Category Archives: Fenland Gamers

Fenland Gamers

The Little Train That Couldn’t

Yesterday really did turn out to be an awesome day. It started off me getting a coffee bought for me. Free coffee is always good. Then at break time there was chocolate cake and banoffee pie! from Doreen (mother of a colleague and friend who makes these to die for cakes) for the staff room. Yes I had both, it would have been rude not to. Both were amazing. But I handled the sugar rush that followed, I'm a serious cake addict so my fix needs to be larger than this.
When I got home two more kickstarters had arrived. One Night Revolution and Coup Rebellion G54 were in one box. Wow this version of Coup was a tad larger than the original. It certainly isn't portable anymore in the same way that Coup is. Coup Rebellion G54 is the sequel to Coup, and is stand alone from the original game. While One Night Revolution is a version of One Night Werewolf, but with some tweaks! Oh and naturally set in the Resistance/Dystopian Universe.
The Diamonster promo cards for Machi Koro also arrived, along with the final expansion that I needed (if we don't include the original Mutant Boss sculpt) for Run, Fight or Die, the Zombie Horde expansion.
The second Kickstarter to arrive was the long delayed and over due (although not by some Kickstarter projects standards) King of New York tee. Doesn't it look awesome? This just had to be worn for the gaming evening.

Fenland Gamers

Snowdonia a beautiful part of Wales. Sadly during the Summer so over crowded, it's hard to find that quiet remote spot away from the maddening crowd. But it is possible.
The Snowdon Summit is probably not my favourite, with the cafe and train line scaring it (despite the rebuilt cafe that is meant to be less intrusive). However its popularity can not be denied.
Last night Jonathan, Mat and myself got together to play a game of Snowdonia. Where we are trying to build that train line I described as a scar from Llanberis to the summit.
This was the first time any of us had played the game, which meant there was regular referring to the rules, and taking a round or two before things started to click.
Jonathan had two promo engine cards for the game, the kids favourite Ivor the Engine, and Jimmy and the Little Old Engine (a character I've never heard of). I think these are a pretty cool promos for the game really, and the publisher did really well getting permission to do them. Maybe I'll get Blood Rage when they produce a Noggin the Nog promo for it (I was more a Noggin the Nog fan than Ivor the Engine, but I did really like Ivor the Engine too).

The final turn of the game involved Jonathan stealing seven points from me by claiming a fourteen point rail slot that I was going for. I thought he didn't have the resources to get it! Mind you even I had got it, I still wouldn't have come close to coming second let alone winning. On that front Jonathan and Mat well and truly beat me.

So what were my initial impressions of Snowdonia? I enjoyed our game of it. But there is a but. I think I need a couple of more plays. It took me a little bit longer than I liked to get the hang of the game. I enjoyed the weather mechanic effecting what actions can be used, I liked the bag of resources with the use of white cubes mixed in that when drawn from the bag trigger certain events.

We finished the evening off by playing Lords of Waterdeep. With the amount of time we had left sadly we couldn't use either of the two modules from the expansion. It's well known how I feel about Waterdeep, and Jonathan and Mat had not played the game before, so after setting up it was time to teach Waterdeep.

Waterdeep isn't a difficult game to teach, and can be picked up very quickly. Which both Jonathan and Mat did.

I made a token attempt at trying to complete quests that would earn me extra victory points at the end of the game from my Lord of Waterdeep. Instead I kept going for high value quest cards, and trying to deny them from the others. Obviously this tactic was doomed to failure, even though it gave me the lead score going into the final round of the game.

During the final tallying of scores from the left over workers, money and bonus points from the Lords of Waterdeep cards that lead just slipped away. Jonathan just ran away with an amazing winning score in the one hundred and forties, while Mat got a comfortable second place, leaving me trailing far behind in last place.

Luckily Waterdeep didn't disappoint Jonathan and Mat. Which was my biggest fear. They enjoyed the game itself, and were impressed by the high quality of the components and packaging. Which to be fair is very good. Next time they both want to play with the expansions.

So free coffee, cake, stuff arriving, and an evening of great gaming. Yes yesterday was a truly great day.

