, and was a 2012 nominee for the Golden Geek Awards Best Print and Play award.

Inspector Moss and Streets of Commonville are designed by the partnership of Jonathan Warren and Rebekah Bissell.

Which meant this playtest session we were playing with one of the designers. Not quite Eric Lang or Ignacy Trzewiczek but still a local hero and a pretty cool thing to be doing.

Before I go any further with this post two or three of the photos here are property of Jonathan who I “borrowed” them from.

The Streets of Commonville sees you working as a team of cops, uncovering evidence, finding suspects, and working to eliminate them from your enquiries, until you have one guilty suspect left.

At the moment the game uses a fixed board layout as suggested in the rule book. Apart from the centre tile, the rest are turned blank side up until players move around the board to new locations revealing surrounding tiles. A kind of fog of war mechanic. I like this hidden information, exploration element. When you reveal a tile, the players get to decide amongst themselves which way round the tile is placed. Although it helps that the other players show the tiles revealed on their go to the others while deciding the best way to place the tile.

I have been mulling with the thought since playing does this game need all the tiles used in the session layer out at the start. Or could the tiles be added as the game progresses and have a more organic, less predictable map, similar to the Zombie! game.

Jonathan showed us another version of the player board. Which I preferred, same number of upgrades but you have to make decisions on the bonus you get, between more dice or more donuts.

Below are my notes from playing the game that we were asked to make. Jonathan requested that I include them on the blog so they are easy to find and share with his co-designer.

My notes for Jonathan to refer to!

  • The player aid needs to have the turn summary on it.
  • There needs to be some way to record the colour of your character piece on the board. This could be just having the upgrade tracker being the same colour as the main piece.
  • There needs to be more options/ways for players to upgrade their characters. Time based upgrades?
  • The rules do need some work. I'd like to see an annotated diagram explaining the game tile.
  • There needs to be graphics in the rules illustrating game play and certain situations that may arise.
  • You could remove the placing of the street punks tokens at the start, add tiles with a symbol for the street punks on, and shuffle those tiles into the tiles used for the game. The placement would be more random then, allow more adjustment for the number of players in the game to control difficulty and opportunities to upgrade.
  • At the moment I think thematically you shouldn't be able to ignore the street punks. Enter a tile with street punks on, you have to deal with them first before being able to do anything else.
  • Currently you can pass as many dice as you like between players using your donut. If as planned this gets reduced to one or two based on the number of donuts you have, then the ability to upgrade becomes even more important.
  • Make the game real time? This would cure AP, or curtail it. There is potential for an alpha gamer in the current game, a real time clock may help control that too.

 

I enjoyed playing the game, at the moment it did at times seem a puzzle to solve of how best to optimise the use of the dice, who gets passed what to achieve the best possible outcome that turn.

But still there is the basis of a good game here. I'm looking forward to playing it some more, especially with less players to see how it fairs.

 

The Prestige

During the seventies as a kid Saturday mornings were always Swap Shop with Noel Edmunds and Posh Paws or Tiswas with the attractive Sally James in her thigh length boots and tight tops, a male ensemble of co-hosts and Spit the Dog. Cartoons were interrupted by interviews, skits, outside broadcasts. Although not a red blooded male minded being interrupted by Sally James.

Fast forward a few decades, I still have a Saturday morning tv routine. Sadly no Sally James involved. It does involve coffee (with the aid of my aeropress I make the best in Wisbech – FACT), a bowl of seriously cinnamon cereal, and the previous nights to that was broadcast in the US of A, or new content on channels I follow on YouTube, while cuddled up in blankets on the sofa.

What's the point of this trip down memory lane? Well I was happily enjoying this weekend ritual, having a relaxed morning. Mum had been shopping, bought me a couple of burgers to cook for my lunch (yeah I know the cheek, you would have thought she would have cooked them for me too). Lunchtime came, I cooked my own lunch (the fore mentioned burgers, which I seasoned both sides of with salt, pepper, and crushed chillies, before placing on a griddle to cook). Lunch was then consumed while watching Precinct Ninety-Nine on Netflix.

I was in a happy place. Quarter to one I decided to get dressed, ready to leave for the afternoons gaming at two. Hey if I wasn't gaming that afternoon, I wouldn't have been dressed.

Then just gone one…

PING!

“Are you joining us today?”

– it was a text from Jonathan. I thought he was confirming I was going.

