Category Archives: game night

game night

Darren and the Chocolate Factory

Last night Jonathan and I met up for a game of his recently arrived Kickstarter edition of Chocolate Factory.

I’d last played the game back in February at the Alley Cat game day. Back then it was still a prototype waiting for the Kickstarter to be done.

Naturally the final components are a lot better than the prototype (which btw was pretty good quality for a prototype).

What I hadn’t appreciated back then, but was blatantly obvious to Jonathan and myself what a lot of set up is required for this game, and how much space it takes up on the table.

It’s a relatively quick game to play, basically seven rounds. It took roughly just over an hour to play.

As engine builders go, Chocolate Factory is an above average game. It’s fine.

There are pockets of down time during the game. These tend to happen during the running the factory phase. All the players do this simultaneously. So if one player gets stuck in mentat mode (sorry for the Dune reference), the other players are left hanging around waiting for that player to complete their turn.

The components are really high quality. The factory and the sliding crates is a neat novelty mechanic. The theme is fun, and unique. Not many games out there about running a chocolate factory.

But at the end of the day I don’t think there is enough here to warrant going through all the flaff of setting up (and tearing down) to get this game out on a regular basis.

Afterwards Jonathan and I started talking games, and particularly Wingspan and the “broken” Raven cards (image below nicked off bgg).

I personally thought it was a none issue. And people should stopped whining about it. It is such a situational thing, you need them very early on in the game, ideally starting hand. I don’t think I’ve seen the cards come out in the games I’ve played (granted not many, especially compared to some).

There are 170 birds if I remember correctly in the base game. And two of them are particularly good if you get them at the start, and really good if you get both. Oh come on. Plus with the new expansion adding more cards plus a take that mechanic where you can take food from another player (oh wait until some-one gets these Ravens and a take that card at the start, watch the uproar).

Is it really a problem that needs dealing with? I don’t think Stonemaier Games need to ban them. If it upsets some players remove them from the game. Simple. Maybe errata the card to as Jonathan suggested take the food token from the feeder instead of the general supply.

But as I pointed out to Jonathan there seems to be a trend these days on line with people playing a new game and declaring it broken or needing more play testing before it was published.

I tend to put this argument in the camp of “I don’t like X therefore it has to be broken, I demand you fix it”.

There have been similar grumbles about another Stonemaier game Tapestry. Particularly with certain civilizations, or they don’t like the random nature of certain aspects of the game.

I don’t mind comments of “I don’t like this much randomness in a game”, that’s fair enough. Not every game is for everyone. But to declare a game is broken, and then go on to say they “fixed it”. Just gets my heckles up.

I think from time immemorial players have house ruled games. Nothing stopping players doing that if they don’t like an aspect of a game. Heck does anyone play Monopoly properly using the actual rules?

Heck with Tapestry we hand out three civilization cards to each player to chose from. Do I shout out about it online that I “fixed” the game? No.

Some players in Wingspan draft their cards at the start. Which is fine. It adds to the play time, and is great for players that have played the game a lot, but new players are at a disadvantage. Maybe something that could be added to the rules as a variant for more experienced players. But it fixes nothing. It wasn’t broken.

Don’t get me wrong. There are games out there that are broken. Or have elements that are. It’s pretty obvious which games these are, everyone is talking about them (when they occur). But in the cases above and the trend I’m seeing it’s a handful of people. Some passionate fans of the game, that are doing it from a position of love for the game. Although some have other motives, and use it as an excuse to knock the game or publisher. But what they are really doing is expressing an opinion about an aspect of the game. Some may agree, others will not. I just think they need to rephrase their words, from “this is broken” to “I didn’t enjoy this aspect” or “I didn’t like”.

This weeks gaming

Wednesday saw the Fenland Gamers monthly meet up for October.

It was a small affair, with just 4 (including me) attending.

I don’t get our club sometimes. I may have mentioned this previously. But I’m not sure how we increase attendance to events. I’ve put surveys up asking what days would be best for for members to attend. You guessed it, even those are poorly responded to.

