Category Archives: game night

game night

skullduggery at the angel


Yesterday evening despite the earlier news that just shy of 52% of my fellow countrymen were gullible sheep that believed the fud of the mass media of the country and were talked into self harming, the evening of gaming at The Angel still went ahead.

Jo was at the Angel when I arrived, so after getting refreshing beverages I introduced her to the ccg/lcg experience by teaching her the gateway drug of Epic.

We used two pre-constructed decks using the suggested deck lists for the demigods (Kickstarter stretch goal cards) Riksis, Dancer of Destruction (Jo) and Shadya, the Shadow Walker (me).


As you can see the demigods also have a special ability. Did we use them? Nope! 

I like to think of these decks as the Epic version of the dueling decks for Magic. Having pre-constructed decks available other than the mono colour ones I think makes for a better experience. The mono is there if you want to play that way. But I prefer these decks. Also pre-constructed decks allow you to jump straight in and teach the game, without the overhead of explaining drafting and the other player not knowing what the cards do, combos etc. 

Without my playmats there, scoring was done using the awesome free Epic Score app. Hence no photos of the game being played.

Jo took an early lead delivering some damage to me. But after some exchanges between our champions I was able to get a wind to deliver some damage of my own, which would prove fatal and give me the win.

During our game Debbie arrived, so with Epic finished Batman Fluxx hit the table. We made reference to our last marathon game of this and the Eric Sommer house rule of stopping at the half hour mark if it went on that long. 

Our game was pretty quick, in fact it was still the basic rules of draw one, play one when I won.

Jonathan arrived at that point, so we played another game of it. 

This time it went on a little longer, and I was looking at another victory that relied on me being able to play three cards in the correct order on my go. Jonathan and Debbie took their turns,  I was still on to be able to win. To get in Jonathan’s mind and show him how he could have won, I pointed out if he had zapped Bane in front of me he would have won! Then Jo threw a spanner in the works by resetting the rules back to basic ones. I was stuffed. No way I would be able to take three turns to get the win, the game changes so much between turns. I needed a card that would allow me to play more than one card this turn. I draw my one card. OMG I’d top decked the perfect card to give me the win, Play All! I play the card, the win was mine, I just had to play the three cards in the correct order. Steal Batman from Jonathan,  get rid of Bane using his ability, play my keeper, play the goal to give me the win.

Jo abandoned us to go have a KFC with her boyfriend! Really? Choosing the abysmal local KFC over gaming with us! Wow that stung.

Batman Fluxx was followed up with intrigue, skullduggery and bluffing when we played Council of Verona. 

I thought I had a good chance of Romeo and Juliet being together because I had them both, plus I had two cards that allowed me to move cards. However my plans were thwarted by Jonathan who split them up after I had played my last card. I was scoring nothing. Debbie took the win after we explained to her how she should have used her last cards ability to swap two tokens to remove Jonathan from the scoring and give her two scoring opportunities.

We played a second time where Debbie decided to use a unique tactic of not using her tokens! This time my plans worked  and I won. 

There was a final game but using the poison expansion. This was a first for us. I liked what it added to the game of that extra bluffing. Had they just tried to poison your scoring opportunity or were they trying to jump on the bandwagon? I was in that exact situation with Jonathan on Romero. I played an antidote token to counter a possible poison one. My final placed token was to poison Jonathan’s scoring opportunity. Still Debbie didn’t play any tokens!!!! 

Once more luck was on my side and my plans were victorious.

The final game of the evening before Jonathan had to rush off to the Jolly Fryer to take a fish and chip supper home for the family, was Harbour. 

Jonathan had never played this before, despite once owning it. 

Our opening buildings to buy weren’t very good for a first game. So upon a group concensus I dealt six new buildings. 

I like Harbour, it is a nice little worker placement game. Although the changing market place isn’t to everyone’s taste, it is one of the mechanics I like. It forces you to be aware of what the other players are doing, who is close or about to build, and changing your own supplies to ready for the new market place. Plus in this game there were a couple of cards that allowed you to manipulate the market place. Which lessened the impact of some one building a building.

