Category Archives: Fenland Gamers

Fenland Gamers

Nibbles and Games

Jonathan, Jo and myself met up yesterday for the first of three planned gaming meet ups of the Fenland Gamers for the holiday period.

To accompany the planned gaming we had bought “nibbles” to eat and beverages to drink.

As you can see between Jonathan and myself we had a “small” selection of games to choose from for the session.

We started off the session playing Jonathan's latest addition to his collection, his just arrived Kickstarter copy of Bomb Squad. Earlier I had downloaded the companion app for the game that provides a timer for the various missions in the game.

Bomb Squad is a collaborative game where you are all working together to rescue hostages, and disable bombs before the time runs out. However this isn't your normal collaborative game. Imagine the love child of Robo Rally and Hanabi, put it against the clock and you have the game play of Bomb Squad.

We played the training mission, with the program cards being played face up. So “easy” mode. Our first game we failed miserably, rescued a hostage but failed disarming the first bomb. The second game we did better and rescued the first hostage, disarmed the first bomb, and got the second hostage. Which we repeated on our third and final attempt at this mission.

The timer certainly adds to the tension. You can't spend time thinking too much on your go. It can be frustrating if another player isn't getting the hint which card to play. And I certainly need to remember the clues given to me more. I bet that was frustrating for the others when I guessed the card totally wrong when trying to charge the robots battery.

To play the game you don't need to have the companion app, anything that can be used to time something, like a stopwatch, kitchen timer, can be used with the game. This is how apps should be used with boardgames. The app should compliment the game and not be an intergal part of the game play. So that if you don't have the app you can't play the game. It's why I've avoided the XCom boardgame. I should be able to play the game without an app, end of.

The app did add to the experience, with the ticking noise, spoken ten second count down.

I enjoyed playing Bomb Squad. I'd definitely play it again. I can't imagine at the moment what it'd be like to play when the cards are played face down when programming the robot. That just takes the game to at the moment an unimaginable level of difficulty. In fact playing it that way sends shivers down my spine.

Jo selected Splendor as our second game. I got a nice little engine going that was getting me lots of free cards, but sadly hardly any blue gems. For most of the game I was trailing behind Jonathan and Jo point wise. However that soon changed when I nabbed two of the nobles for six points and pushing me to thirteen points. I was in touching distance of the required fifteen points to end the game and hopefully win. Sadly Jonathan took the next noble to reach fifteen points to get the win.

There was a little bit of “banter” or gentle ribbing of Jo about how long it was taking her to take her goes especially at the start of the game. Hey I'm not a young guy, time is precious to me, I don't have much left.

For our third game I selected Kingdom Builder. Wow what a great deal I got on this game. Jonathan said he was expecting this heavy euro style game that would take along time to play. But instead it was the opposite.

Kingdom Builder plays quite quickly, and the variety between games is amazing. Mixing the game boards up, along with the scoring conditions even without any expansions gives a lot of replayability.

Our first game was a pretty tight game when it came to scoring. I won, but there was only a four point spread between myself and last place. The second game the spread between winner and loser was much wider. But that was due to a single decision mid game by Jonathan that if he had played differently would have given him over twenty points instead of three!

I think it's safe to say Kingdom Builder was a hit.

Our fourth game selected by Jonathan was the reward that came with Bomb Squad, Bomb Squad Academy.
I really enjoyed playing this push your luck card game. I can see this going on my wishlist. It's not a quick game, which was surprising. You play over three “rounds” or as the theme puts it you are attempting to disable three bombs.
I love the second guessing of which wire to cut, trying to work out what the others are going to for. Having to decide when to play the Halt card to bloke a wire, or even when to play the chicken card to get a peak at the wires. The tools cards add nice one off powers to use during the last two bombs. The first bomb is meant to be a training bomb.
The scoring gets rediculous, Jonathan won with a score over two hundred points, and I wasn't far behind him in second place also with a two hundred plus score. Which brings me to the only minor complaint about the game the fiddly double sided score tokens. The small cardboard disc version of the authority cards in Star Realms. I didn't like them much, and Jonathan was keen on them either.

It was Jo's turn again to select a game. Her choice was Machi Koro. I totally owned this game. With four cafes in place and the right completed building (forget which one it was) every time one of the others rolled a three it cost them eight coins. I was rolling in money, while the others were cash poor. For some reason they would build up a little cash and then go and roll a three. I think this must have been the best I've played the game.