We try and vary when sessions are held. We aim sessions at specific games and different types of games. But we get the same disinterest each time. I flabbergasted and at a loss on how to improve participation at game sessions.

Wingspan as always was a joy to play. Really looking forward to the first expansion coming out next month. European birds, a couple of new mechanics, new bonus cards and end of round scoring tiles. So expect to see it being played lots once I get my grubby mitts on it.

We rounded off the evening with a change from the usual Love Letter: Batman. We played the Hobbit version instead. A couple of slight rule changes. But still a great fun game to end on.

Games played: Wingspan, Love Letter: The Hobbit – The Battle of the Five Armies
Wednesday Fenland Gamers we’re approached by BBC Radio Cambridgeshire if we would be available Thursday to do an interview to use in a piece about boardgaming for the mature gamer that they were doing on Friday morning.

A bit short notice, especially considering people have jobs. But I have some flexibility in my schedule. So I arranged for the interview to happen at my FLGS The Hobbit Hole.

Thursday morning saw John (FLGS owner) and Kath (who helps out at the store) and myself being interviewed about boardgames by a local BBC radio journalist on his iPhone!

So that there were some “gaming” noises going on in the background during the interview, the reporter had John rolling lots of d6 dice and Kath and I playing Connect 4 (the journalist bought a copy with him).

I hadn’t played Connect 4 since about 1988. I was back then pretty good at the game, and unbeaten. And that streak remains. I still got the skills. I won all of the games Kath and I played.

The interview took about 20 minutes. More material than they could use for the 5 minute slot they had planned.

In the end the interview went out about 9:10 on BBC Radio Cambridgeshire (you should be able to listen to it on the BBC Sounds app). It was about 3 minutes long. And concentrated on why we played games. Despite having notes written down, the reporter got who I was wrong, and said Fenland Games, but got it right in the interview itself!

It was an experience, and a little promotion for the club and my FLGS.

“You free to play some light games this evening?”

Not surprisingly I was.

So last night Jonathan and I ended up at The Luxe playing some light games.

We started off with a game of Penny Lane. Which saw my worst score for the game. I just didn’t get the engine side going. My butt was truly kicked.

Next up was the classic abstract game Santorini. We played using just the god cards from the base game, leaving the Golden Fleece expansion in the box. Each player was dealt two god cards, and selected one to use. We got some cool combos, where the god cards were opposites to each other. This is really one of those “just one more game” games. So quick and fun. After an initial run of victories, I hit a losing streak.

Our final game of the was the classic two player game Lost Cities. Jonathan hadn’t played this before. He wasn’t entirely sure about the game after the first play, but I think he had warmed to it after our second game. The actual game itself is simple, and has some interesting decisions to make. It’s the end of game scoring that seems over complicated, and takes a little getting your head around. I’ve been playing this game for years. But the app version, which does all the scoring for me! So you get lazy on that front. I also missed the little card count of the deck as we played. It helps having that info at a glance, knowing roughly how many turns you have left, and can plan cards to play based on that. But it was nice to actually play the physical version against a friend, and not just people online I’ve not met.

We shared the honours one game a piece.

Jonathan and I did have a gaming related discussion about an opinion from a friend on Stonemaier games. Which lead to a brief chat about luck of the draw within Viticulture, and how it can have a big impact on a game. So many games rely on or have as part of the game a luck element. But even if we just consider luck of the draw, lots of games rely on this to varying degrees, such as every Deckbuilder, Magic the Gathering, Tapestry, Scythe, Wingspan, London, Memoir ’44, etc, etc. The list goes on.

You either are going to love that element of luck, and the having to work around the challenge it throws up. Or you hate it, and need to find games that don’t have that element.

I don’t mind it. I like how it adds variety to games, varies the challenge from game to game. And if I get totally screwed by the cards, I accept that from time to time that will happen. I certainly don’t take it to heart and start sulking. Which some do.

Anyway that’s my not some well thought out thoughts on the subject

Jonathan and I had a great evening of gaming to end the week at The Luxe.