 

Journeys

So it would appear a previous post of mine started something when I mentioned that my dad was in 2 Para and the Arnham scenario we played was on the regiments battle honours. Somehow it started Gavin and Jonathan on a journey to find out about their grandfathers during World War Two. I'm not sure how far Gavin is on his journey, however Jonathan made some amazing progress. Which brings us to this post.

Last night saw Jonathan and I meet up to play a special Memoir '44 scenario. A custom scenario specially created for him to commemorate the memory of his grandfather.

The Queen's Westminters at Silvode, March 30, 1945 – Allies

We started the evening with myself playing the Allies and Jonathan taking on the part of the Axis forces. An initial analysis of the board, it was obvious that my forces were strong on both flanks against the Axis forces while the Axis forces were stronger in the centre. Moving up the flanks, trying to stay out of range of the artillery would have to be my strategy (cards and dice rolls allowing).

Luckily the cards and dice allowed me to execute this plan. Through out the battle Jonathan had the victory point advantage, doing better with his dice rolls. However it remained pretty close through out the game.

Jonathan's tactics did surprise me a little because he stayed out taking on my forces more than I would have. But as always sometimes in Memoir the cards don't go your way, and maybe this tactic was forced on him.

If my dice rolls had been better I think some of the latter exchanges between our forces would have resulted in a bit more comfortable winning margin. How bad where my rolls? Take this example below. I played the “Their Finest Hour” command card, I need to roll my units symbols or a Star symbol to be able to move my units. I got one dice to roll for each command card in my hand. Which meant on this occasion I rolled six dice. So an infantry, tank or star symbol is all I needed to roll. Six dice. I should have rolled at least one of those symbols. But no I roll six, yes SIX hand grenade symbols. Which meant I could do nothing. Jonathan couldn't believe this roll, and neither could I. It had to be photographed.

However I did eventually manage to steal the win. Although it could very easily have been an Axis victory. As the photos below show the Axis forces were left with a single artillery unit, while I managed to capture Varsseveld.

After the win it was time for a little photo session and remembering the fallen. Below Jonathan pays his respects to his grandfather and those that gave the ultimate sacrifice at the battle.

The Queen's Westminters at Silvode, March 30, 1945 – Axis

Round two. My turn to play the Axis powers. My tactics for this game were to try and utilise my strength in the middle against the Allies, and make use of the strong defensive positions my troops had, and let the Allies come onto my forces, hopefully picking up heavy casualties.

My opening hand wasn't brilliant, but I could work with it. I even utilised playing bad cards to just get rid of them from my hand, and in hope of drawing something better.

My forces retreated to form a defensive pocket, waiting for the Allie forces to break upon them like waves on a beach.

The Allies won the day again. My hand of command cards at the end where all left flank command cards. Useless to me.

This was a fun scenario to play, I think with the right card draw and rolls my tactics would have worked better and possibly won for the Axis powers.

This scenario was made more poignant with the personal connection it had to Jonathan and his family. We really didn't mind losing as the Axis forces (this time).

Jacques 'jdrommel' David on the Memoir '44 forums did a really great job designing this scenario. He dedicated it to Jonathan's grandfather Private Kenneth W. Warren of the 12th KRRC, who was killed in this battle on the 30th March 1945, “and to all soldiers who have lost their lives during these forgotten battles at the end of the Second World War.” And I have to say I totally agree with this dedication.

You can read Jonathan's blog post and personal journey here.

The evenings gaming was bought to a close with me teaching Jonathan how to play Tiny Epic Galaxies. This was the first game I played since it arrived that I won! Jonathan really was impressed by the production quality of the game, and the game itself. I wouldn't be surprised to see it end up in his collection soon.

Another great evening of gaming. I felt honoured that Jonathan shared this scenario with me, and gave me the opportunity to play it with him. Thank you Jonathan, it was an honour to be able to have an opportunity to pay my respects this way to your grandfather and the other fallen.

 

Barbarians Are Dicks

Last night saw another mid week meet up of the Fenland Gamers. The group is growing with six of us attending this meet up. Which meant that we split up into two groups of three to play games. I'm looking forward to the time when we can reminisce about the humble beginnings of the group. Jonathan and Matt deserve a big pat on the back for starting this group up.

While the other group adjourned to another table to play some games, myself, Gavin and Debbie set up to play Imperial Settlers.