My choice was Neuroshima Hex. We played a three player deathmatch. It was interesting to play a three player game. In the app I've only played two player, which I enjoy a lot. But three player was fun.

I was abit apprehensive about the game with the others. I knew Jonathan wasn't a big fan of the scifi theme. And I wasn't sure about the abstract nature of the game either. However I think the game grew on Jonathan. I'm not sure how Jo felt about the game, but I think she liked winning.

The session was bought to a close with Jonathan choosing Age of War. Jonathan really liked this game. Hey it's in my collection, so it's obvious I like the game. Jonathan managed to steal one of my cards to complete a set. Jo also tried to do the same with one of my cards, but after three attempts to steal it gave up. Jo once more won this game. If memory serves me right, she won the last we played this also.

Through out the session Jonathan was partaking in his new “passion”, taking 3D photos of the games. The photos should be appearing on the Fenland Gamers blog that Jonathan writes over on bgg.

I had a great time, with fantastic company. We played some great games.

I'm not able to make the second holiday meet up. I have other plans, but I will be at the third and final holiday meet up. Which I am looking forward to.

 

Villas and Trains

With such a bounty of games (photo below) all in one place it can only mean one thing. Yes another Fenland Gamers meetup.
After renewing friendships and making new ones, we got down to some gaming.
Our first game of the evening was the “classic” Alhambra. I was glad Gavin had bought this. The game has been in my collection for a long time, but sadly has been sitting in my pile of shame. I have played the game using the app a couple of times, but I find the interface of the app a hindrance, and a barrier to playing it regularly.
So having this chance to play the game was really welcomed.
I like Alhambra, it's a simply game! Collect the different coloured and valued money until you have enough of a particular colour to buy hopefully the tile you want to add to your Alhambra. Naturally there are one or two more rules than that, for example about how you place your tile in your Alhambra. But that gives you the basic gist of the game.
During the game there are three point scoring opportunities. The first two occur at random points, while the third happens at the end when the tiles run out. At these point scoring breaks points are score based on who has the most of a particular colour of building. The two early scoring opportunities can give a false sense of security, that person seemingly not scoring or building can suddenly in the last third of the game close that gap and jump ahead.
This is what exactly happened with card hoarder Jonathan. Boy did he have a lot of cards in his hand. But that final third he built and built, getting a large share of the points in the final scoring. Taking him from hardly any points to challenging for first place.
I liked playing Alhambra a lot. With six players you aren't going to be building massive alhambras, the competition for cards and tiles is fierce, and by the time it comes round to you there is a very good chance of the cards or tile you wanted having been taken. However I thought it played well with this number of players.
Oh and for the record Simon won, I came last! Good job I enjoy the journey! However even though I lost, I still felt in the running right upto the end. And that is the mark of a good game.

After a little chat, and an opportunity for Debbie to make hot beverages for those that wanted one. Well she did volunteer by saying she wanted a cuppa. I just took advantage of it when she voiced that fact.

Our final game of the evening was a return to the table for Colt Express. What more can be said about this game than I have previously said? Colt Express is a visually impressive game sitting there on the table in its 3D glory.

The first round of the game saw me getting shot twice thanks to the special power of Jonathan's character, which meant he couldn't be shot if others were in the same carriage as him. My hand of cards for the next two rounds were watered down by those bullet cards I had been given. Forcing me to at one point skip a turn to draw three new cards so I could have an action to move as my final turn that round.

There was a mini race to the engine to get the briefcase, which I won, beating Jonathan to it. Then a similar mini race happened to get the gems in the next carriage, that also saw Jonathan coming up empty handed.

The final round card we used was from the expansion (not intentionally, but does add a bit more variety), which meant that all those in the same carriage and level got to split the spoils of a briefcase I had looted. This cost me 750 points in the final tally up of our spoils!

Gavin was the run away winner, and although having had to share the points of a briefcase I got a healthy 1500 points, and didn't end up losing.

This sounds so corny and cliched, and gets said after every session. But it's true, this was another great gaming session with great company. The embers of new friendships started, others grew brighter.

 

Mid Week Gaming

Wednesday saw me meet up with Mat and Jonathan for a cheeky evening of gaming.

We started off playing The Manhattan Project. This was the first time Mat had played the game, and not to spoil it too much he did really well.

I started off with my predictable first move (especially as the first player) of grabbing an engineer so I could start getting buildings for free.

My board started to build up with buildings to get my engine going. Mat didn't seem to be buying many buildings, but grabbing yellow cake and money. Jonathan was also buying buildings especially one I wanted, which gave three yellow cake for the cheap cost of one worker.

