Category Archives: Game day

A much needed gaming session

Friday I was feeling I needed some game time. So on the clubs discord server I put out the call to see who was free for some gaming Saturday afternoon.

Luckily with a slight adjustment to the initial suggested start time two others could make it.

The initial games I had suggested playing were Lost Ruins of Arnak, Tapestry or Funkoverse (if there were only 2 of us). But during Saturday morning I had been tempted to take Dune Imperium. Even Wingspan for a fleeting moment was considered. It was a close call because which ever of the games I took I’d have to teach it because the game would be new to at least one person.

In the end I went with putting Lost Ruins of Arnak and Love Letter 2nd edition in the bag.

As usual I went a little early to start getting set up. I like to maximise the game time for the others playing.

I was still setting up when Jeff arrived, and almost finished when Julie turned up. Which meant I could start teaching the game to our noob to the game Julie.

Lost Ruins of Arnak

I like Lost Ruins but I think this second play cements my preference for Imperium. Well for the time being. The expansion may change that. After all the expansion does add one of the things I like better about Imperium the asynchronous player boards.

There is also a nagging feeling that in both plays we are not discovering enough new dig sites and focusing too much on the research track. It seems the game is more about racing up the research track than anything else. Although the margin between Jeff’s final score and mine was the two sites he discovered and defeating their guardians.

I did like how the blocking of some of the second spaces on the base camp spots in the three player game is random.

I did get some cool extra card draw going on, and at times despite there being fewer rounds than Imperium felt that I was doing more on my turns.

Jeff asked if the deck building side was more important in Imperium than Lost Ruins. And I think it is. Or more like it has a bigger emphasis. Although I do like how new cards in Lost Ruins are added to the bottom of your deck, so they come into play quicker.

The scores were much closer this time with Jeff still winning and starting his undefeated run with the game. Sadly I still managed to come last with a slightly better score than the first play.

Final score for Lost Ruins of Arnak

We finished off the afternoon with a game of Love Letter 2nd edition. Which was another new game to Julie. But this is soooo much quicker to teach.

The second edition is an update by Asmodee after taking over Love Letter from AEG. It increases the max player count from 4 to 6 players. The tokens have been upgraded from wooden cubes to plastic disks, and new art. Plus to accommodate the extra player count there are more cards, from 16 to 21. Which also sees some new characters/cards.

Firstly the number of guards has increased from 5 copies to 6. Two copies of new card The Spy (value 0) wins you a point if you were the only player to play or discard a spy during the round. Which is a pretty cool additional way to win that extra point each round. Finally there are two copies of the Chancellor (value 6) allows you to draw two new cards, add those to your hand, then place two cards of your choice on the bottom of the deck. It’s an interesting card. Great for burying a card and finding one you want.

Love Letter 2nd Edition

At the end of the day it’s still Love Letter and still great fun. Although this version will replace the first edition, especially when we want to make use of the higher player count. It doesn’t come close to knocking Love Letter: Batman off its perch as my favourite version of Love Letter.

Final scores for Love Letter 2nd Edition

As you can see Julie won, and once again I came last.

Despite coming last in both games I had a good time. It was exactly what I needed. However the heavy rain as we were leaving wasn’t! A big thank you to Jeff and Julie for taking the time out of busy weekend schedules to play some board games.

Dune Imperium

Yesterday Jonathan and I met up for a learning game of Dune Imperium at The Luxe. It was also a chance to use the new 4ft diameter round table I got for club use.

I’m not going to write much about this as I’m not really in the mood for obvious reasons.

Ideally Dune Imperium should be played by 3 or 4 players. However it does have a deck of cards to provide an AI for a simulated third player (this is also used in solo play as well). There is also a free app that can be used instead of the cards. The app does the heavy lifting of shuffling the deck and interrupting what each card does. And that is what we used in our play.

All I’m going to say is I liked Dune Imperium, and not just because I won.

At the moment I’m processing a lot of guilt over being away from Nan for a couple of hours gaming. It’s during this time that she passed away in her sleep. I know even if I’d been there I couldn’t have done anything.