Imperial Settlers

Gavin had been wanting to try Imperial Settlers, I had been wanting to play a full give ever since the aborted short game with Nath that he didn't enjoy. The game had been sitting on my game shelf ever since mocking me.

We chose our factions, Gavin took the Romans, Debbie the Egyptians while I took the Barbarians. Which meant no one had to play the Japanese who apparently are a little different/more difficult to play as a beginner faction.

We did our initial card draw, and then started going through the phases of the first round. Resource wise the Barbarians compared to the others were resource poor. Their main resource being people! Just to be able to building buildings I was having to trade people for wood.

Debbie and Gavin were getting resources quicker than I was. At the end of the first round they definitely had the beginnings of their engines in place.
But I hit pay dirt with two cards. I got a resource card that I could use twice in a round that allowed me to get wood cheaper. The two uses was all I needed to get a resource out that would then allow me to get two wood for one person. This allowed me to be able to get the resources I need quickly to start building my kingdom.
In the third round I got lucky and drew some awesome faction cards. Well awesome for me, super annoying for the others. I was able to get a victory point bonus when I razed something. Another resource allowed me to get two raze tokens for one person. One card allowed me to get the resources or victory points when I razed an opponents building. This would give me in combination with the other card five victory points every time I razed an opponents building! Then another card allowed me to get rid of opponents Deals and get victory points!
The thing is it seemed to me and probably the others too, that the Barbarians were too over powered. I'd have to play a game with them in again sometime, but with someone else playing them instead. It could be I just was getting better card draw than the others and got an efficient scoring engine going.
But the Barbarian faction cards are super thematic, and basically force you as the Barbarian player to go be a dick to the other players. And yes there was some inner turmoil about being so aggressive in a first game for us all. But I managed to beat that conscience back into its box, so that the Barbarian side of me could continue commanding its hordes to go out and conquer.
My last actions in the final round, round five where basically me spending raze tokens to raze the buildings of Debbie's and Gavin's little empires. So reducing their score, while pushing mine up even further. Remember five victory points each time I did it.
Unsurprisingly my Barbarian horde conquered all before them, reducing the surrounding civilisations to ruins, giving me a convincing victory.
Below Jonathan's photo of my Barbarian Horde.

While my Barbarian horde was off doing dickish things to all those before them. Jonathan, Katie and Jo were playing Brew Crafters travel card game (which I have and haven't got round to playing – so I'm up for playing this sometime) and Ivor the Engine the game. Yes a game based on the old childhood favourite, which apparently also has sheep it. I'm curious to give this a play sometime, despite I think when I was young being a bigger Noggin the Nog fan (although looking on bgg there is also a boardgame of this too, which is classified as a roll and move game)

Camel Cup

Our last game of the evening was Camel Cup. Which allowed all six of us to sit round the table and play.

Visually this game looks amazing. The pyramid dice tower in the middle just looks so impressive. Having to use it by tipping the pyramid upside down to get a single dice out does seem a bit gimmicky. But hey what a gimmick.

My tactic if you can call it that was not to bet on the camels during the race, but to try and cut that opportunity down for the others by rolling dice as often as possible to cut down on the opportunities of the others to gamble and earn money that way. Early on I bet that blue would win the race, and yellow would come last.

Then it was doing my best to try and facilitate that outcome. Sadly yellow made a surprise sprint to the front of the pack. However Katie rolled a blue dice that put blue in front. I could of done a loud “yes” at this point. Next round blue crossed the finish line first.

I had slowly been accumulating coins by rolling the dice, while the others won and lost by betting. Having called the winner I got a nice bonus, but was it enough?

Gavin won this game, but only just. He beat me by one coin. one coin!

Another great evening of gaming with the Fenland Gamers.

 

An Epic Memoir Afternoon

Yesterday afternoon saw Jonathan and myself once more (well for the second time) facing off over the battlefields of Europe during World War Two in the game Memoir '44.

Jonathan had bought along the latest addition to his extensive Memoir collection, the Memoir '44 Tactics and Strategy Guide. This is an epic five hundred plus page book that as the title suggests takes an indepth look at how to play and win at Memoir by recommending various strategies etc for playing the game. The book has been on my radar since it was announced but it's hefty fifty pounds price tag has always put me off. Especially since I wasn't able to look it over before purchasing (draw backs of the interweb).