Games played: Penny Lane, Santorini, Lost Cities

Tapestry and Fairy Tales

I’ve not posted for a day or two. Which some will agree is a blessing. Whilst others will be pining for my poorly written words. I won’t claim they are words of wisdom or deep insight.

Anyway Friday evening saw me meeting up with Gavin to take delivery of my copy of the latest game from Stonemaier Games, Tapestry. The game isn’t officially out until the start of November. But thanks to the pre-order window at the start of September keen fans of Stonemaier Games could get their mitts on the game early direct from the company. Sadly a slow boat (or something that delayed the arrival of the shipment) meant that the UK/EU pre-orders were being sent out a couple of weeks after the US.

Each copy of Tapestry in the first printing is uniquely numbered. There is no control over which number you get, it’s completely random. But it’s a nice touch to make the first print a little special. Otherwise there will be no difference between the first printing and subsequent ones.

Well that’s a lie. One of the space exploration tiles in this first printing has a missing icon on it. Which will be corrected in later printings. Stonemaier Games aren’t fixing this. I don’t blame them, a single tile, that rarely will come out. Not worth the expense. Plus if it bothers me that much (which it doesn’t) I can buy a third party sticker off itsy for about £2.30 plus postage to fix it.

We played a 2 player game, that took about an hour of actual game play. Which wasn’t bad considering it was a first play. Sadly Gavin won our game. There are angels weeping over that victory.

I’m going to give my thoughts about the game after I’ve played it with a higher player count. But suffice to say I’m looking forward to a 3 (possibly 4) player game later today.

It’s also the Throne of Eldraine pre-release weekend.

And yesterday I attended the 11am pre-release at my FLGS.

I went 3 colours (green, black and blue) for my 40 card deck. I didn’t have any problem getting my lands to play stuff. It helped I could fix any shortfall with Rosethorn Acolyte (a green 3CMC 2/3 elf druid) that can tap for any colour mana, Spinning Wheel (a 3CMC artifact) that also tapped for any colour mana, and the adventure on Beanstalk Giant (a green 6CMC Giant, or 3CMC adventure sorcery) allowed me to search for a basic land and put it on the battle field.

I started off in the first round really well, winning the first game. But despite my best efforts I lost the next 2 games.

Round 2 saw me lose both games. Although they were not walk overs, both games were a back and forward. With the edge going to my opponent.

But that was the story of the first two rounds really. Close games. Just not able to get to my solutions in time. And I did have the solutions.

Round 3 was a lot easier. I was against a young lad who wasn’t vastly experienced. Was there a little bit of guilt crushing his dreams? Nah. A win is a win. Got to take them when you can.

The final round was a a real back and forward. I lost the first game, narrowly. If I had been able to do one more point of damage I would have stolen the win. Having been on the back foot for the majority of the game. The second game I won. But both games were not short games. We started our third and final game with 5 minutes left on the clock for the round. Naturally it went to time, and at the end of the 5 turns, no winner. So I think rightly ended as a draw.

Throne of Eldraine Pre-Release Stats

Participants: 22

Rounds: 4

Round 1: Nathanael Loss 1-2

Round 2: Simon Loss 0-2

Round 3: Unknown Win 2-0

Round 4: Jonathan Draw 1-1

Record: 1-2-1 (WLD)

Final Position: 15th

Prizes: 2 participation packs

Throne of Eldraine is a beautiful set. The art of gorgeous, nay stunning. The theme just oozes from every card. You can’t help but be delighted when you hold the cards in your hand. Really like the adventure mechanic.

From my experience of the pre-release as a sealed format from the decks I played against, it’s not a fast format. Our decks were slowish, getting pieces into position, waiting for that chunk in the other players defences. It will be interesting to see if this is true for draft or other sealed events.

But as always, had a great time.

Undaunted unimpressed

Last night Jonathan and I met up at the nearly newly refitted The Luxe to play his latest addition to his collection Undaunted: Normandy.

This game caused a bit of shock, and banter when Jonathan said he was getting it. Mainly because it is a deckbuilder. Jonathan doesn’t do deckbuilders. More accurately it’s a mechanic that would fail to make his top 100 mechanics. But would easily make his top 5 mechanics he does not like.