My only comfort is that the fur balls were with her. They have been her guardian angels since we got them.

Any way the posts will be infrequent for a while I think.

Commanding Rivals

This morning three people gathered to duke it out on the battlefield with their chosen commanders.

It was a casual smack down using WotC Commander precon decks. I had all the precon decks from 2017 to now with me (except the anthology decks) for us to play with.

Gavin was using his own precon, while Diego and myself chose from the recent D&D ones. My precons were “naked”! I have 3 years worth of precons to sleeve. Which is a lot of decks, and I need to find the funds to purchase the Dragon Shields to do the job.

Here are the commanders we played.

  • Me – Vrondriss, Rage of Ancients (D&D precon)
  • Diego – Galea, Kindler of Hope (D&D precon)
  • Gavin – Adrix and Nev, Twincasters (Strixhaven precon)

Early on Diego established himself as a big threat. His Commander with a couple of nasty bits of equipment that gave it +10/+10 and double strike was scary. One hit death to Commander damage if it landed. Thank god there was no trample added to it.

I was way behind both of them on the land drops. So I was happy for Diego to be the big distraction as I tried to catch up and build up a winning board state (see the photo above). All I needed was to be able to chump block if attacked by him.

Luckily there were very few answers for them both to stop my flyers chipping away at them or stop me using direct damage to control their board state (ie remove potential blockers or sending Diego’s Commander to hell). It was also lucky that Diego wasn’t able to give his equipped Commander hexproof. That would have made life extremely difficult.

But in the end the dragon horde prevailed and won the game.

Next up was a learning game of Vampire the Masquerade: Rivals.

We played using the pre-constructed decks. I gave Gavin and Diego first choice and I played what was left. Below is who played what.

  • Brujah – me (rival was Gavin)
  • Toreador – Gavin (rival was Diego)
  • Ventrue – Diego (rival was me)

After a poor explanation of the rules and picking our rival we started playing.

Our first play was definitely a game of two conflicting experiences.

Gavin didn’t enjoy the game at all. He was polite and put it down to the cards he drew, and there being little he could do to make use of his clans abilities. I don’t think the poor rules explanation helped either.

I’m sure there were more rule misplays than the one we had. Well technically it wasn’t a misplay more missed rule! We missed that you could discard cards during the torpor/mend stage to heal vampires. Which would have kept Gavin in the game instead of seeing me win it. Thanks Diego for spotting that after the fact and casting a shadow over my glorious victory.

The Brujah deck I was playing was probably the simpler deck to play compared to the Toreador deck Gavin was trying to play. It is the Rivals version of a MtG aggro deck. Which is definitely one of the deck archetypes I like to play.

When Diego played Long-Term Investment I got a distinct Netrunner vibe and reminded of cards like Kati Jones.

Like Netrunner there is a lot of jargon to get used to, especially if you are not into the whole Worlds of Darkness thing. Which can add to the confusion and make the learning curve a bit more steeper than it already is.

So while Gavin won’t be playing Rivals again Diego and myself will be. I need to play the other decks. And then want to get into deck building.

But once again it was great to be playing in real life again. Especially when I win. Plus there is more gaming to look forward to at the end of the week.

Jeff’s Annual Birthday Gaming Bash 2021

After last years forced hiatus due to obvious world events happening the annual Jeff’s Birthday Gaming Bash was back.

This years big game saw the return of Twilight Imperium 3, which was last played at the bash in 2018 (joys of recording plays in the board game stats app).

I’m a fan of Twilight Imperium, I own the fourth edition plus it’s first and currently only expansion. Although yet to play it with the expansion due to the fore mentioned world events. The thing with these big games is if you get to play them once a year that’s good going. Anything more than that is amazing and unusual.

Before hand via the messenger group Jeff shared which optional rules would be played with the base game to “enhance” our experience. Which you can see below in the included screen shot for those interested.

TI3 and optional rules played

As you can see in the collage below the tile layout used was a two galaxy one, with Mecatol Rex in the middle, plus a dual worm hole tile by itself.