Having the one worker can be frustrating because you want to do more than one action. But it does force you to make hard decisions about which action you really really want to do.

Jonathan triggered the end game, and with my last go I was able to build a final building snatching me second place. However Jonathan ended up being crowned the new Harbour Master. 

We will be playing this again soon so I can win my title back. I do like these social media bragging cards.

So with the evening of gaming over. We went our separate ways, with me hitting what is fast becoming a part of the evening Jonathan’s favourite kebab shop down Norfolk street for my supper.

Another fun evening of gaming, looking forward to next weeks.

 

I rolled for the Galaxy 


So last night at the Chatteris Warlords after playing a two player game about a year ago with Nath, I finally got Roll for the Galaxy back to the table.

Once more my experience of the game was a two player one. I really must get this to the table with more players to see just how much the experience differs.

We both for a few turns didn’t have much of an engine to bring in money to buy more dice from the citenzary. Which meant I was stuck recruiting one or two dice at a time, and exploring/developing one or two point planets. I did manage a four point one! My tenth planet is one I wished I’d gotten much earlier in the game because it gave me a dollar/credit each time I developed/explored a planet.

In the meantime my opponent was scoring higher valued planets, and was producing a yellow planet which she shipped to get six dollars/credits. My only saving grace was she was conservative spending the money, and only buying three dice at a time. 

I hit the required twelve developed planets in my empire. Game over. But had I done enough to win?

We totalled up our scores and by the skin of my teeth I’d won! 

If my opponent had developed one more planet or had not had one of her starting worlds with no score, we could have been looking at a different result.

Thinking about the game now after the fact, I should have at least attempted to produce on my planets to increase my income. I wasn’t rolling more than three dice at a time. Which is shameful I think. I’m going to have to work out why I don’t do it. Is it confidence?  I like the game, I’m just not great at it. Well it is my second time playing.

I’m the Guild Master


Last night saw Debbie, Jonathan and myself manipulating the little people to try and become the Guild Master (TMG why isn’t there one of those social media bragging cards in this game?)

I’d not long gotten over my battle trauma from watching the brutal episode that was episode nine of A Game of Thrones. 

For me our game had started while we were setting up. I took seven points off the table straight away by picking the side of the Beagle card that gave guild cards instead of that massive point boost.

My guild card was going to give me a bonus based on how many livery men I had in the guild hall at the end. So I needed to make sure I bought more livery men.

Jonathan as I did in our first game took an early lead playing instant point cards and held that lead until the last two turns.

While the other two were building up to take over guilds I took an early two point guild unchallenged, grabbed five out of the six neutral livery men. Initially I was going to be very aggressive with these, but a guild card put an end to that when it gave me a point for each one I had at the end. So I was just going to sit on them.

This was to work to my advantage because Jonathan started to over commit livery workers to try and win guilds, just incase I used the neutral livery men to deny him.

It even worried Jonathan when I let him score a four point guild early on. Mind games folks.

With the guild that gave me the win if a tie happened when resolving a guild, I was basically set.

I stayed within reach of Jonathan until the last couple of rounds, where I over took him points wise. Debbie was trailing but I was concerned she had a load of guild cards. It was possible that she’d be making an end game surge scoring them.

It was funny because Jonathan trying to grasp points in the last round threw six points away to score four! He was feeling the pressure.

End game scoring saw me sail off into the distance, while Debbie narrowly came last by a point. Which if not for one decision in the last round, which was advised by Jonathan and myself because we thought that was the optimal play at the time (not knowing her guild cards), would have seen her second.

A great second play of the game. It was less mean with me sitting on the neutral livery men, Jonathan’s tactics failing, mine working. Looking forward to the next game.

Tanks and FEG@TA

Friday afternoon saw me at my FLGS The Hobbit Hole picking up some supplies. Whilst there I caved and got Jonathan (the store owner) to give me a demo of the newly released miniatures/war game Tanks: Panther vs Sherman.

Basically Tanks uses a cut down version of the Wings of Glory/X-Wing system. It uses just a single movement arrow that can be used in any direction, in stead of the multitude the others use.