But the theme and the board/missions tempted him to part with his money.


We played the introductory mission, I was the allies, while Jonathan played the axis forces.

For the history books I won. And afterwards we discussed how we felt about the game.

I felt the game was ok. It wasn’t an unpleasant experience.

The deckbuilding side was ok. But not great. I really enjoy deckbuilders, like Star Realms/Hero Realms, Valley of the Kings, Legendary Marvel. Undaunted doesn’t come close to them. It’s not as bad as the World of Tanks deckbuilder (which was dire) and I’d put it above Thunderstone. What I missed was being able to combo cards. The nearest you get really is being able to bounce a played card back to your hand to be replayed. One tactic I did like was being able to force fog of war cards into your opponents deck. They are basically dead cards. So watering down your opponent’s deck is a great way to throw a spanner in the works.

The combat element really did feel tacked on. I didn’t use it once, but Jonathan did, and the dice just made it too random. I think out of 6 or so attacks he succeeded twice.

The missions, that are area control is an interesting idea. But for me makes the game more like Memoir 44. It’s cool that there are a load of different missions for players to play, great variety.

The theme of the game could be anything really. It is literally non-existent.

I almost feel that Undaunted couldn’t decide if it wanted to be a deckbuilder or a Memoir clone. And that indecision has hurt it overall. It doesn’t achieve either.

Having played the game I don’t get all the buzz it has been getting on the Facebook groups.

Have you played it? And if so what did you think?

Game played: Undaunted: Normandy

September 2019 Monthly Meet Up

Our hosts The Luxe are not quite there yet with the refit. But they sure are a lot closer than they were back in May. But more importantly now in a position to start hosting us again for game sessions.

It felt good to be back.

We advertise our meet ups on the clubs Facebook page as events. Members then say Going/Maybe/Not Going in response. Well some do. However the responses to events, or even questions such as “what days would you like sessions to be run?” is very low (about a 7% of members responded when I asked that question recently).

Before Jonathan and I leave the house we usually have checked the event to see how many are attending. It helps us decide which games to take along for the evening.

Last night we were expecting 5 in total. It’s that awkward number. Not large enough to split into two groups, and not small enough for the majority of games that are usually 4 players maximum.

With that player count in mind, I decided to take Lords of Waterdeep, and some smaller “filler” games that supported that number of players.

So after arriving early and getting the table and seating set up with the help of the lovely on duty staff. Imagine my surprise when The Usual Suspect turned up, after the day before specifically changing his Maybe attending status for the event to Not Attending. He’d changed his mind!

WTF?!

Gavin arrived with news that Jonathan was going to be late.

So instead of starting a game of Lords of Waterdeep, we cracked open Coup.

I blame Game the Game on YouTube for me throwing Coup into the bag. They had recently put up two episodes of it being played (base game and with the Reformation expansion).

I could have thrown in the Reformation expansion. But considering that the majority hadn’t played before I stuck with the core game.

After losing the first game, Jonathan arrived just in time to join in for the second. Which I also lost.

Our main game of the evening was Lords of Waterdeep. Which hadn’t seen table time for two years. It was long over due.

It was lucky for The Usual Suspect that I also had the expansion with me so it could support 6 players. But to do that I’d have to use one or both of the expansions. I went with just mixing in the Undermountain expansion.

It’s the logical expansion to go with when two thirds of those playing hadn’t played the game before. It doesn’t introduce anything new to the game mechanic wise. You basically get three new actions spaces, and some more intrigue, quests, buildings and lords to shuffle in. Unlike the skullport expansion that introduces corruption, and just over complicates things for the first time player.

So after setting up and explaining the basics of the game, we set off recruiting adventurers, completing quests and hopefully expanding the influence of our secret lord of Waterdeep.

I managed to get the win. Not my best score. But I broke the 100 barrier, so that was something.