PING!

“Or have you forgotten your phone?”

– ok that was a bit weird, but I had previously forgotten my phone, so maybe not that weird. Then the penny started to click I better confirm the time we were meeting up to play.

“Yes 2pm isn't it?”

PING!

“It's 1pm”

“Oh rats give me 15”

PING!

“No problem”

Luckily as I had already pointed out I had not long got dressed. Quickly I deposited the wolf pack with Nan, jumped in the car, weighed up whether I had enough petrol to get me there without having to fill up in the way, or if it could wait until the return journey.

Fifteen minutes later I was there ready for playing our first game…

Trickerion

My late arrival had meant I had missed the pre-game warm up show by the biggest name in magic history…

In a previous post I discussed how thematic the whole look and feel of Trickerion was. It still holds true, this game just oozes the turn of the twentieth century theatre and magic shows of the time. Watch the mini series Houdini on Netflix or The Prestige with Christian Bale and Hugh Jackman if you aren't sure what I'm talking about.

Trickerion is a worker placement game, where you are building magic tricks using your magician, engineers and assistants, and then performing those tricks to earn fame points. The person with the most fame points wins.

This was a first time playing so Jonathan and I were bound to be asking lots of questions about rules and what various things did.

There are three different levels of tricks your magician can do, however the more difficult ones can't be done until you have the required number of fame points. I can see why this is so, but based on our play through of the game, I don't see how you get to the more difficult tricks. We didn't start hitting the required number of points until the final scoring!

Which brings me to my next point. We got to the last turn very quickly, and barely had time to get an engine going, perform many tricks, earn fame to be able to do more complicated tricks. There was a feeling at the end that maybe we had missed something out.

I love that each magician is different, specialising in a particular style of magic. That when you choose an engineer you get the choice between a male and female version, that also the female version has different abilities to the male. And this is true to the other help you can recruit also.

Trickerion was very enjoyable and thematic. I'd definitely play this again. But I'd love to know how you are meant to get to the better tricks. The score board goes up to a hundred, and we struggled to reach thirty.

Somehow in our game, going into the final turn I had a narrow lead, with Jonathan bringing in last place. Going into the final scoring I still had the lead, but somehow totalling up the extra scoring opportunities Jonathan sailed past Mat and then snatched the lead to win the game.

It was now time to manage a vineyard in …

Viticulture

It helps when you play a game you don't forget about scoring and the win condition, and get lost in other game mechanisms.

In the first round I was able to get a recurring credit each turn without completing a contract that I was able to push up to three, still without actually having had to produce anything. I never really struggled with money, and it took a little while for Mat and Jonathan to catch me up on the recurring money front.

Because of my financial advantage, I had the majority of the structures built in my vineyard early on.

But as I said it wasn't until Jonathan was within striking distance of triggering the end condition that I remembered I need to be collecting points. But by then it was too late, despite a desperate attempt to catch up and claw my way to victory, my struggle was in vein.

Jonathan's run of victories continued with winning our game of Viticulture.

Our final game of the afternoon was…

Glen More

The English version of this game I think has become my latest Grail game. However apparently there is an update on the way (but who knows when this will surface?)

Because there were three of us playing a dice was used to simulate a fourth player. The dice would be rolled, and moved that many places on the rondel, the tile at its landing place removed from the game. Plus the one value is covered with a coin for each of the resources in the warehouse. So instantly the resources in the warehouse were more expensive, but simulates this ghost fourth player buying them. I liked this as a way to add a fourth player to the three player game.

Once again I won the game with a big margin, breaking Jonathan's winning streak for this gaming session.

We now have a date set for the start of our Pandemic Legacy campaign. Our team of heroes has been assembled, a date set, the world just needs to pray that we are successful in saving it!

Despite being late, I had a great afternoon gaming with Mat and Jonathan. We played some great games, had fun, made plans. A fantastic afternoon.

 

Driving Miss Daisy

Last night saw the monthly meet up of the Fenland Gamers. After a quick discussion about why I had handed in my notice at work, we had to decide on a game to play. I suggested that we played…

Formula D

I've wanted to play Formula D for a while, I even picked up a second hand copy off the Facebook trading and selling page late last year. Sadly I hadn't got my copy to the table. Over the previous weekend Gavin and I discussed what games we would be bringing along to the evening. Gavin mentioned he had got Formula D for Christmas, so being the lazy person I am (hey these games aren't light to carry you know), I encouraged Gavin to bring along his copy for us to play.