Despite using spies to use the buildings of the others to get stuff I needed, I fell behind on the bomb building side. Jonathan seemed to be pulling ahead on that front. Then bang Mat completed two bombs putting him in the lead and ten points from victory. Ten points which I pointed out to Mat he could get by loading his two bombs onto bombers. Which Mat proceeded to do and get the win.

Mat then shared his winning tactic, he lets Jonathan and I duke it out, and then he comes in, steps over our battered corpses (my words there, Mat was a lot less graphic in his description) to get the win. Are Jonathan and I that competitive, or predictable? It's not something I'm consciously doing. I put it down to seating arrangements, Jonathan sitting opposite me (in front) while Mat is next to me (on my right). So I'm more aware of what Jonathan is doing because he is in front of me, while Mat is out of sight! An interesting theory of Mats which I'm going to have to investigate more.

Our second game of the evening was Colt Express with the time machine car expansion.

I liked what the time machine bought to the game. Not knowing where Jonathan's outlaw was an interesting twist, and added a nice element of surprise, and hidden information.

The last round seemed as Jonathan observed pretty pointless because between all three of us outlaws we had looted all the loot from the carriages, caboose, and engine already in the previous rounds. Mind you I think we were less aggressive towards each other than the previous time Jonathan and I had played the game. Which meant that our plans to nab loot were not interrupted by an unexpected punch or marshal visit as often.

We still had an enjoyable game, and Jonathan grabbed the win, while Mat and I drew for second place or last, depending on your point of view.

Jonathan very kindly gave me a spare copy he had of the promo “patron” (can't remember what they are called) tiles for Splendor.

Another great evening of gaming, thanks guys.

 

Dice, Gems, and Markets

Yesterday saw three Fenland Gamers meet up for an afternoon of rolling dice, pushing tokens around, plotting and general cardboard shenanigans.

Amazon had let me down again. Colt Express was meant to have arrived Friday, but it didn't. So after chatting with their support I had an extra month added to my Prime membership as a “gesture of good will” from them for the inconvience, and an assurance the game would be delivered by midday on Saturday so it could be played that afternoon. Guess what? It never showed up. When I contacted support again, was told it was still at the couriers local distribution centre. I wasn't happy. In a fit of rage, I performed the act known as cutting my nose off despite my face, and asked to cancel the order and get a refund, saying I would get it elsewhere.

After getting hot beverages organised, our afternoon of gaming started with the three of us learning the new arrival I had this week Dice City.

So a brief read through of the rules, then we started play. Our first couple of turns saw us fumbling around like new born foals finding their legs. Through out the game questions would crop up for various situations, and the rule book would have to be consulted.

Three turns after getting the catapult I realised I had missed placed the catapult. Basically shutting down my ability to use it, and my main ability to attack bandits.
On the other hand Jonathan's dad had established a really effective engine that got him free army units, and allowed him to get more than enough swords to attack bandits, and build up points that way.
Jonathan was just scoring at will. He was trading, attacking bandits, purchasing. His engine was on fire. The victory points were just piling up for him.
I completed my second row, activated my three deactivated properties, and called the end of the game. It was time to put me out of my misery. There was no way that I'd be able to catch up.
As the final score below shows I wasn't even close to winning. I had made the right call to end my suffering.
Wow. This game took a lot longer than I was expecting. I thought this game would be a quickish game. But it took around two hours. Maybe some of that time was due to the three of us learning the game. But still, there are a surprising amount of decisions to make while its your turn.
I like the fact that there is a mechanism that mitigates the luck of rolling dice. Which is basically being able to move a dice one adjacent position to its left or right. However there are buildings that you can buy that allow you to move a dice to any position on its row.
Surprisingly for a dice game, you need a lot of table space to play. The player boards are massive, plus the space for the various card piles, and tokens, it's not a small game.
I like the fact there are different paths to victory you can take. Ok I didn't do very well executing mine, but Jonathan's dad had the military path pretty well worked out, Jonathan's was fairly successful. In our game there was no attacking the other players buildings. Which would have been a good extension to the military path.
Overall I liked the game, definitely want to get this to the table again.

Our second game of the afternoon was Splendor. Having had the custom playmat made for the game did aid setting up. I didn't have to remember where everything went for starters.

I like Splendor, especially the tokens for the gems. The fact they are poker chips with the relevant image of a gem on is nice. But I just like the tactile feel of these chips. It's hard not to play with them when they are in front of you waiting to be spent.