Who got what race, and was positioned where on the map was decided by the cards. I pulled the ace and got to choose first. My choice was position on map or race, whichever choice I went with would mean I’d be last to choose for the other. I went with position on map.

Below is how the races were spread out between the two galaxies after the selection process.

  • The Mentak Coalition – me (Galaxy alpha)
  • The Xxcha Kingdom – Katie (Galaxy alpha)
  • Sardakk N’orr – Gavin (Galaxy alpha)
  • The Emirates of Hacan – Diego (Galaxy beta)
  • The Clan of Saar – Jonas/Gerry (Galaxy beta)
  • The Winnu – Jeff (Galaxy beta)

Before play commenced an end time was agreed by everyone. I had the time constraint of I had to leave by 6pm. So it was agreed that at 5pm the current round would be completed and that would be the end of the game, highest score at that point would be declared the victor.

I had decided to concentrate on production and technology to make use of the “aggressive” nature of my race. During the whole game I only got to take a trade good twice from another player. The swines kept spending them so I couldn’t help relieve them of the pressure of storing those trade goods.

The beta galaxy compared to the alpha galaxy seemed a lot more peaceful, and more interested in trade deals and alliances! In the alpha galaxy it looked like an arms race. Gavin upgraded his pds units so they could fire into neighbouring sectors. Which meant I had to too.

I did warn my fellow alpha galaxy companions do not attack me, retribution would be swift. And that retribution was swift indeed. Katie decided to attack me. However between my upgraded pds unit and race ability to have a free attack by two destroyers before combat started, her aggression against me was stopped before it started. I was going to be vindictive and retaliate by destroying her home world. But pity got the better of me, and I didn’t want to totally ruin her first experience of the game.

While we in the alpha galaxy were duking it out, the beta galaxy occupants were busy clocking up objectives and victory points. It was a good two rounds before I even scored an objective.

In a game like Twilight Imperium it’s individual moments that make the day memorable. Like when I lost a carrier, 4 ground units and a cruiser when they flew into a super nova! How everyone did laugh at my mishap. I admit it did hurt. But I could live with it as it sealed off a worm hole, and added a barrier between me and Katie, helping to seal up my borders.

Top three photos taken by Jeff

Gavin had one in the last round when he took out my War Sun with a single point of damage by playing an action card that destroyed a ship he did damage to. Getting a War Sun out was a personal target I had set myself. I knew I was out of the running for victory. So getting that out on to the board was a personal win. Sadly it was too late in the day to do any real damage. As was my final arrival in the beta galaxy. But I got there!

The final two rounds were basically team Jonas/Gerry jockeying with Jeff for completing objectives and victory. Which allowed Diego to sneak in and steal second place. However team Jonas/Gerry were the victors, and Jeff falling into third spot.

Lunch for the day was once again homemade curry made by Jeff. Which as usual bloody amazing.

The only drawback on the day was once I got home. Mum had not had a good day looking after Nan. So I need to look at how to get some help/support for her while I’m out for something like this. It also impacts if I can go see my son for a couple of days or UKGE next year.

But it was a great day otherwise. Looking forward to next year!

Game Day Friday

Wow was Friday an epic day of gaming.

It started off with me paying a visit to Diego to play the latest instalment in the Portal Games Imperial Settlers universe, Imperial Settlers: Empires of the North(EotN).

It just so happens that EotN is also the third game from Portal to the engine building mechanic.

51st State was their first entry in this series. Having learnt from that they then bought out Imperial Settlers, which then fed back into 51st State to become 51st State: Complete Master Set. Each instalment is different than the previous with various mechanical tweaks.

51st State uses a common deck for all players, faction boards, and an end of game triggered by a player reaching 25 victory points. Whilst Imperial Settlers has a common deck and individual faction decks, faction boards and takes place over 5 rounds. EotN uses faction decks only, does away with the faction board, adds an action selection mechanic, back to the 25 point end of game trigger and removes the production phase. There are other differences but this covers the main ones.

On paper I should love EotN. However after playing this engine builder, although enjoyable, I was also left a little disappointed.