Before the race started we rolled for our starting positions on the grid. I was at the back of the grid in the fifth spot. The omens weren't looking good, my first dice roll, and I was rolling low.

I was going to have to drive aggressively if I was to make up for my poor starting position. I was determined to fight my way to the front and make a historic win.

We were playing the beginners rules.

I managed to claw my way into contention for first place with Jonathan and Gavin, by using some great rolls of the dice (oh yes I was rolling high when I needed to be low, truly the dice hated me), managing my damage, and when I'd take it on corners to catch up and put myself in the running.

Katie managed to join the battle for first on the last two or three corners. However Gavin stole first place, with a close second going to me. I think Jonathan was third with Katie coming in fourth and a distant last Debbie.

In fact it was Debbie and her distance behind the pack that inspired the title of this blog post. Yes it seemed like Debbie was driving Miss Daisy in her little plastic formula one car round the race track.

In an old episode of the Simpsons where if my fading memory is not playing tricks on me the Simpson family are racing round a kart track, Marge says “slow and steady wins the race”. This indeed did seem to be Debbie's game plan for Formula D.

Now as you may have guessed there was some “gentle” banter at the table about Debbie in last place. And while Jonathan was plotting to take any shine off a historic win (if I had gone on to win it), Debbie too was plotting her revenge for the next game.

Wow I enjoyed playing Formula 6 a lot. It's more than a simple just roll and move game. There are some tactics to employ. The game cleverly uses different sided dice to represent the different gears of the formula one car you are racing in. These dice have different number ranges on them. For example in fourth gear you will roll the green dice that only has values in the range seven to twelve.

You have to stop a predetermined number of times on each corner. One corner may be once, while another might be three times. So you have to plan which gear you need to be in so that you are rolling numbers that allow you to stop the required number of times.

Then you have damage to your car, end up adjacent to another players car, and you both roll to see if you take damage. Fail to stop the correct number of times on a corner, take damage. Take too much damage and your car engine blows up. So managing your damage is an important factor. In the advanced version of the game, this damage is applied to more specific areas of the car.

The game does a fantastic job of simulating the “thrills” of racing round a track. I'm not a formula one fan, I find watching it boring. But I still enjoyed playing Formula D.

Hopefully Jonathan's idea of having a Formula D league can see the light of day for our group. It certainly would be fun.

The next game of the evening to hit the table was…

Ticket to Ride: Europe (TTR:E) aka Debbie's Revenge! Her part in my downfall

I've played TTR:E only within the rather excellent app version of the boardgame. And only then a couple of times at most.

Naturally the map for TTR:E is a map of Europe instead of the U.S. Of A. for the original game. We didn't play with the stations, a decision Gavin, Jonathan and myself would later on come to regret. However we were using the other additions of tunnels, ferries and long routes.

I really wasn't focusing during the initial stages of the game. I had not a clue what I was doing, what carriages I should have been collecting, the optimal routine I should be having to complete etc etc.

Did this lackadaisical approach at the start of the game cost me the game? Well it didn't help.

There was a lot of routes being built in Northern Europe by everyone. It was becoming very clogged, and gave Debbie her first chance to get her revenge by building a route I needed. It happened again later on, forcing me to try another way to complete my longest route. I needed two links to complete my long route and get twenty one points after being blocked by Debbie, and forced to find another way to complete my card.

I had one pink in hand, was planning to take the multi coloured engine my next go ready to complete my long route. When BANG! Katie played her last four trains to complete her card and end the game!

I had finished an eight point route only, got totally shut out by Katie and Debbie from completing my twelve point route, and now had failed to complete my long twenty one point route by two pink trains.

So during the end scoring while everyone else was happily adding on lots of points for completing cards, I went backwards. If Katie had scored nine more points she would have lapped me on the score board. I think this was my lowest scoring game of TTR ever!

The final game of the evening was the new crowd pleaser…

Codenames

So that the teams were even I sat this one out.

After taking a call from Kate, I had a bit of good news about a potential opportunity. Which was followed by a call from Nath. Who I thought was calling to gloat about ARSEnal being three two up against my beloved Liverpool. But no, he was telling me to take my go because he was going to win on his next go on Star Realms.