Everyone but The Usual Suspect enjoyed the game. But I’m beginning to think he’s not a worker placement type of person. His plays are sub optimal. Like giving me a mandatory quest on the final round, when I had no open quests left. And no intention of getting another one. His optimal play would have been anyone else but me. Because they all had quests they could complete. It’s something I’ve noticed with Viticulture as well. And we won’t mention the Stone-age debacle. There is something about worker placement not clicking there.

Anyway another great evening of gaming.

Games Played: Coup, Lords Of Waterdeep

I can’t stand it, I know you planned it

Mid week I got a pleasant, but big surprise, when my Kickstarter copy of Sabotage arrived.

I really was taken aback when the delivery driver handed over the package. It was massive. I had not been expecting a game this big.

When I opened the box and looked inside you can’t help but be bowled over by the high production values of this game. The 20 cardboard tokens are really thick, chunky things. Probably twice as thick as ones I’ve seen in other games. Which translates to a satisfying feel when holding them. The inclusion of two game trays, the really cool minis. I think the only company that equals this sort of quality is Stonemaier Games. These two companies are setting such a high bar for others to match.

Although there is a minor blemish on the Sabotage production, there is a misprint on a character card, and text missed off the spies player boards. Plus some boxes don’t fold out fully when used. But stickers are being sent out to correct this. Along with a video showing how to correct the box issue.

It took me a couple of days to get my head round the rules. Which involved a few readings of the thin rule book, looking at the official FAQ, watching YouTube videos, and reading the odd bgg forum post. So I think it would be fair to say that the rule book isn’t the best. Although the little first turn booklet is a nice touch.

Once I was happy with how the rules worked in my own head I felt confident enough to ask Jonathan if he fancied a learning game of Sabotage.

Friday evening then was spent at The Luxe with a bunch of heroic spies attempting to foil the evil plans of a gang of ruthless villains by trying to infiltrate the villains lair and destroy their doomsday devices.

Jonathan played the villains, whilst I played the spies.

The game trays make set up so quick and easy. You just hand the players the relevant tray and they have everything they need.

Boy does this game have table presence. With the box between the players acting as a screen this takes up a lot of space.

This game is either a 1v1 game where both players play 2 characters each. Or it’s a 2 player co-op once the app is out, or finally it’s a 2v2 game. Although the 1v1 option isn’t explicitly mentioned in the rules, and is an assumption I made that made sense.

The main mechanics of this game are a battleships/hide and seek/hidden movement type thing, and programmed actions. Which combine really nicely.

The round structure is simple, roll dice, plan actions, take actions, clean up. Which is nice. And it flows really quickly.

Both sides are asynchronous. The villains earn extra dice to use for actions in a different manor to the heroes, and they gain more powerful action tiles differently too. What I like is that both sides have a way to mess with the other player and get rid of those extra dice the other side are using.

Each character feels unique, having a core set of action tiles, but then unique more powerful ones to obtain.

I like that when you take actions you are giving out partial information. Some actions don’t get announced, just performed. Whilst others you announce the action name and that’s it. The other player then has to guess what you did for that action. Take for instance the spies move and scan action. The spies don’t declare the move part, but they do the scan. The area you scan, either a quad, row or column gives the villains a clue to where the spy is. But the problem is a scan action may not be just with the move. There is an action that just scans, and can be any where on the board. So it could be misdirection also.

So you are getting this incomplete information all the time. That you are trying to base decisions on. I like that.

In away Sabotage reminds me a bit of Spectre Ops, but with both sides hidden!

I liked the game, it’s fun. Would like to try it with the app, and 2v2. But it worked as a 1v1.

Luckily for the world the spies narrowly managed to disable to doomsday devices and save the day. Which means I won.

Oh the title of this post, it’s the first line of the song Sabotage by the Beastie Boys. Predictable I know but it had to be done.

Grifting in the foothills!

So last week I did get to play some games.

Last Tuesday I finally got Grifters:Nexus to the table. With my friend Nathan being the unfortunate individual coerced into playing.

Grifters: Nexus is the stand alone follow up to the original Grifters. Although they can be combined, and they rule book explains how to do this.

So what does Grifters:Nexus bring to the table? For starters “15 new specialist cards, new mechanisms and a new job card system.”