Now I’m not going to be one of those posters on social media that claims the game is broken. I don’t think it is. I just think that one major design decision left me feeling a bit unsatisfied after playing the game, and potentially frustrated during the game. I’d love to have a discussion with Ignacy about his thinking behind it.

The bit that left me feeling that way was the removal of the production phase, and replacing it with a harvest action. For me it felt like a part of this engine I had built was virtually worthless. I get that you don’t lose your resources between rounds. But the harvest action only produces from one card. Hardly a replacement.

I also got the feeling from the two player game that there might be poor match ups between the clans. It certainly felt that way.

I think my order of preference of play is Imperial Settlers, 51st State followed by EotN.

Friday evening saw the return of the Friday Night Gaming for Fenland Gamers after a brief hiatus.

I’m only going to talk about our learning game of Mangrovia, and that will be briefly. I don’t really feel I can say how much I enjoyed the game until we play it properly!

There was one rule that we got wrong that would have made a major impact on the game. Sadly Jonathan didn’t remember it until what was going to be the final round.

Basically what happened was I was the first player and it stayed that way the whole game, as I just hogged the first player spot. Which allowed me first choice of the cards from the trade row, and to control which land types could be built on each round.

There are elements that I like. But I really shouldn’t make a decision based on a misplay.

But it was a great evening gaming at The Luxe. Who as always are fantastic hosts.

Games Played: Imperial Settlers: Empires of the North, D-Day Dice Pocket, Patchwork Doodle, Mangrovia

Wait I forgot to give this a title before posting!

Yesterday afternoon saw another battle for control of the planet Arrakis, also known as Dune.

This time it was the Harkonnen (me), Atreides (Jonas), Emperor (Diego), Space Guild (Oli) and the Fremen (Jeff) slogging it out, making alliances, all for control of the spice.

The Emperor and Harkonnens made the first alliance. At that point they had three strong holds between them, and just needed to clinch the final fourth one. Something they failed to do, and spent more time defending what they had at a great cost.

Later on a more potent alliance was made between the Space Guild and the Fremen, leaving the Atreides out in the cold, struggling for spice. This was an alliance that grabbed the win of four strongholds in round seven. The Space Guild ability to take their turn when they liked during the movement phase allowed them to pick off the two remaining strongholds that they needed.

I enjoyed the game as a five player experience. Playing the Harkonnens was fun. I loved having a bigger hand of treachery cards, and more options on the traitor front. Holding Carthag was something I wanted to do for as long as possible because of the benefits being there gave me. Such as great movement range and increased spice mining.

I’m not sure about alliances for odd numbers. There will always be that one person left out, competing against the odds. The solution is possibly no alliances at all or to,allow more than two houses in an alliance.

But for a thirty five year old game, I don’t think they have changed the rules hardly at all in this reprint, it holds up amazingly well.

We had a blast for the afternoon. I look forward to the next “big” game afternoon.

The spice must flow

Wow it’s been a few days since the last post. A relief for some, a disappointment for a minority.

In that time of incommunicado there was the first Friday gaming of the year. There was a good turn out for us of seven. So we split into two groups, a three and four.

But Saturday saw a game hit the table that I’ve been wanting to play since it arrived.

November last year saw the reprinting of the 35 year old classic board game Dune by Galeforce Nine. Who by the way have the Dune licence now and are planning on releasing new Dune based games in the future.

Dune is a game based on the classic sci-fi book by Frank Herbert. You don’t need to have read it, or seen the movie or tv mini series to play it. But like all things based on a licence of some kind it helps to be familiar with the source material.

Although the game will play between two to six players. This is one of those rare games that plays it’s best at the maximum player count.

Sadly this first time playing the game was not to be at that player count but with three players.

In the rule book they recommend that the factions used for this player count are the Harkonnens, Fremen and Atreides. So this is what we went with for our first play. Who got which faction was decided randomly. I got the Freman, Oli got Atreides and Diego naturally got the Harkonnens.

We also jumped in the deep end and used all of the advanced rules except for the advanced combat. Which seemed to over complicate the combat.