In our demo game I was Brad Pitt in Fury and a n other tank, while Jonathan played Rommel in the Panther. Apparently according to the scenario we were recreating an infamous tank skirmish by a heroic German tank commander. Which apparently was more Nazi propaganda than reality.

Anyway I tried to distract the panther with one Sherman while trying to attack with the other. The panther took out one of my Sherman tanks. I liked that the destroyed tank stayed on the playing field turning into more cover to be used. The destroyed tank also gets a dying last attack. In this case it didn't do much.

Our tank battle came down to close quarter trading shots. I had inflicted some damage to the panther, and the dice liking me more than Jonathan (only just) allowed me to survive repeated shots. But eventually the panther got through and delivered a killing shot. With my dying last gasp shot I delivered two critical hits that also destroyed the panther. The game was a draw.

Tanks is £18 of the realm. Which gets you everything you need for two people to play. You can buy more tanks for the game at £7 each.

When you compare this to oh say X-Wing, yes it's cheaper. However for that extra in X-Wing I get some nice painted models, that I don't have to cut off sprews, assemble and then paint.

I'm not sure who this is aimed at. None war/miniature gamers? If so then the whole cutting, gluing and painting is a major no no in my opinion. It's definitely a big minus for me. If it's aimed at the war/miniature gamers then I can't help feel that this is too light for them.

I think that the demo playmat the shop has should come with the game. Or at least be available as an addon for around a tenner.

The rules are very simplified. Especially the movement side. They have got rid of the simultaneous revealing of movement with the dials. Which gives an advantage to the player driving the panther, because the Sherman's move first, attack second. Thus the panther can move taking into account the actions of the Sherman. So to snatch the draw I feel was good. I also feel this is a weakness of the over simplification.

There are already addition tanks you can buy, plus there will be organised play support, play mats, etc.

Tanks is enjoyable, quick to pick up, however for me the models and having to build them is a turn off.

At the weekly Friday evening gaming at The Angel Inn this week it was super awesome.

The evening started off with a game of Love Letter Batman which my friend James and I introduced the barmaid/landlords partner. James took an early three point lead, before I heroically came back to get the win. Our second game saw Jonathan join us. James and I took a couple of early points but the game ended up being a battle between Jonathan and the barmaid. Jonathan held on and threatened to win, but in the end the barmaid won.

The end of the game was perfectly timed with the arrival of a new club member, but friend of Jonathan's Jeff.

Our next game was a four player game of King of New York. James committed suicide trying to brave it out in Manhattan so that he could get home to his luxurious bachelor pad. He had an early start in the morning to try and get a limited edition Clash vinyl record from the local HMV.

In the end it came down to Jeff and me trading blows, with the advantage firmly in my court. An advantage I wasn't going to give away, giving me the win.

Our next game of the evening was the totally under the radar game, that deserves its place in the sun, Bohemian Villages. After a run through of the rules for Jeff, the three of us (that's Jonathan, myself and Jeff) started placing our meeples in the villages.

Jonathan stormed to a new personal best score and comfortable win of 66 points, while I claimed second with a score that just missed equally my own personal best by one point. One point that I could have had if I hadn't forgotten to take it near the start of the game. Jeff got a very respectable score of 36 points for his first time playing.

Our final game of the evening was a new favourite The Great Heartland Hauling Co. The usual blocking of locations took place as people moved onto a location you wanted to go to. In the end it all came down to who could do that final bit of business to push them to the forty points needed to signal the end of the game. Which just happened to be Jonathan this game. After final tallying of scores Jonathan took the first place honours, closely followed by Jeff, with me hanging out in last place. Between first and last place the point difference was five whole points.

We had a great evening gaming. Don't forget anyone can turn up to play. So if you are at a lose end why not come along?

 

Guildmaster

Wednesday saw Jonathan, Debbie and myself meet up to learn how to play the new Tasty Minstrel Games game Guilds of London. A game the yanks don't have at the moment.

Jonathan and I bought our early copies at the UK Games Expo (yes I still have to write about that), where the designer Tony Boydell had a limited supply of early copies to sell.