Naturally the theme remains the same, you are still running a criminal gang in the Dystopian Universe (also shared with Coup and The Resistance) pulling off jobs. The cool down mechanic is still there (which I really like) as is the handbuilding and set collection.

The art is fantastic. I love the art, the characters feel gritty and dystopian.

The job cards are now organised as an inverted pyramid. Which takes up a bit more table space. You can only complete jobs that are completely uncovered. I prefer this to the original piles of jobs. Not all the jobs get put out each game. So this impacts the number of cards that can be collected in a set, and the sets available. It gives a bit of variety.

If I had one complaint it’s that the rule book needs a keyword/mechanic section that explains how that keyword/mechanic works. It wasn’t exactly clear how the abduct mechanic worked from the card itself. But I did manage to work out what was meant (take a random card from an opponent’s hand).

You now have the option when stealing to take the money from either the opponents stash or if they have a specialist with money on them in the hideout from that specialist.

Grifters: Nexus is an enjoyable game. If you liked the original you’ll like this.

I narrowly got the win. Nathan liked the game also. So much I believe he might of added the game to his wish list.

Friday saw Jonathan and me at The Luxe for some gaming. After getting a sneak peek at a game prototype he’s working on, we played Foothills.

Foothills is all about building railways in Wales. Oh and getting the most victory points!

Each player has 5 double sided action cards. On your turn you select a face up action and do that action. You then flip the card, which makes a different action available to you. The nice thing about this is that the mix of actions are not the same for each player. The actions you can take allow you to gain resources, clear subtle, build tracks or stations, use unlocked action spaces or put an action card in front of you in a scoring pile.

Apart from scoring points for clearing a space with rubble on it, or building tracks and stations the end of game bonuses you score are taken from your personal scoring pile. No cards in the pile, no bonuses. So you have to time when to add an action card to the pile. It does get replaced by an action card from a generic supply. But the two sides may not be as sweet as the card you just replaced. Or the scoring bonus might not be as much use.

As a two player game I liked this a lot. It does need space to play. Which we nearly didn’t have enough for on the table we were using.

Ours was a close game, with John winning by a single point, after he got his maths right that is. Otherwise the gap would have been bigger!

Games Played: Grifters:Nexus, Foothills

Fenland Gamers August Monthly Meet-up 2019

“Do we have a venue this month?” asked adult man child Gavin (he will give me grief for that. Oh wait he already gave me grief on the Wednesday).

Such an innocent question. But relevant.

The “refit” at The Luxe has been a tad longer than the estimated 1 week when it was started at what now seems an eon ago. So we have been improvising with using a local school on an adhoc basis. But it’s use is reliant on a club founder/member.

It also helped remind me if we had a positive answer to the question that an event needed setting up pretty quickly.

After a group messenger chat between Gavin, myself and Jonathan we had a venue for the Monthly meet-up. It was time to get the word out to club members.

Wednesday evening, Jonathan had unlocked, and was ready for members to arrive. But he’d forgotten one important thing on Monday when he answered in the positive. No kids at home, meant his partner was expecting to go out. You know, be adults for a rare occasion. Apparently playing board games isn’t on the radar for going out. Hopefully Jonathan wouldn’t be residing in the metaphorical dog house too long.

Not long after my arrival. Katie and the usual suspect arrived.

Whilst waiting for their other members to arrive we started a game of No Thanks! I made a major boob at the start of the game, I hadn’t realised Katie hadn’t played before! The number of games we have played and with who, I had just assumed we had played the game with her before. So after a quick run through of the rules play started.

While we were playing the other members arrived. One of whom bought a very pleasant surprise with them. That surprise being in the form of Ice Blasts, packets of sweets, tea bags and coffee for those that wanted a hot beverage. Wow! Colour me grateful and impressed. So I think a big big thank you is in order for Nathan and The Luxe Cinema for their generosity.

The new arrivals formed a second play group and after some chat and a sushi supper for a couple of them , started playing some games (and you can see which ones at the end of this post along with some photos).

After 2 games of No Thanks! the honours where shared between The Usual Suspect and myself.