Dune is one of those games that has a reputation for taking a long time to play. The play throughs by MCDM on YouTube are over three hours, and that’s for seven rounds and six players. In the original version of the game the maximum number of rounds is twelve. So if the MCDM folks had played to that limit the sessions potentially could have been much much longer. In this reprint it’s a ten round maximum limit.

In our game we hit a win condition in the ninth round. This took us around two hours. Which I think was pretty good. Especially considering this was our first time playing the game and all that entails as well.

I loved the game. It didn’t disappoint.

Galeforce Nine have done a great job producing the game. You not only get a well written rule book it also summarises the events of the book. They also put in a quick start booklet, which is a nice addition. The component quality is good. The faction cards summarising the factions abilities both for basic and advanced play is a useful thing to have. The only quibble I have is the insert. If the card storage areas had been slightly bigger they would easily have fitted the cards sleeved.

Playing the game at first it may seem overwhelming and complicated. Each round is broken down into 9 stages. But the majority of these are very quick. With only two of them really eating up the majority of the game time. And you quickly get into the rhythm of the game.

Like all great games the time just flies whilst playing and you lose all sense of how long you have been playing. You are constantly engaged even when it’s not your turn.

I like how the first player each round is decided using the storm marker as it moves round the game board. With the first player being the player that the storm will hit next during it’s next move.

The alliances I think would work better in the higher player counts. In the three player game it’s something I think in future games I’ll house rule not to use. I spent the last two or three rounds trying to stop the unholy alliance of the Atreides and Harkonnens. Which was a very difficult task, almost Herculean. Unsurprisingly one I failed at.

The unique player powers are both cool and thematic. Forcing a player to play to their faction strengths. But the unique powers during play aren’t the only unique thing about some of the factions, some have a unique win condition also.

The art has a retro fifties sci-fi vibe to it. That I like a lot.

I don’t think the art would look out of place on the cover of a sci-fi book from that period. I love how it evokes that feeling in me.

The bidding for treachery cards is cool. You need these cards for combat, they can be offensive, defensive or a complete donkey (there is an actual donkey). However you can only have a maximum of four of these cards. And if at the start of the bidding stage you are at that limit you can’t take part in the bidding. So you have this whole hand management element going on. Then add on the fact you are bidding on cards that you have no idea what they are, and the risk of winning a dud. And do you bid to push up the cost of the winning bid and deprive your opponents of their spice? It’s a cool mechanic.

Combat is fun, and you can see it’s influence on Scythe. I like the basic version of combat. It just flows. The advanced version can have half forces, troops used need to be paid for with spice. I can see how this adds to the decisions that need to be made of when to spend your spice. But the extra overhead I’m not sure is worth it. Naturally I will try the advanced combat at some point.

I like this game a lot. I can’t wait to get it to the table again, especially with higher player counts.

Last bit of gaming for 2019

Yesterday Jonathan and I met up for some gaming.

It was the perfect opportunity for Jonathan to get a couple of his Christmas haul games to the table.

I’m going to keep this post short. And just give overall impressions of the game without going into much detail.

First up was Karuba. A new game to me, this tile laying, route building is definitely on the light side. It’s also a quick two player game (although it plays more). This is definitely a good intro game for new gamers.

However despite enjoying the game (I won) afterwards I kind of had that empty, was that it? feeling. It’s not really a game for experienced gamers.

Our second game The Quacks of Quedlinburg was a learning game. This is a bag building, push your luck game.

There are some nice touches to the game mechanics that add to the pressure to push your luck in each of the nine rounds, and a nice catch up mechanism also.

Despite losing, I enjoyed the game. It’s a good game.

Our final game of the afternoon was the return of a great trick taking game, that hadn’t been to the table for something like three years, Haggis.

After Jonathan was lulled into a false sense of security by racing into a commanding lead. Like the team I have supported since the age of seven, Liverpool I didn’t give up and clawed my way back into the game, and grab the win.

This was a great afternoon of gaming to finish the year off with. I got to try two games I’d wanted to try, and get a favourite back to the table. All whilst also getting to have banter with another friend.