I'd read the rule book once about a week before hand. Tom Vassel had also just put his review up of the game, and spoken about it on his podcast. It looks like Tom and myself agree on the rule book, that it could do with a little work. For instance it starts talking about Masters however you have no idea what a Master is, until much later when they are discussed.

For those that can't be bothered to read any further Jonathan and I both love the game. If you have already watched Tom's review. I think I agree with the points he made about the game.

There is a lot of iconography, which because of the pace of the game didn't really get in the way, the two reference/cheat sheets helped. Although TMG could have been more generous and provided four of these. I know I have complained about the iconography in Cthuhlu Realms getting in the way. With the pace of the game having to decode the iconography on the cards did get in the way of the game.

For a “euro” style game this is a pretty cut throat game, especially when it comes to negotiating the majority of a guild that needs resolving. But it's fun. Also it's possible to get combos going with the cards, and also when resolving guilds. Debbie was really pulling this off during the game, and did this this better than Jonathan and myself.

For the majority of our game I had the lead points wise upto the last two rounds. Unfortunately I didn't build up enough of a cushion to hold off late surges of point scoring from the completed guild cards during final scoring. I went from first to desperately holding onto second by a single point.

Back to the manual when we had to do the expand/growth phase and add more guilds to the board, the first additions were easy and just like the example in the manual. Come to the second time we had to do it, it was less clear where we laid the first tile for that growth.

I did like the variable second place rewards, these will be different for each guild everytime you play. Adds that bit of variety each game, and sometimes you want second place more than first for that reward.

There is so much to love about this game. I'm looking forward to playing it again.

 

A Short Post About Tuesday

Tuesday at the Warlords Chatteris club night saw some games being played by others.

However I did get to introduce John (owner of my FLGS The Hobbit Hole) to Ashes Rise of the Phoenixborn.

After “quickly” constructing two decks from the suggested ones in the rule book (which is a nice touch) it was time for…

I was playing Saria while John played Aradel. Coming from a Magic background John picked up the game quickly.

It was cool forcing John to mill cards from his deck. But I just wasn't doing it quick enough to have an impact on Aradels health. Although it was reducing his ability to do stuff like focusing ready spells.

However John ended up the victor. He enjoyed the game. But enough to start promoting it in store? Not yet. I'm going to have to arrange with him a demo day.

We did open up one of the OP kits I've got in for the tournament at the end of August. Oh boy the first place prize play mat is beautiful. It's nice that they included a full colour glossy copy of the organising an OP event booklet (also available as a PDF on their website). It's miles better than the FFG one that goes in the FFG OP kits.

I also have a load of these dice pool position cards from DriveThrough Cards done by an Ashes fan (can't remember who) to use at either a demo event or the OP in August. There might be enough for both actually.

So watch out for a demo day for Ashes at The Hobbit Hole either July or early August.

 

Pandemic Legacy Season One Finale

Monday saw the Gang of Four get together to attempt to get a win for the final month of December. Would it take both attempts? Would we even got a win? Our track record hasn't been that great so far, the game really has been owning us.

With the board setup, the three remaining objectives out, and looking at only having to complete two out of the three, we might just stand a chance of ending the game on a high.

Debbie read the mission brief for December. Our current objectives were all of a sudden the old torn up objectives. We now had two new objectives, one of them we had to find a stock pile of the CoDa virus hidden in all places Atlanta. Wow a final curve ball.

Debbie had swapped out her character for the virologist. Which with mine meant we had the characters good at curing the faded and vaccinate the faded cities. And that was to be our main task.

We focused a lot on locating that hidden stock pile. We were getting close. But we got washed away with tides of pandemics. The game had smacked us down once more, reminding us who the boss is.

With the board reset, this was it our final chance of going out with a win.

Debbie and I divided the globe for dealing with the faded, and vaccinating the cities. Matt and Jonathan were to control the virus outbreaks, AND find the stockpile.

Naturally Debbie and I helped out where we could. We found the stockpile. Phew one objective down. Plus we had found a cure. That helped take the pressure off. But we were burning through the player deck.