Our groups second game of the evening was Men at Work. Which Jonathan had tried at UKGE and liked so much he bought a copy.

Jonathan and I disagree about this game. But there is also some common ground. Which is we both think that the game is fun. Where we disagree is that I prefer Tokyo Highway. I think Tokyo Highway is more tactical. And I enjoy that element more.

Don’t get me wrong there are some nice extra elements to this game. Such as the deck of cards that control what action you have to do on your go. Some of the actions can be quite fiddly. Basically you are either placing a worker or a girder on your go. But placing that worker could be made more complicated by the fact you have to also balance a brick and/or a steal bar on that worker. The cards also tell you the colour of girder(s) that you have to use as well. So the worker may have to be placed on only a white girder on your turn.

I like how you have 3 lives, that you track using little card board contract tokens. You lose a life if anything touches/falls to the ground on your turn or you control the building site. As soon as something falls off, control passes to the next player, you lose a life, and the next player has to clear up the debris before they can take their turn.

Not sure how I feel about the bonus point mechanic, that kicks in once a particular card appears in the deck. You earn these points for adding a new highest point to the structure.

The records show that Katie won this without losing a life. She was the last one standing.

Our next game was a blast from the past, a game that hadn’t seen the table for 3 years. That game was Traders of Osaka. It’s still a good game. I still think that the payday scoring is over complicated. But from last place The Usual Suspect managed to grab the win with a couple of really well times paydays that saw him grab lots of victory points.

Whilst the others played Throw Throw Burrito (it looks a very exhausting game, and not my cup of tea), Katie and I played Penny Lane. For much of our game Katie had the lead on victory points and I thought I was going to lose the game. But I did manage to catch up and trigger the end of the game. My last action was the top decking of a building that allowed me to complete a victory point icon, taking me to 11 points. Katie sitting on 8 points at that moment, managed to then grab a final 2 points taking her to 10. Talk about lucky. I basically top decked the win with my last action.

Thanks to Nathan I can share some of his photos that he took from the evening as well.


A great evening, I think everyone had a good time. Once again a big thanks to The Luxe for their generosity for providing the refreshments for the evening.

Games Played: No Thanks!, Men at Work, Traders Of Osaka, Penny Lane

Games Played by others: Get Bit!, Dead and Breakfast, Throw Throw Burrito

Conquering Galaxies

The draw back of gaming at Spoons on a Friday evening is not only is it busy, but also noisy. However that is the situation Jonathan and I found ourselves in for a bit of light two player gaming.

Naturally the tables at Spoons are suitable for drinking, but not really for gaming. So our gaming options were limited. Which isn’t a problem we have plenty of two player games that don’t require lots of table space in our collections.

Our first game amongst the Friday evening drinking community was Tiny Epic Galaxies. Records show I hadn’t played the game for 2 years.

After refreshing our memories, play commenced. Earlier in the week Gamelyn Games announced there will be a week long Kickstarter soon for Ultra Tiny Epic Galaxies. The second Ultra Tiny game they will have produced.

Where as I could see Ultra Tiny Epic Kingdoms being suitable for the further miniaturisation. I’m not convinced that is the case for Galaxies. And my main reason for this is the dice. I just can’t imagine rolling little wooden cubes as dice being a pleasant experience. I tried rolling the cubes in the game and it was horrid.

I think Tiny Epic is the smallest this game can and should go. And it’s why I won’t be buying backing or later buying the Ultra Tiny version.

However I still really enjoy this game. It was nice getting it back to the table. Made even more sweet with getting the win.

Our next game of the evening was Hanamikoji. This really is such a nice game. It’s a favourite of both of us.

This game is so underrated. And is so simple and fast to play. We knocked out 3 games in a row. Which were 3 wins for me.

Jonathan and I had chatted, enjoyed some games. But after about an hour of gaming we called it a night. Jonathan hadn’t been feeling great for a large chunk of the day. So I was fortunate that he felt able to come along in the first place. The less than ideal environment didn’t help.

I’m definitely getting old, because some of the young ladies did not look old enough to be in an establishment that sold alcoholic beverages. But it’s so hard to tell the age of some-one these days.