But Amazon have it at a more affordable price these days, still not cheap, but lighter on the pocket. I have to say this is a nice looking book. I love the clean layout, it's bright, colour pictures. It is a very comprehensive looking book.

Jonathan and I discussed the scenarios we wanted to play this time. Jonathan had wanted to try using a breakthrough scenario, while I wanted to try the Arnham scenario from the base set manual. So with our battlefields for the afternoon set it was time to start playing.

Arnham – Allies

The reason I had wanted to play the Arnham scenario was related to my dad. Dad had been in 2 Para in the late sixties. It was his regiment. Arnham is on the regiments list of battle honours. We all know the story, and seen the movie A Bridge Too Far (well apparently Jonathan hasn't, I'll have to fix that one, along with showing him The Longest Day which he hasn't also seen! Sometimes I forget that some folks have lives unlike me), so I won't go into the details here.
However for me when I watch, read or play something to do with the Paras I'm connecting with Dad, and honouring his memory. It's why even though I don't think I'll get to play Sergeants: Red Devils a World War Two miniatures games again (I've played it once with Nath). It won't leave my collection, it's Dads regiment, it stays.

While we are setting up the scenario I reveal my secret weapon for the afternoon. I had bought with me Captain America to inspire my forces!

Playing as the Allies with the positioning of the two artillery units you have such a commanding advantage. Their use was devistating. Any armour coming over the bridge was easily picked off, the three Axis troop units on our side of the river easily disposed of.

Jonathan wasn't getting the cards to enable him to move his elite units out of his right flank. Plus their movement was slowed by forests when he could move them. No pot shots from his troops over the river because it was too wide. This is a hard scenario for the Axis player.

Naturally giving the scenario I won as the Allies.

Arnham – Axis

My turn now to play as the Axis powers. Would I get better card draw? It seemed odd having Captain America command the Axis powers, the Red Skull would be proud.

My turn as the Axis was slightly different I had the cards to move the elite units, just not the cards to move units in the middle of the board. I did try keeping my units out of range of the Allied guns on my side of the river. Hoping to get the right cards. But to no avail, I was delaying the inevitable.

I did manage to destroy a token unit so it wasn't a complete walk over. A well deserved win for Jonathan.

After my loss as the Axis I decided to look up in the guide what it said about Arnham and tactics it suggested.

According to the strategy guide the Allies win eighty three percent of the games. The guide also said that Arnham is the toughest scenario in the base game. So Jonathan and I shouldn't feel too bad about not winning while playing as the Axis powers.

Now we did have an interesting little question that I came up with during the game. As the Axis forces if I blew up the Arnham bridge would I win? Historically the Paras dropped in to hold the bridge until Allied forces arrived, so if I blew the bridge it would put an end to their objective. However in this scenario the only objective is to score five victory points. I'd love to know what others think on this.

Battle of Abbeville (Breakthough map and scenario) – Axis

Wow the breakthrough map is massive! We even looked at it compared to the anniversary D-Day map or one section. The D-Day map was bigger. I'd love to play the complete massive D-Day scenario, but the amount of space and large tables you would need to play. Wow I can't even imagine them setup.
It took awhile to setup the game, it was almost a game in itself.
As the Axis player you look at the board and think “oh heck, how many tank units?”
I was soon down four units, which meant four victory points to Jonathan. This was going to be a walk over for the Allies. I was going to get thrashed.

Above photo courtesy of Jonathan. Captain America and me

I managed to knock out four Allied units, not only that they were tank units! Our scores were equal. Then Jonathan pulled ahead again knocking out three more units. I began retreating my forces back to the river and my two artillery units. The majority of Jonathan's troops were still near their starting positions. His remaining tanks kept pushing the attack, moving into range of my artillery.

When our scores were tied at six victory points each, I did offer Johnathan a chance to call the game a draw. I knew I was about to get the upper hand, well more like hoping it would play out that way. But it was also part mind games and bluffing. Naturally Johnathan turned down this offer.

As my guns picked off Jonathan's tanks, some of his soldiers started to get in range also. We exchanged fire, but the advantage was mine. My artillery and troops picked off Johnathans forces giving me the victory.