I took my go, which did some damage to him, but more importantly parked an outpost on the board and increased my authority. Which meant Nath was not able to get the win he was predicting. Although to be fair I only delayed the inevitable by about four turns.

But back to me being a bad Dad and disappointing my sons plans for victory at that moment in time. After Nath had taken his turn I got a text that was one word “lucky”. About five minutes later when Liverpool had scored a last minute equaliser in extra time I got another text “lucky lucky lucky”.

Back at the gaming table the game of Codenames was progressing. Now both teams ended up winning a game each. However I have to say I enjoyed spectating this game, and trying to work out which word(s) were meant by the clue.

This was another blooming brilliant evening of gaming, with great company. Thanks folks.

 

Batter Up!

This afternoon two sad gamers met up at a local perveyor of caffeine products to consume hot beverages and attempt to fathom the sick twisted American mind behind baseball by playing Bottom of the 9th for the first time.

Being an Englishman, I've never played baseball. I have watched one or two baseball movies over the years, and even played the odd baseball game back in the mid eighties on the Commodore 64 (Hardball and Imagine softwares baseball game). So I'm familiar with some of the baseball lingo.
First up Dice Hate Me have done a fabulous job theming the game components, giving the whole package a wonderful retro baseball feel. Player cards for batters and pitchers are styled like old baseball cards. The large pitch tokens look like baseballs, as are the fatigue tokens. The 'at bat' card for recording whether a ball or strike has happened and how many, looks like a stick of gum. The expansion packs that came with game are done out like old baseball card packs.Theme just oozes from everything.
Jonathan and I played three games. Jonathan was pitching for the games while I was batting. The first game was a bit ropey, getting to grip with the steps involved with the game play.

“I'm thinking of a number, can you guess it?”

The first step is called the stare down, which does a good job of simulating that part of the game where the pitcher is deciding what sort of ball he is going to throw, while the batter is also trying to work out what to expect. This is a psi game like mechanic, ok yes that is me relating it to Netrunner psi games. Both players are performing a mentalist act. During this phase there is some information on the board that the batter can use to try and second guess the type of throw the pitcher will be throwing. Get it totally right and the pitcher is denied any sort of advantage on their throw, while the batter gets to access abilities to help make hitting the ball easier. Get it wrong and the pitcher has the advantage and hitting the ball gets harder. Get some of the guess right and both pitcher and batter each get an ability switched on.
I'm not going to through all the game play stages. There are videos that do that online. I'm just going to pick out bits I like or think need improving.
During the swing phase where depending on the results of the pitch phase you work out whether the pitch was a ball, strike or hit, we found it easier to reference the chart in the rule book (below)…
Than use the handy dandy reference card that is out on the table (below).
What do you think? I'm going to make my own baseball card sized reference table using the table above from the rule book, and the following information on when you roll a natural six as the batter.
If my fading memory from our games hasn't faded too much since the events that inspired this post happened, then Jonathan and I had maybe four or five times when we actually had to do the roll the dice to be the first to get a five or six to determine if the batter makes first base, or if the fielding team gets him out.
Out of those dice rushes I won one. The other times Jonathan rolled a six or five straight away, getting my batter out straight away.

The Rule Book

The rule book has had a few complaints about it, especially that it is not very accessible to those who don't know baseball (although I believe even then some have complained about it). It is jargon laden. Personally I didn't find the rule book as bad as I was expecting. It would have been better if it had a glossary of terms, I had no idea what a double was. Before Jonathan arrived I had to quickly do a Google search to find out. I shouldn't have to be doing this.
I also found apart from the opening paragraph, there is no explicate objectives, win condition explained in the rule book.
I seem to remember Jonathan talking about these points many moons ago now, and saying that the rule book was being rewritten to take on board the critisms say made.

Despite the points above, and I didn't win one game, I still enjoyed this one or two player game. It captures baseball as far as I understand it really well. The use of its mechanics really does give a feel of playing baseball. Or for this Limey how I think it would be based on the films and video games I have played. Could this be rethemed for the rest of the world as a cricket game? Mechanics wise I don't think much would have to be changed. But then I think cricket is about as exciting as watching paint dry or grass grow. Which I believe may or may not be the opinion some Americans have of baseball.

After Jonathan had beat me good and proper, we sat and chatted for a little bit discussing gaming stuff.

Don't forget folks if you are local the Fenland Gamers have their monthly meet this Wednesday. Contact us through the Facebook page if you want to come along to get the details.