Although Jonathan managed to attract the first patron, and also take the early lead with a couple of one point cards. I quickly caught up, and pulled ahead, before attracting two patrons. Jonathan did pull back, but by then it was too late I scored the fifteen points to get the win.

Our final game of the session was Istanbul. The tile setup used was the short paths one, with no expansions or promos used. We went this route because this was the first time Jonathan's dad had played the game, and didn't want to over complicate things.

Once again Jonathan won. That's all three games of this I've played so far and he has won all of them. I came second in this game due to the tie breaker rules. Jonathan's dad and I both had three gems, but I had more money than him.

After the game, Jonathan shared his winning tactic for the short paths set up. Which basically meant grabbing the tile power up that allowed him to reroll a die, or change it to the number four. Then visiting the tea house to get money and the gemstone store to buy the gems. And alternating between the two. I must find a way to disrupt this tactic if we play this set up again. Which while writing this I think I have.

A great afternoon gaming, great company.

 

Nuclear Bazaar

This evening Jonathan and I met up to play some games. Mat should have been there too, but he had to drop out at the last minute due to illness.

The original plan had been for the three of us to play The Manhattan Project (Mat had really wanted to play this game) and Lords of Waterdeep with the Scoundrels of Skullport expansion (Mat and Jonathan were keen to play this).

However with no Mat the plans were in disarray. Well kind of. Jonathan had bought with him Istanbul with the Mocha and Baksheesh expansion, plus the kebab stall tile promo.

We winged our plan of games to play, starting off with The Manhattan Project. For this play through we used the Nations expansion (one and two), used the tile to change the number of bomb attacks down from two to one. This made more sense for a two player game, and the mini bomb placement board for laying out the bomb cards. Oh and naturally the player aid cards were also used.

I really do like the Nations cards, they add a little more theme to the game, give a unique power to each player.

It would be cruel to say that every move we took we said “oh Mat would love this” and we didn't. But Mat would have loved the game.

I managed to ramp up my engine quicker than Jonathan, I had all my workers bought and working for me well before Jonathan. The only real place my system was not very good at generating stuff was generating lots of yellow cake. This meant I had to keep using a main action to get yellow cake, and normally ended up giving Jonathan free yellow cake so I could grab more.

I managed to beat Jonathan to testing a bomb first, which meant I claimed six points for being the first to test a bomb (second in a two player game gets no points) and switched on the higher point total.

Each bomb I made (except the one I was going to test) I loaded onto a bomber. It's a cheap way of getting five points.

I thought this worked really well as a two player game. And I'm not just saying that because I won. Jonathan also enjoyed playing it this way.

Jonathan and I both played in a non aggressive way, I've we didn't attack each other. I think taking that attack slot down to one, would have allowed for a more aggressive game if we had wanted to go down that route. If it had been left at two slots, it would have been just tit for tat on the attacking front. However with just the one slot, it stops that, and the other player has to wait until the slot is free before they can retaliate (if that is what they want to do). It also stops back to back attacks, and being completely destroyed. I'll be interested to hear what others think on this.

But still The Manhattan Project a very very good worker placement game.

Next up Istanbul with the coffee expansion!

Well you know I liked playing Istanbul, not only because I said so in a previous post. But because the game is now in my collection. And I was keen to play the game with the expansion.

We decided on a random board setup, and the kebab stall instead of the fountain.

What can I say about the coffee expansion? I love it. It takes an already great game, and takes it to another level.

I love the new scoring opportunities the expansion gives you with the coffee tokens. Then also being able to block off routes with a log for the other players is also cool. I did this at one point to stop Jonathan from gaining control of the log, blocking his route to the tile where he could wrestle its control from me.

The new cards this expansion introduces are amazingly powerful. However to use one requires using up your whole turn. While also the new power up tiles also pretty powerful. I got one that allowed me to move as far as I liked in a straight line.

The kebab stall was interesting. Apart from allowing you to recall all your agents from around the board, you could also choose to move your relative counter to another tile instead and take the action on the new tile if it wasn't on the police station tile.

I only went to the kebab stall once, and that was because I played one of the new cards, that moved my merchant and agents to the fountain, and allowed me to take an extra turn straight away.

Jonathan won the game six rubies to my five. I hadn't kept an eye on him, and forgot about one of the scoring opportunities, one that gave Jonathan the win. Which was a shame, because I was three turns myself away from getting my final ruby.

I love, love this expansion. You can be sure it will be added to my collection real soon. The new tiles, cards, scoring opportunities, the ability to block routes, and the coffee trader, just brilliant additions to the game.