OMG! These breakthrough games are amazing! But boy they are also a lot longer to play. The scenario plays to ten victory points, your forces are much larger. If there was not the “On the move” ability on cards allowing you to move additional units to the ones you command it would take an age to play. I liked the blitz rule, as the Axis player I could use a recon card (I think that's the correct one) as an air power card. Which I did manage to do a couple of times during play.

We didn't have enough time to play the second half where we swap sides. But we have put the tiles we used aside separately so that setup is a lot quicker next time.

What an awesome afternoon playing Memoir '44. I'm so fortunate that I've met some-one who loves playing the game, and also has nearly everything for the game.

Thanks Jonathan for a great afternoons gaming. I look forward to the breakthrough second leg.

 

Plagues and Trains

Another mid week Fenland Gamers gaming session took place this evening. Tonight it was Mat selecting the games that we would be playing.

The evening started off with the game Rattus.

This game is set during medieval times (?) with plague invested rats sweeping across Europe. The aim of the game is to have the most cubes (I think they represent people) left on the board at the end of the game.

This game took a little getting into, maybe three turns before it clicked properly and I started thinking of tactics. I'm not sure how you would describe the genre. So I'm not going to attempt to categorise it.

Mat won the game comfortably. While Jonathan and I drew for last place. Mind you Jonathan and I spent a lot of the game duking it out for getting our cubes onto the only safe space on the board. Leaving Mat alone in reality to build up his winning population.

I enjoyed the game, but I think I need another game or two to make a final decision to see if it makes it onto my wish list. But even if it didn't make the list, I'd be more than happy to play the game on other occasions. It's an enjoyable game.

Next up was the worker placement game Russian Railroads.

This game has lots and lots of tokens! While Mat was setting up, Jonathan and I joked about how the game designers came to have so many tokens with such lines as “you know what's missing from the game? More tokens”.

When you first see the board and your player tableau it does look a little daunting. However game knowledge from other worker placement games soon kicks in speeding up the learning curve. After watching the others take their turn, and then taking mine everything was on familiar ground, with just the odd question over particular symbols, or placement of stuff.

There are some nice touches to the game. Like buying engineers that give you exclusive actions to take on a turn. Having multiple development tracks that you have to decide between developing, adds a nice little tactical decision making to your choices.

The end of round scoring seemed like a mysterious thing to Jonathan and myself. Luckily Mat was familiar with the dark art. Although I don't think it helped making Mat laugh a couple of times when he was scoring putting him off.

And boy do you score points. I think my final score was 287!!! Mat was over 200, and Jonathan was well over 150. Racking the points up is insane. I got 40 points at the end for collecting four engineers. At the end of a round you can easily be score 20 points or more. Then you get multipliers kicking in. It's crazy.

I really did enjoy this game, and not just because I won. There is a nice depth to this game, and worker placement games are becoming one of my favourite game genres.

I hope when we finally get Lords of Waterdeep to the table that it lives up to the others expectations. I love the game but sometimes a game can become bigger than the actually game is in the imagination. Then when you play the game it doesn't quiet live up to the hype and expectations. So no pressure!

Another great evening of gaming. I'm looking forward to the next one.

 

War huh!

Memoir '44 has been in my pile of shame for about a year and a half now. I'd originally bought it for Nath and I to play. But best made plans and all that, we haven't got round to playing it.

So I was really pleased when I found out that Jonathan at the Fenland Gamers group not only had Memoir '44 but also had almost everything for the game expansion wise with the exception of the odd map pack.

Last night finally saw me play Memoir '44 for the first time with Jonathan. Luckily for me Jonathan was in need of a refresher on how to play the game due to a long gap between this game and his last play of it.

Game One – Pegasus Bridge, June 6, 1944 I'm the Axis Player

Game one started off with me playing as the Axis power in the game. This was the first scenario in the manual, and sees the Axis player start off with a card disadvantage (two cards) to simulate the forces being taken by surprise.
Jonathan got an early victory point by capturing the bridge on the left flank, and also nearly wiping out the unit that was on the other side of the bridge. But I managed to get that unit out and manovered away from the Allied forces along with the other lone unit on that flank so that they did not become easy victory points for Jonathan.
While that was going on Jonathan sent his Allied forces to engage with my dug in forces on the right that were defending the second bridge and the town next to it.
I was more than happy to let the Allies come at me, it meant I was able to enjoy the benefits of my defences, which in Memoir terms means one less dice to roll for Jonathan.
So I had the victory point from the second bridge and good dice rolls and card draw got me the other three victory points I needed by allowing me to pick off the Allie forces from the safety of my dugouts.
Wow somehow I had won my first game.