We had a win in sight. But did we have enough time? There were five cards left in the player deck! Debbie would be able to do her part of the plan to win. That accounted for two of the final five cards. Then it would be Matts turn, another two cards gone. If I couldn't do my part of the plan we'd lost. But I executed our plan to perfection. I vaccinated our final city to grab the win. It doesn't get closer than that.

We totalled up our score for our play through and ended up with a final score of 448. Not in the lowest bracket, so a little relief there.

Final thoughts…

So first up we got twenty plays out of this game. So for a £45 play through once legacy game, I think we got our monies worth out of the game. I know some suggest you can then use your final board and play the game as a regular pandemic, but with that personal touch. But I'm not sure I'd do that. I might give it a try.

For us we thought it was a bit on the mean side. Several times with victory in sight we managed to snatch a defeat.

Loved the story element of the game, and the new bits they threw in like the faded, vaccinations and searching. And the little faded figures, oh they are sooo cool. I thought the little vaccine pills looked like amber ants eggs. Not sure about the road blocks, we didn't really use these, the quarantine tokens I liked. The different building types were a nice touch.

I have to admit when I had to tear up my first card in the game I was a bit hesitant about it. But by the end I quite enjoyed it.

Overall I loved the whole experience of the game. It really worked. The plot twists, even when my character turned out to be a traitor and was gone from the game, were cool. Our issue as the graph above shows was the getting together to play.

I can't wait until Season Two, and see where the story takes us.

 

Rolling Dice on a Friday Evening

August will see me hopefully back in full time employment! Assuming everything between now and then goes to plan.

Which means I was spreading the good news to my fellow fenland gamers at the weekly Friday Evening gaming sessions at The Angel Inn.

If Debbie had arrived earlier we would have had a first play of New York 1901. However Jo and I were just about to pack it away as she arrived because there would not have been enough time to play it before Jonathan was due to turn up.

Instead we ended up playing the classic Age of War. Debbie took an early lead, that was soon closed and over taken by Jo. For me it was another chance for the dice to continue showing their contempt and hate for me that they started on Wednesday at the monthly meetup. The dice even gave me a glimmer of hope of at least not coming last, but firmly shut that door in my face. Of course Jonathan and Jamie arrived just in time to help rub salt in the wound of being last.

We followed up my glorious defeat with a five player game of Forbidden Island. Yes we know it's four players maximum, something we “stumbled” upon half way through the game as it was kicking our collective butts. Now Jonathan had bought this game at the expo after being told off by his eldest daughter for having traded his previous copy away. I had a copy sitting in my pile of shame. So despite having been defeated by another Matt Leacock game, we did get three of the four treasures before the helicopter landing spot sunk. Plus it's one more game removed from my pile of shame.

Our final game of the evening was a new game to me from Dice Hate Me (and at the the moment they certainly do) called The Great Heartland Hauling Co. I really liked this pick up and delivery game.

You move your lorry either by spending cash, which in reality you want to avoid doing because this is also your victory points. Or by using any fuel cards in your hand. The nice touch is you can't mix and match cash and fuel cards to move. Plus fuel cards range in value from one to three. You have to move as the first thing you do. So if you don't have fuel cards it's going to cost you points. However you may not have enough fuel cards to get to where you want to go, so you may have to spend cash instead. But if you were going to sell, will you be making a loss because you spent cash to get there? Some lovely decisions to me made.

Then there is the buying and selling goods. To buy goods you need a card of that good you want to buy. And the reverse is true to sell it. However if the good isn't a “native” good to the location you are buying at the cost of buy a good goes up by one. So to say buy three pork/pigs you would need three pork/pig cards or if it is none native the most you would be able to buy would be two at the cost of four pork/pig cards. The reason for this is the max hand size you can have is five cards. In fact you will always have five cards, because at the end of your turn you draw back up to five cards.

Luckily selling isn't handicapped by the “native” rule of buying. If there is a market for your good at the location, you may sell as many goods as you have in stock and cards for. Add the money to your score and start plotting your next delivery.

Once some-one hits thirty points, the other players get one more turn and its game over. Any left over goods you have are negative points and get taken off, and the player left with the highest score wins. Which in our case was Debbie. But the good thing is I didn't come last in our game.