Once again I liked how this game played for two players. Using the unused merchant counters in the two player game, was a nice touch. These merchants are placed randomly on the board using the dice. If you land on a tile with a merchant on it, just like the multiplayer game play, to do the action on the tile you have to pay two coins (but this time to the bank). Afterwards you then roll the two dice to move the merchant to a new tile.

A great evenings gaming with Jonathan, I had a great time.

 

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.

 

Trains and Bombs

Last night saw another evening of gaming with the Fenland Gamers.

First up to the table was Colt Express. This was a new game to all of us. The game looks fun and attention grabbing with its 3D train and carriages for the play area. Sadly Gavin (owner of the game) didn't set up the scenery for the game as well to complete the illusion that we were bandits raiding a train. Mind you it doesn't actual have any affect on the game play.

With characters selected we set off to rob the train blind. You control your character by programming it by playing a certain number of cards from your hand that is determined by the round card. You get six cards in your hand at the start of each turn, that are dealt from your characters deck. So a round card may say that each player first plays one card from their hand face up (all cards played are placed in the middle on top of each other), the second time round they then play a card face down (to simulate going through a tunnel), followed finally by playing a third card face up.

These cards are then played in turn, with the action selected by the player being acted out with their bandit Meeple on the train.

So basically each player has programmed their bandit, however the action may not be successful or have the intended outcome because another players action before yours is played changes things.

I really like this mechanic, the programming and the enacting them in sequence. You may start the turn thinking you will play a certain three cards, but end up playing different ones because you have seen the ones played by the other players and alter your selection to try and counteract them.

You really do need to be paying attention to what the other players are laying down for their Meeple. Oh and not forget where the sheriff is. That can ruin even the best laid plans before they even start, as my experience in the last round taught me.

The sheriff is another cool mechanic I like. It provides another hazard, one that can be controlled by the players using one of their cards. A carefully timed move of the sheriff can throw a spanner in the works of the other players.

This is a really cool looking game, and it won't be long before it will be in the collection. However I know there are some promos I will want. For example the playmat! Or the Back to the Future Delorean that was available at this years Essen show.

Having robbed trains, it was time for us to become Dr Oppenheimer and build bombs for the arms race in the Manhattan Project.

Luckily for me, Gav had watched the videos of how to play and did a better job of explaining the game than my poor attempt.

For a good portion of the game I thought I was going to win. But then all of a sudden Johnathan and Gav started making bombs. My countries ability allowed me to use the other players buildings just like a spy, so I used that to good effect to get resources I needed. Which tended to frustrate Gav, well he did have what I needed! Plus during the game Deb according to Johnathan had become psychic and was taking actions just before he was going to do them, and thus blocking him.

I really did enjoy playing the game, which is lucky really because it was mine! I'm not sure if the girls enjoyed it, but Gav and Jonathan did.

The little Nations mini expansion I thought worked well. And didn't over complicate the game for us beginners.

Oh Gav won the game.

So another great evening gaming with great company.

 

Halloween Gaming Night

Last night the Fenland Gamers had a “Halloween” open gaming night. I say it that way because I'm not a Halloween person, I see it as a fake American/commercial pushed “celebration” over here. I know it's a big thing in the US but here? When I was growing up this time of year (I'm going to sound like an old man) the big celebration was November the Fifth, Guy Fawkes Day, penny for the guy etc. Not all this Halloween, dressing up stuff. That is the traditional celebration in the UK for this time of year, not Halloween. Halloween is American, like Apple pie, drive by shootings, racist cops, corporate owned government.

“But Darren, stop being such a spoil sport, it's just a bit of fun”, no it's not, it's a purely commercial thing over here.

Saying that our token gesture if you can describe it as that was a damn amazing, totally awesome mummy minion cake that I had Doreen (a colleagues mum, and my official cake maker) make for us.

Doreen had posted a picture she had seen online just over a month earlier of the cake, and I thought wow I want that cake. So I enquired about getting it made. Yesterday lunch time I drove over to Peterborough to pick up this amazing cake, and stupidly somehow transporting it home broke an arm off!

Between Two Cities

We opened up the evening playing a new game to everyone, Between Two Cities, a game Jonathan had backed on Kickstarter.