 

Senior moments

Last night the worker placement fan club wing of the Fenland Gamers met up to make wine by playing Jonathan's Christmas present from his son Viticulture.

On my way to the meet I realised I had forgotten my 6S, which meant I was going to have to ask Jonathan for copies of any photos from the evening for the post. Seconds after I arrived, Jonathan pulled up in his car. He had just nipped home because he had forgotten his phone also!

We were playing the essential edition of the game, which is basically the second edition of the game plus some hand picked modules by the game designer Uwe Rosenberg from the Tuscany expansion.

The essential edition of the game is like the special edition Star Wars, the second edition and Tuscany expansions will not be reprinted, the essential edition is it, the only one you will be able to get.

While setting up the game it became apparent very fast that Jonathan had forgotten the games money. Which meant you guessed it, Jonathan popping home to get the games currency. Luckily the secret Bat Cave that Jonathan lives in was nearby.

The delay while Jonathan fetched the moolah was worth it. Before Christmas Jonathan had a slight inclination that he'd be getting Viticulture so he hunted down the metal coin pack for the game. I can tell you this bit of pimping the components of the game was well worth it. The coins are gorgeous. I can't believe that they won't be making these any more, that's a mad decision. The coins look fantastic, have a lovely feel to them.

Above photos curtesy of Jonathan

Playing the game was a delight, I really enjoyed playing it. There are some very nice mechanics in the game.

First off is the Waking mechanic, where you decide the order of play that round. If you really want to go first and grab a particular place on the board, you can grab that (if it hasn't been chosen already), but you get no bonus. Otherwise you may decide it's more important to gain one of the bonuses, the further back in the turn order you go the more powerful the bonus. These bonuses range from drawing cards, getting money, or victory points to having an extra temporary worker to place.

I like this mechanic for deciding turn order, it's similar to Five Tribes. Except in Five Tribes you are deciding how much you are prepared to pay to go first.

Similar to the Manhattan Project and Coal Baron where by taking an action first you influence the cost of that action for the next player that turn. Which enables you to have a negative influence on the other players. In Viticulture this is reversed. Meaning the second player to take the action gets a positive bonus, often repeating that action again, for instance instead of playing one visitor card they can play two.

Breaking each round into seasons, and having actions only available in a particular season is a nice touch, and helps get the theme over really well.

Speaking of theme, I think this game oozes theme. The whole vineyard, making wine, comes across really strongly.

I love how victory points are not just something you are striving to gain, but also a resource you can spend to gain an advantage.

I took an early lead in the victory points, which I was able to maintain for most of the game, even when I was manipulating the victory points to get some advantage on the board. Most of my victory points came by lots of little actions and bonuses, Mat and Jonathan got most of their points from completing orders. I think I only completed two contracts, for six or seven victory points in total.

Yes the completed contracts give you more victory points, and recurring money. But the chipping away tactic I used in this game seemed just as effective. I did reach the twenty victory points first, triggering the end game.

That end game or final turn was very tense. Mat and Jonathan were only a couple of points behind me at this point. A completed contract or two, which they looked like they could do, would push them to victory. I needed to disrupt their plans, and try and complete a contract.

I knew my only contract was not something I could complete. I didn't have the resources.

During the Summer phase I played a card that allowed me to discard a couple of cards and draw one of each type I had discarded. It was risky, I needed to top deck a good card to help me. It paid off.

During the final Winter phase I had to try and stop them completing contracts. Mat completed one, taking him two points ahead of me and into the lead. Jonathan took the draw contract action, phew that helped me ALOT. I followed that action, but I got the bonus of drawing two contracts, hoping to get one I could complete. Phew the cards were smiling on me tonight. I had a contract I could complete for two victory points. I had top decked again.

However by completing his contract first, Mat had given me the win! Being second to do the complete contract action meant I not only got the two victory points for completing my contract and drawing level with Mat on points, I also got an extra victory point giving me the win!

As I previously said, this last round was very tense. It was so close, any of us could have won. Jonathan had been frustrated in that last round unable to complete a contract. Mat nearly won. But Lady Luck and the cards smiled on me.

This was an awesome game, it will definitely go on the wishlist.