But despite that realisation and feeling my age. I had a brief but great time with a great friend.

Games Played: Tiny Epic Galaxies, Hanamikoji

Building streets and trading goods

Earlier in the week, might have been Monday actually, Penny Lane drop through my letter box.

I had asked Jonathan if he was free to get a learning game in. But events at work mean that was not going to happen. So yesterday afternoon I was pleasantly surprised to get a call asking if I wanted to meet up in the evening for a drink and play a game.

So we both met up at Spoons to play some games and enjoy a beverage or two. First up on the table was, you guessed it Penny Lane.

Penny Lane is designed by Justin Blaske (creator of Mint Works) and Mel Primus. I don’t usually mention the game designer in these little “five minute” reviews. But it’s kinda relevant really when we look at Penny Lane.

When I was looking at the rules initially after it arrived my first thought was this sounds a lot like Mint Works. Which when I checked can be easily explained. As I pointed out above one half of the design team for this game was responsible for Mint Works. So that would explain it.

But Penny Lane isn’t just a larger, prettier Mint Works.

Although the game plays the same. There are a couple of additional mechanics that expand the game and tactics.

So the theme is you are trying to build the most prosperous city avenue.

There are two phases to a round. The action phase and the upkeep phase. In the action phase players take actions until all players have passed consecutively. Then in the upkeep you check for the end of game conditions, tidy up, and gather resources.

The actions you can do are determined by the 8 cards that make up the Main Street. The majority of the actions require coins to activate the action, whilst a couple of them require a worker to be placed there.

The new parts that lift this game above Mint Works are to do with the worker meeples and the tableau building.

Some of the buildings you can buy come with workers, and some buildings need workers on them to activate the buildings abilities. Those that come with workers once the worker has been moved to another building to activate its ability reveal a victory point. But you can’t just move workers willy nilly. You need to spend 2 coins on selecting the appropriate action on the Main Street.

Buildings also have links on them. There are two types of links. Money and victory points.

As you can see in the photo above the links on the building are only half of the icon. If when you place the building complete an icon you get what it represents during upkeep.

If your lane has 10 victory point icons in it, made up from completed links, revealed worker spaces or building abilities, or buildings that just have victory points on them the end of the game will trigger at the start of the upkeep.

Otherwise during upkeep you get a coin for each completed coin link, card ability that generates them.

So you are having to not only think about what the building does, but also what links it has and where you will place it in your lane.

The additions are nice and add a little more depth to the game. But not so much that it slows the game down. Penny Lane still plays quickly.

So what are the bad points of the game? Well they are production,graphic design ones that are minor in the grand scheme of things.

For instance some of the Main Street cards have a little top hat symbol on them which indicates which side is used based on the number of players. The size of this makes the number unreadable! Why they just didn’t just make it a bit larger and more readable I don’t know. Or just put the icon on the side that is used in a 2/3 player game I don’t know.

The none standard card size used for the Main Street cards is annoying. I was able to sleeve the building cards no problem. But the Main Street cards are approx 10mm too tall to fit in 70mm by 110mm sleeves that I had on hand. Why not just go with the “standard” digit card size? The player boards only thing I can think for them is to laminate them.

I’d also liked to have seen the Main Street cards thicker, or even cardboard. I did notice one or two of the cards warp on the table. So they will have to be sleeved. I’d have liked to seen the player boards use thicker card stock too.

If you like Mint Works you will love Penny Lane. Jonathan and I both really liked this. I’m going to go as far as to say it replaces Mint Works for me. Ok the box is larger. Not by a great deal. Still very portable. But I like the little extra it brings to the table. It’s fun. Quick. And scratches that worker placement itch when you don’t have that much time. Hopefully this will get a bit of buzz when it hits. It deserves it.

The history books will record that I won both of our games.

Our final game of the evening was the classic two player Jaipur. That after a very close first round where a point separated us. Jonathan widened the gap he had and won.

A great unexpected evening gaming. A fantastic way to end the week.

Games Played: Penny Lane, Jaipur