This is an interesting game. You can't not interact with the people either side of you. You are working with them to build two cities over three rounds. You build the cities by drafting two tiles from a hand of tiles (which gets passed to the next player after you have drafted and placed the tiles), you then negotiate with the players either side of you for which tiles you are going to place in each city, and they are also doing the same.
At the end of the three rounds, the cities are then scored. Your personal score is the score of the lowest value city you worked on, and the winner is the person with the highest score.
So the aim is to try and keep the two cities you are building roughly the same value in points, while maximising the score they will generate.
Jonathan's dad won the game with a massive fifty two points, both cities he had collaborated on were exactly the same score!
Between Two Cities is an interesting game, and has interesting twists like the scoring the lowest value city for your personal score, and having to collaborate and negotiate. I enjoyed playing the game, I'd play it again, but would I go,out of my way to play it or request to play it? That I'm unsure of, I don't think I would.

Bang the Dice Game

After a coffee/tea and cake break. And let me tell you the cake tasted even more amazing than the cake looked. Everyone really like the cake, the girls and I had the full big slice of cake, while Jonathan and his dad shared a slice.

Break over we broke out Bang the Dice Game. With five players the deputy role was added to the pool of playable roles. The deputy basically is there to help keep the Sheriff alive, and help defeat the renegade and outlaws.

Jonathan's dad was the Sheriff in the first game and his first time playing. He got a nice character card to go with being the Sheriff, the one that when another player does damage to him, that player takes an arrow. I too got a good character card to go with being the deputy. Mine allowed me to heal any player by one health at the start of my turn. I don't think the forces of good could have had better card draw really. But would the dice be favourable?

The Sheriff and I in the end won the game. But at one point there was some doubt about who the deputy was by the Sheriff. Luckily the main sower of that doubt Jonathan managed to get killed in an Indian attack.

The second game saw Jo as the Sheriff with the character I had in the first game. I had been dealt the deputy again. But sadly I got knocked out early by Jonathan's dad who it would turn out was an outlaw. So I was unable to help/protect the Sheriff. It soon came down to a show down between Jo the Sheriff and Jonathan's dad the outlaw. Who would the dice favour?

The odds looked in favour of the outlaw, who had the character that was allowed to reroll the dynamite dice. With the dice on the rerolls being kind to him was allowing him to land some serious damage on Jo. Luckily the dice were being just as favourable to Jo and allowing her to heal and land damage on the outlaw.

The game came down to who was going to be able to survive the impending Indian attack. Jonathan's dad had more arrows in front of him than health, while Jo too was in a similar position. On Jo's turn, with her ability and two beer dice she was able to survive the final arrow from the middle she had just rolled. The Indians killed the outlaw, wounded the Sheriff leaving her to fight another day and get the win.

This had been a very exciting showdown between grandfather and granddaughter.

Machi Koro

Next up on the evenings gaming menu, Machi Koro.

I was the only one who had played Machi Koro before (twice if my memory hasn't failed me), and embarrassingly I had forgotten the win condition! So while I setup the game, Jonathan quickly checked the rules for the supine condition. How could I forget it's completing the four landmarks? Doh!

As you can see in the photos above we used the official playmat for the game that I picked up from the UK Games Expo earlier in the year. Machi Koro is pretty easy to explain the rules of, so an ideal game for none gamers to be introduced to. We were playing the base game, however with five players we used the fifth player cards that come with the Harbour expansion (that's the only part of the Harbour expansion we used, must get round to using the Harbour and Millionaires expansions). We also used the Mega Game Store promo, and I replaced the normal Mines card with the promo Diamines version of it (only difference is the name of card and slightly different art work).

I tried a new tactic for me in this game, and went for the more expensive landmark cards early, thinking I had struggled previously to get the money to complete them in the later part of the game when everyone's engines were in full swing, and reasoned it would be easier to complete the four cost landmark (can't remember it's name) last. The drawback of this was I couldn't roll two dice, so I avoided buying buildings that relied on rolling a score higher than six. The knock on effect of this tactic was I wasn't also putting money into the others pocket by triggering the higher number buildings that give lots of credits when triggered.

Fives and threes were getting me good economy in this game, mainly because the dice rolled by the others worked in my favour. Would this tactic have worked if the dice had not been so kind? I don't think so, I would have struggled big time. The dice can give and the dice can take away.

So with me talking so much on my tactic this game, how did I do? I won. But everyone liked the game, so I think I should be able to get this to the table again, maybe with the Harbour expansion and it's different setup.

Ark of the Covenent

Finally the evening was finished off with a game of Ark of Covenent.