Game Two – Pegasus Bridge, June 6, 1944 I'm the Allied Player

Game two and time to swap sides and see what the other side of the map looks like. Boy does it look different.

Having played the Axis first definitely helped me on this game. As did having an awesome card draw. My first card was an advancement order that allowed me to issue an order all my units, plus they could move two hexes and attack, or move three hexes and not attack.

So my first move was swamping the right flank, and rushing to the bridge. The thing with this scenario is that the Axis have two units on the right flank separate from each other. One is in the corner on the opposite side of the river. So overwhelming them quickly would net me two victory points, and a third can be gained taking the bridge.

This part of the plan worked perfectly, one turn I've cut the bridge off, and can pick off the trapped Axis unit. Surprisingly Jonathan's other unit is moved in to engage with the superior force. Which is exactly what I wanted. They were soon picked off also, and the bridge taken. Three victory points on the table, one more needed for the win.

My mass move to the right flank threw off Jonathan whose remaining forces were dug in defending the second bridge in the top left corner of the left flank. I don't think Jonathan had the card draw that enabled him to do much. Although he did start to venture through the barb wire to engage with me.

The second part of my plan after getting the “easy” victory points on the right was to just throw all units at the Axis lines on the left, all I needed was to pick off one unit to get the win.

With Jonathan moving units from behind their defences I soon finished off a unit to get the win.

I seem to remember this being a very short game.

Game Three – Sainte Mere-Eglise, June 6, 1944 I'm the Allied Player

On to scenario two, this time I starting off as the Allies. I remember seeing Tom Vassell doing a live play of this on The Dice Tower channel a while back. Can't remember the actual game but the having to drop four miniatures on the board from about twelve inches up to simulate a parachute drop by the Allies was the only bit I remembered.

My drop got me three additional units in a central position. I thought I'm going to need these units the Axis forces had a tank unit!

Those tanks were my biggest worry in this scenario. Once they were out of the right flank top corner they would be deadly.

I managed to take out the lone Axis unit that had dug in the little village in the middle of the board. By the time I had done that the tanks were close. With poor card draw for Jonathan (I'm assuming that is the case) the tanks failed to attack and do any damage. I had a window of opportunity here. I attacked his tanks with three infantry units, the rolls were with me and I wiped out the tanks.

Then the battle front moved to the left flank with our infantry units engaging each other. Some tit for tat exchanges and I've gained the final two victory points needed to win.

Below courtesy of Jonathan a picture of me (there really aren't enough of these on this blog) in deep thought trying to work out what I'm going to do about the bloomin tanks. Luckily after this photo I played just the right card to allow three infantry units to take out the tanks.

Game Four – Sainte Mere-Eglise, June 6, 1944 I'm the Axis Player

The final game of the evening. I'm now playing as the Axis forces. My luck was bound to run out at some point. My card draw was not going my way. I was just not getting cards that would allow me to issue orders to my left flank and get the tanks and supporting infantry units out.

I even sacrificed my lone unit in the middle to distract Jonathan to try and buy me time to get the cards I needed. But that only delayed the inevitable, Jonathan's forces attacked my right flank picking off units, and despite me trying to make an exit through the woods I was out of the game.

I had started to draw cards for the left flank, but it was too little too late. Before being defeated I did manage to score one victory point to stop it being a total whitewash.

Final thoughts…

Wow. I love this game. And I'm not just saying this because I won! I love the combat and the dice rolling. The command cards to issue orders is brilliant.

Yes bad dice rolls and not drawing the cards you want can be frustrating. But they do nicely simulate orders not getting through or the tide of battle going against you.

For me Memoir '44 is just right. Love the theme, I think with the bits of flavour text that you get with each mission is great. Components are great. This just works on all levels. The nice thing is it's not a heavy wargame. Ok it's a wargame “lite” which suits me perfectly.

I really can't wait to play more games of Memoir '44. Thanks Jonathan for a great evenings gaming and teaching me Memoir.