Games Played: Karuba, The Quacks of Quedlinburg, Haggis

Christmas Eve Gaming

An opportunity to meet up with my friend Nathan and play a game or two with him was too good to turn down. Especially considering I had a couple of new arrivals I was eager to get to the table.

Jonathan had been invited as well. But considering the day he was a bit snowed under with chores to get ready for the big day. So it was a rather pleasant surprise when he turned up with his daughter and his copy of Bohemian Villages.

We started off playing and learning Las Vegas. Which despite being an “old” game, was new to me and my collection.

Our second game was my other new arrival Skull. Which was also a new to me game.

Both games had been bought as games that could be played at a club night. Games that would support 5 or 6 players, quick and easy to teach, and also roughly about 30 minutes to play. They ticked all the boxes.

We all had fun playing them. With Las Vegas edging it as the favourite of the two. But I’ll write more about these two games after more plays.

Our finally game of the afternoon was last played at the UKGE a couple years back. Jonathan’s daughter still hasn’t managed to defeat me at the game. I was a very gracious and humble winner, and celebrated my victory the only way one could in such a grudge match with a celebratory “in your face little girl”. Yes I was that mature.

A great afternoon of gaming with some great friends. What more couple you ask for?

Games played: Las Vegas, Skull, Bohemian Villages

1v1 Brawl experience

I just don’t get 1v1 Brawl.

But then again I’m not a big fan of 1v1 Commander.

This afternoon I got to play with the first ever officially released WotC Brawl precons.

Yeah I know I’m late to the party, they came out when Throne of Eldraine dropped a couple of weeks ago. But I wasn’t able to pick mine up until last week. And luckily Diego was gracious enough to play some MtG using them.

As always when it comes to using precons with friends I let them choose the deck they want to play first, and I choose from what’s left.

Our first match up was Knight’s Charge (Diego) versus’ Faerie Schemes (me).

There was some nice synergy in this deck with playing artifacts and enchantments. Stuff happening when you played them, or creatures getting buffs based on the number I controlled. It seemed more cohesive than the other deck. Which I assumed wanted to get get lots of equipment out and equipping those knights with them and swinging in for damage.

I won this match up.

Our second match up was Savage Hunter (Diego) verses Wild Bounty (me).

Ok I was 4 cards away from milling myself. I had all but one land out. Once again this seemed like an uneven match up. Chulane was definitely a Commander I liked the look of, and would like to build a Commander deck round him. Probably my favourite Commander of the four Brawl decks. The Korvold deck just didn’t seem to be generating enough tokens to get the value engine going. Although Diego did get me down to 12 health before I won.

Firstly let’s look at the product itself. These decks are missing the necessary tokens for the decks. Why they weren’t included I have no idea. Maybe they weren’t expecting people to play them, but break the decks up to build Commander decks with.

The Life Wheel is just horrid and cheap. It’s a cardboard wheel. Awful. I’d have preferred the tokens instead.

The cardboard deck box to hold the deck with is a cardboard deck box. I’ll repurpose it’s for something else.

The decks now will be broken up and the land cards used in other decks, and Arcane Signet going into every deck. Heraldic Banner has a couple of mono colour decks I want to add it to.

And that’s the thing I’ve heard stories on the Internet that’s these Brawl decks are going for silly money (mainly in the US I think) and that some of the individual cards are worth more than the original retail price!

I think in a multiplayer game the decks might not seem so one sided. The whole political thing kicks in, alliances forged, everyone coming together to knock down who ever has managed to claw their way to the top of the pile.

And that’s what I don’t get about 1v1 Brawl and Commander. That political element of the game is such a big factor of what makes the formats enjoyable. Although I still don’t see much point for Brawl apart from as a marketing exercise to try and sell more booster packs.

I know why they have 1v1 Brawl online. The multiplayer version is a bit challenging for them to implement. But seriously 1v1 is an ok experience at best. I don’t know why you would choose it over Standard in this scenario. They are going to have to keep a separate ban list for 1v1 Brawl. Which they have done in the past after the failed launch of the format. Just play Standard.

Nah Brawl isn’t for me. But thanks for the Commander cards WotC.