Ark of the Covenent is a Carcassonne game with a biblical theme. Jonathan described this variant as the best version of the base Carcassonne game. Apparently this is a hard game to get hold of, and we were playing a German copy of the game. Which lets face it makes little difference with Carcassonne because there is no text on the tiles, so as long as you can get an english copy of the rules you are good to go.

Now I love Carcassonne, I play it all the time on my iPad online with an opponent I've been playing for years now (I get regularly beaten but still go back for more). I can't remember when I last played just the base game, we usually play with the following expansions Inns and Cathedrals, Traders and Builders, The Princess and The Dragon, and The River. And when I play the physical version these are usually the expansions I play with also.

He is a description of the differences from the base game taken from BGG:

New features compared to Carcassonne include oases along roads which award 1 additional point to that road for each oasis, a one-time use “prophet” for each player which doubles the value of a completed city for that player, a simplified field scoring with each sheep in the field adding 2 points and each wolf subtracting 2 points, and a new scoring mechanism for temples. Additionally, players can forgo the placement of a follower on the board to move the Ark around the tiles and award 1 point to the owner of each follower it passes.

I enjoyed playing this version of Carcassonne, Jonathan pimping out the game by replacing the cardboard Ark token with the Ark counter from the Indiana Jones Monopoly game was a nice touch.

I liked the simplified field scoring, and the tactical element added of using wolfs to reduce an opponents scoring of the fields with their careful placing. The temple scoring mechanism was interesting and added a little area control.

Jonathan's Dad and I won the game by ending up with the same winning score. Which I was nearly denied when Jonthan missed off six points for me by incorrectly adding upto two of my fields. Phew good job I spotted that. However it's an easy thing to do, and I have to admit the app does make me lazy on that front by doing all the work for you. I'd have to be constantly referring to the scoring summary if I was to play the physical version.

So does Ark of the Covenent live up to the claim made by Jonathan? I've not played other base game variants so comparing it to the vanilla game, is there enough there to justify the claim? Hmmm I'm not sure. It's certainly an easier game to score for beginners. And I certainly enjoyed playing the game, it's Carcassonne what's not to enjoy? So for me on that claim the jury is still out.

I think the joint victory was a great way to end another great evening of gaming.

 

Friday Gaming Part 2

 

This evening Jonathan, Debbie, Jo, Jonathan's Dad, and myself got together to play the worker placement game Brew Crafters. Where we play as brewers trying to build the best brewery in the city.

I'd never played Brew Crafters before, while the others had played it once or twice previously. However it was pretty easy to pick up.

My tactic for the game was to try and keep developing a seven repetation point local brew, and make sure I had enough money at the end of each of the three winter stage to pay for my resources. I did manage to get three of those seven pointers. During the second year I spent a couple of turns trying to bloke Jonathan getting enough money to pay for his brewery resources, and force him to take out loans to pay for them. This would have forced negative points onto him. However Jonathan managed to get just enough money to avoid having to take out loans to pay for stuff.

The final scores on the doors…

As you can see it was pretty close in the middle.

I enjoyed playing Brew Crafters, the theme comes across really well in the game. I like the two stage mechanic of each season. Sending workers to the market to get get resources, like hops and malt etc, followed by then choosing a production action like make a brew, or do research. And then you could also collaborate on a brew too to gain extra money and repetation points.

So another great evening of gaming, can't wait for the next gaming session. Oh wait that's tomorrow…

 

Half Term Gaming

So yesterday my order from BGG arrived. The order consisted of the promo character cards for Pandemic, plastic brains counters and the Joker promo cad for the DC Deckbuilding game.

The Pandemic character cards behave “slighty” differently from the regular character cards for the game. Here is the description of the cards from the BGG store:

Each card is double-sided, meaning there are four roles included, two of which you can use in any given game.

Card 1: Epidemiologist and Operations Expert

Card 2: Generalist and Medic

The key difference with these promo characters is they lose health when cubes are added to the city they are in, or if the city they are in outbreaks. If all four health of a promo character is ever exhausted, the players lose the game. This increases the difficulty of the game.

It seems an interesting twist for playing the game. I look forward to playing with them.

Now the Joker promo is interesting! Because I don't have the DC Deckbuilding game, and I have no intention of buying it. When I tried the game I didn't like it at all, it is far far inferior to the Marvel Legendary game. So why get this promo? I'm a fan of the Joker. So had to get it really.

So the brains were bought for one reason. That was to pimp out Zombie Dice. So instead of using a scrap of paper or the official score pad to track players scores, I will now use these brains instead. Which I think is really thematic for the game and a lot more fun.