Afterwards Mat showed us his new game Trickerion – Legends of Illusion. We didn't play it, that will be for another night. But this worker placement game about being magicians and performing magic looked amazing. It was so thematic, and had a look and feel that really invoked the late nineteenth and early twentieth centuries and the magic acts of that age like Houdini, and the theatres of the time.

The light brown faded colour scheme really made the look of the rules and player aids fit in and feel part of the whole period it was set in.

So the game looks beautiful and thematic, I can't wait to play it.

Whilst looking at Trickerion Jonathan confessed with out any prompting or arm twisting, that he had a chequered past as a magician! So we have said when we play the game Jonathan has to set the mood of the evening by performing some magic!!!

We also after using my discussion piece I had taken along (the Pandemic Legacy rule book) come up with a plan for getting the game to the table.

This was a really awesome evening of gaming, I had a great time (and not just because I won for once). Thanks guys for a great evening.

Fenland Gamers Last Hooraa of 2015

Last night saw the last of the Fenland Gamers Christmas program of meet ups, and the last one for 2015.
For this end of year game fest, Jo, Debbie, their Dad and brother to Jonathan, Katie, Jonathan and myself met up at the usual location.
After a couple of false starts on games, we played Bang the Dice Game. This warm up game with the whole group playing saw the outlaws sneak the win. Sadly I wasn't on the winning side, I had been cast as the deputy.
For our next games we split up into two groups of three. Jo, her Dad and myself made one group and played one of Jo's favourite games Machi Koro.
Once again I rocked this game, and romped home with the win. My tactic of buying the expensive land marks early once more paid off. Next time I think we will play with the Harbour expansion, that should shake up the game a little.
While waiting for the other group to finish their game we played Love Letter The Hobbit. I like this version for the couple of new bits it introduces. I like the zero value One Ring card, that if you have it at the end of the game becomes a seven in value. Plus the two different three value cards. One being Legolas and if you have the lower value card in the hand comparison you are out (nothing new there), and the other being Tauriel which switches that comparison totally around, so the person with the highest value card is out.
Coming from behind I managed to get the win. By the time I had achieved my victory, the other group were coming to the end of their game and using advanced calculus working out the scores and who had won.
We split into different groups this time, Debbie, her Dad and myself played Kingdom Builder, whilst the others went off to play at bomb disposal.
A victory for me at Kingdom Builder gave me a hat trick of wins for the evening.
While we were waiting for the other group to finish their game, I quickly set up and read the rules for Codenames.
Codenames is a game Jonathan had been wanting to try for a while. Well it has been getting a lot of buzz earlier in the year when it came out. It also has made a few top ten lists of games of 2015 since.
We split up into two teams, blue and red. Blue was Jonathan, Debbie and Jo. While Red was myself, Katie and the girls Dad. Jonathan and I were the clue givers for our respective teams.
The history books will record that Blue won two games to one. But the history books won't show that we had a great time playing this. It's always a good sign when folks ask to play another game when the first play finishes.
I liked Codenames (which is cool because I bought it!). But boy giving the clues is hard. Trying to find clues that relate to more than one word is hard. You may think the clue is obvious and it just doesn't click with the guessers on your team. Keeping that poker face amid frustration seeing the guessers go down the wrong path is hard.
Then there is the doh! moment when you the second after you give a clue you suddenly realise it applies to more than one word, and you had missed that!
The game has a lot of replayability, and is a steal at the price. A great party game (which I'm not usually a fan of).
The other group played the new Pennsylvania map for Ticket to Ride (which I want to give a try), and also the rather good Bomb Squad Academy.

Don't forget if you are local and into gaming, or would like to try something more than mainstream fair, why not come along to one of the Fenland Gamer sessions.

Costa and Gaming… Reprise

Once again I had an errand to run in town, so plans had been made to again meet up at Costa for coffee and games. This mornings casual gaming session was attended by Debbie and her visiting Dad. Jo had decided the warmth and comfort of staying in bed asleep was more preferable than enjoying a hot beverage, got d company and games. That or she didn't fancy hanging out with two old fuddy duddys like her dad and myself. Which is totally understandable.

The coffee shop gaming experience started off with a game of the push your luck dice game Age of War. After Debbie beat the two old dudes, we played Oink Games little push your luck game Deep Sea Adventure. Whilst playing a lady from another table enquired about the game we were playing, because she hadn't seen anything like it before. In the meantime Debbie's Dad and I struggled to get any treasure to the surface, whilst Debbie once more racked up the points. After the third and final dive, Debbie was the only one to score anything, a win by default!