 

 

Saturday with the Fenland Gamers

Wow another great time playing games. I can’t think of a better way to spend a Saturday afternoon. Well ok out on the hill with a wild camp would technically beat it. But if we add the criteria when you are stuck at home. Then my statement is accurate.
But I’m jumping ahead of myself. This afternoon saw me meeting up with the Fenland Gamers again for an afternoon of gaming.
The gaming session started off with a game of Ticket to Ride with the 1910 expansion used for the larger route cards. The route cards in the base game are small and lots of people don’t like them. So most folks buy this expansion just to upgrade the route cards.
I did complete my three routes only just. Our host won so convincingly, with a score well over a hundred and forty points. His score wasn’t too far off from being double my final score. I do own the game and the expansion but rarely get to play it, and have to usually settle for AI opponents in the app. A refreshing change to play against people.
After Ticket to Ride it we moved onto the bluffing game Coup. This was the first time I have played the game since purchasing it. I think it was also the first time for everyone else too. I think we must of played three or four games of this. In one of the games when there were three of us left, and all of us were claiming to be Dukes, I came up with the line “the Dukes duking it out”.
It was then onto a new game for me Glen More. In Glen More you are a clan leader trying to increase the influence and power of their clan in the 1600s. The game had several mechanics I enjoy in games. For example like Tokaido the last player on the board goes first, although Glen More was doing this long before Tokaido. Buying the tiles and placing them in your village reminded me a bit of Alhambra.
The market in the middle was a nice way to get the odd resource that you were short of to buy a tile.
And I just don’t like the game because I won. Ok won very convincingly.

Glen More is currently out of print and apparently hard to get. Which sounds like a challenge. In the meantime it has been added to my bgg wish list. In my initial searching I did come across the useful to know bit of information that Glen More is being reimplemented in a new version of the game called Lunarchitecs. Which gives the game a space theme. I’m not sure if there will be any tweaks to the game play. Personally I don’t think it needs any. This will be hitting Kickstarter in November, you can find more info HERE.

Below my winning village.

The final big game was another attempt to save the world from total destruction by playing Pandemic. Despite finding a cure for the yellow virus, we still failed to stop the destruction of mankind.
But we did have fun on the way to oblivion if that helps make your slow painful death from the pandemics we failed to stop and better.

The final game we played before I had to leave was Love Letter. This was a new game for the others. I think it is safe to say they enjoyed the game a lot. I managed to win getting the required four tokens. But it wasn’t a walk away victory. I think most of the others won at least two tokens.

I really did have a great time, once again great company, great games. There is also the potential that I will get to play Memoir 44 during the week. Plans are a foot for it to happen. So very excited about that.

I’m hoping my less than subtle subliminal programming will get the others into accidentally buying Android:Netrunner.

 

My First Fenland Gamers Meet

Last night saw me attend my first Fenland Gamers night in Wisbech.

The evening of gaming started off with a game of Sushi Go. I think we know my views of the game. For the record I love it. None of the others had played the game before, so they had to endure me teaching them the game.

We then moved onto a new game for me the worker placement game Gluck Auf.

Ok I lost the game but I had a great time playing it. I only came last by four points. But wow I liked the game. Our host and founding member had blinged out the game by replacing the paper money with poker chips. Which is something I think I'd do too if/when I get a copy.

Basically in Gluck Auf you are a pit boss bringing coal up from the mines to fulfil orders. I like the fact that if an action spot has already been selected that you can still use it, however to do so requires you to spend one more worker than is on the action you want to do. Ok I love this, it means you can tactically push up the cost of an action to drain opponents resources.

The game is played over three rounds, with scoring taking part at the end of each round. A round ends when everyone has no more workers to place.

Another cool mechanic is that at the end of the third and final round when scoring if your tableau is not balanced (equal number of tiles each side of the tableau) you get negative points. If you have incomplete orders you get negative points.

Ok yes this has been added to the wish list.

The final game of the evening for me was a game of Pandemic the Cure.

I'm sorry to report once more the team assembled to save the world from the viral oblivion were not up to the job, and mankind was wiped out.

I had a really great time, the group made me feel really welcome. I'm really looking forward to the next meet up which I believe is this Saturday.

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