Fenland Gamer Open Gaming Evening

Last night saw another Fenland Gamer mid week get together. While waiting for Mat to turn up, the evening started off with four of us playing…

Bang The Dice Game

I've been wanting to play this game for a while. I have three copies of the game! Ok there is a reason for this, but I'll get to that in a minute or two.

With four players, Bang the Dice Game has a sherif, two outlaws and a renegade. I've pimped out the game with the Lego Minifig Sherif figure that goes to whoever has the sherif card. This is the only known role in the game, the others are all hidden, and each has their own win condition.

So as one of the hidden roles you have to work out who is on your side and who isn't. While the sherif knows everyone is out to get them, they have the “easier” task, stay alive, kill the others.

We played the game that whoever was the sherif last got to shuffle and deal out the four role cards next game. Which meant somehow Debbie kept getting the sherif card from the second game onwards. But to be fair Debbie did win as the sherif.

Most of the games I was an outlaw, and as an outlaw won a couple of games with my fellow outlaw. The one game I was a renegade I was eliminated very quickly. But boy when you have to chose between two players to shoot, not sure if they are on your side or not. Wow! Tense.

I really enjoyed playing this game, the others enjoyed it also. Now this is a quick game to teach, learn and play. Although with more players (up to eight) it would take a little longer to play. But the important part for me was how easy it was to teach and learn, plus the number of players it supports.

As regular long time readers will know I use board games with my students in induction week, and at other special times. Student favourites are games such as Love Letter, Munchkin and Resistance. My class size can be upto twenty four students. So I need multiple copies of a game for use in class. With Bang the Dice game supporting three to eight players, it means I only need three copies of the game to use in class. And definitely this game will be seeing some class time.

It would have been nice to have got the Walking Dead themed version of the game (especially for Saturday), however it seems out of print at the moment and more expensive than its rrp. So I'm going to have to wait for it hopefully to get reprinted. I think my students would enjoy the Walking Dead theme a lot.

With Mat arriving we finished our current game of Bang the Dice Game, and the girls got to choose the next game we played.

Flash Point

 

At last I have finally got to play this game. It is part of my collection, but something I've not gotten to play yet. This evening we were playing with Jonathan's copy. The hardest decision was which map/scenario to play, mainly because Jonathan has all the expansions. It was decided by the girls (I think) to do the submarine scenario, and with advanced rules (which iirc none of the others had played before, well we know I hadn't).

Jo started off the game by going first, so by the time it got to my turn I had a good idea of what I was doing. Our tactics for the scenario had us split into two, one team taking the left side of the sub (sorry no nautical terminology here) and the other the right side of the sub.

It seemed to be a semi successful tactic, we rescued victims, some lucky rolls of the dice put one or two victims straight in the safe zone, but the rolls for fire didn't go our way.

We ultimately lost the game, but it came close to the wire, we nearly completed the scenario by rescuing seven victims. It was a damaged piece of machinery from the fire that ultimately cost us the game.

I enjoyed my first game a lot, and can't wait to play more games and scenarios. Maybe Lego Minifig firemen next time?

It was the boys turn to choose…

Tiny Epic Galaxies

So a game of TEG with its maximum number of players, it was going to be interesting to see how the game went.

This was Mats first time playing the game, so a quick explanation of the game was given. Maybe too quick. However I started the game so Mat could observe a couple of goes before his.

Jo was as usual making head way on developing her empire, and colonising planets. I think I was the last player to upgrade their empire. Which definitely put me at a disadvantage on the available actions front for a few turns.

Jo could have triggered the end game and maybe have won the game, but a wrong decision on what was to be her last turn, gave Mat the window to get to twenty one points and trigger the end of the game. Debbie and Jonathan took their last goes. This was to prove a game winning last go for Jonathan, who managed to colonise a final planet and get enough points to get the win.

Mat was unsure of his first game, and thought he needs another game to decide. I partially blame myself being a poor teacher for this.

I enjoyed playing TEG with five players, there is more competition for planets. With the ability to follow another players action, you are semi engaged when it's another players turn. Which cuts down on the downtime a little between turns.

The evening finished off with a quick, light game of…

Zombie Dice

I don't think I've won a game of zombie dice yet, and last nights game kept that losing streak going. The brains as scoring tokens added to the game I thought. And was a nice light, fun way to end an enjoyable evening of gaming with great company.

So Brew Crafters to look forward to playing for the first time on Friday, followed by an open gaming session on Saturday (which will have cake!).