Our final game of the mini meetup was a game of my favourite version of Love Letter, Batman. Look I'm a Batman fan, so why wouldn't this be my favourite version? Anyway I managed to get a convincing victory and stop Debbie walking away with a clean sweep of wins.

Another great caffeine meetup, thanks Debbie and Debbie's Dad for a great time.

Boss Monster II Final Part of Kickstarter Jigsaw Arrives…

 

 

 

Haggis Anyone?

For the Christmas break I took a “few” games to play. It will come as no surprise that we didn't get to play most of the games. I even have a semi-valid reason for not playing one of them!

I had packed Magic the Gathering Arena of the Plainswalkers for Nath and I to play. However there was one slight flaw in my plan.

About a week before Christmas I had decided that it would be a good idea to use the rather nice storage box that comes with the Zendika Fat Pack to store the spell cards and character cards for the game.

Can you see where this story is going? Yep I remembered to pack the little storage box I am using to store the dice and tokens for the game, but had forgotten to pack the box with the cards in. A fact that I remembered about 3am Christmas Eve, when during an awake moment I thought we can play Arena of the Plainswalkers, “oh bugger!”

Due to the fact Nath had to work over Christmas, we didn't get to play as many games as we would have liked.
As I have already written we got to play Netrunner, Magic and Star Realms Colony Wars. But with Nath now having the full Star Realms app, we had played a few games of Star Realms.
There has often been the old running joke about couples being in the same room, sitting on the same settee, only talking to each other through their phones and Facebook/Twitter. Well that was Nath and I playing Star Realms. It was funny because after taking his go, Nath would lean across to see what cards I was going to play!
I will say that my coverage of Star Realms Colony Wars were I was going to look at the cards is going to have to wait. As I was dropping Nath off at work yesterday before heading back to the windswept plains of the Fens, he asked if he could borrow Colony Wars to play with his girlfriend on Wednesday when she was visiting his. Naturally I said he could, but I went a step further and said he could keep them, I would get another set when they were released in the new year.

This morning…

Jonathan and I met up at the local Costa for a coffee, catch up and possibly a game or two.

After catching up on our gaming Christmas, Jonathan introduced me to a new game to me called Haggis.

Haggis is a trick taking card game for two or three players.

Now I'm not saying the following because I won, or due to the fact I CRUSHED Jonathan. But I liked the game. At first I was a little “confused” about the game play, but soon picked it up. I liked the tokens Jonathan had made to record what bet you made at the start of a round for if you will be the first to get rid of all your cards. If I got the game I would be knocking on his door for a set.

The idea of each round is to get rid of all the cards in your hand, whilst winning tricks. Some of the cards like the 3,5,7 and 9 (iirc) are worth one point, and at the end of the round you score that point for each of them in your pile of cards won. There are also wild cards represented by the Jack, Queen and King that are also worth 2,3 and 5 points. If you are the first to get rid of your hand, and you made that bet at the start you get those points on top of the cards you scored. Plus as a reward for getting rid of your cards first you get the “haggis”, which is a small pile of left over cards that you also score (if there are any scoring cards in it).

I won the first two rounds, and decided to take a bet that I would again be the first to get rid of his cards and did a thirty point bet. I was half expecting that this would be the round that I would not be the first to get rid of their cards. But my doubt disappeared after I made a very strong start, getting down to about four cards in three tricks. After a little comeback by Jonathan I did get rid of my last card and score a massive amount of points, including the bet, about sixty five points!

Afterwards Jonathan admitted that he used to play the game a lot with his daughter, but not only that but using an online app (can't remember the name) he'd been tutored by the game designer on how to play and tactics. So luckily for me beginners luck trumps skill and being rusty at the game.

It was a great way to spend a bit of time, I enjoy my coffee shop gaming sessions. They are always with great company.

Trying a new thing…

After watching the latest Boardgame Blender and the Suzanne segment where she showed an app for tracking the games played, I hunted down the app she was using because it looked interesting. I liked the idea of tracking the games I've played and producing stats based on that info.

Ok yes I know I write about them here on the blog. But the stats angle is something that appeals to me. Plus this app ties up with bgg, and updates there for you too. It's not a free app, costs under three coins of the realm.

So we'll see how this goes. I'll try and post the stats each month on here.