So with the great evening of gaming over. Jonathan and I grabbed a kebab from down Norfolk Street before saying our farewells. I then went off to scoff my kebab in my car before seeing the enjoyable new X-Men movie at The Luxe, and take the mickey out of Nath there for his tv appearance earlier in the week.

Overall a great end to a good week.

 

June’s Monthly Fenland Gamers Meetup

It's been a real busy week, which has meant I'm behind in my rabblings about my rock n roll gaming life.

I'd missed Tuesday's gaming session at Chatteris. I'd made the call that I needed to spend the time finishing off my lesson for the following days one hour micro teach I was doing as part of an interview I'd had for a job of a localish college. The previous micro teach had been a bit of a flop because of the setup process of the software we were using for the lesson. But I'd been given a second bite of the cherry thanks to impressing enough during the interview I had. I didn't want to muck up this second chance.

Wednesday was the monthly meetup of the Fenland Gamers. I was feeling pretty good because I felt I had done a pretty good micro teach that morning. The extra prep had paid off.

The monthly meet was really well attended. We even had cookies from my official cake maker Doreen to devour while playing. And yes they were every bit as good as her scrumptious cakes. One day I hope Doreen comes along with Sam to get the standing ovation from the club she deserves. Oh and to try some cool games.

Because of the great turn out we split into two groups to play games.

In our group we started off playing King of Tokyo with the power up expansion. One of the bits of news, in fact the only bit from the UK Expo I heard about so far was the new fifth anniversary edition coming out of King of Tokyo. It's getting a make over of the art work, removing two monsters to make way for two new new ones. One of the new ones is the going to be the Space Penguin, which currently is very elusive and expensive to get, mainly due to having been a promo at events. So that market is gone. The card art is changing, including the back of card art, so no backwards compatibility with the current edition. Well on the cards you buy in game that is. However there are plans to release card sleeves so any promo cards you have can be used with the new edition. Plus there is talk of an “upgrade” kit of the new monsters that current owners can buy also. Iello also said that the upcoming King of New York Power Up expansion will have power up cards for both King of New York and the new edition of King of Tokyo. Which I think is a clever move. It gets the power up cards for the new monsters out there quickly, so people can play with the power up expansion. Which lets face it adds to the game greatly. The final improvement is that the rules have also been made easier to understand!

Back to our play of the game, Gavin managed to knock out Sam and myself at the same time. Leaving himself and Katie to fight it out for the title of King of Tokyo. I was cheering on Katie to revenge me.

Katie and Gavin traded blows, until Katie took a much deserved points victory that Gavin was unable to stop.

While we had been knocking several shades of excrement out of each other, and causing incalculable damage and deaths to Tokyo (who honestly would want to be King of the left over rubble?) the other group were teaching Ticket to Ride.

The gaming groups stayed the same. Our group went empire building with Nations the Dice Game, whilst the other group decided to try and save the world from four killer diseases in Pandemic the Cure.

I got my butt truly kicked at Nations. My dice really did hate me. I rolled hardly anything I could use. My very first action of the game was a reroll. As everyone else was building up their civilisation, getting extra and swapping dice, I was struggling to do anything. Katie totally ruled the game and took an early lead that the others struggled to keep in touch with. I wasn't even in the running.

Yeah I was last, with Sam coming in third and chuckling that she had beat me. Gavin got closer to Katie than I expected but she still romped home to victory.

Another great evening of gaming, amazing cookies, and great banter (I know the girls Debbie and Jo enjoyed Sam delivering me my come uppance on the banter side).

 

Pandemic Legacy November play through

You have been warned…

As the Rock would say if he was in our play group “Finally we get back to Pandemic Legacy. Finally we are attempting to beat the month of November!”

Yes you may be detecting a little frustration with our recent lack of plays. With the finish line in sight I'm hoping our final session doesn't get strung out.

But let's be positive about this we did manage to get together to take on November.

The months briefing fore told of our imminent demise.

That was it, no new surprises, we didn't need to scratch off the card provided because we had already opened the two required boxes in previous games.

We had three objectives to complete, one of which was the mandatory find three cures, with either destroy two military bases, vaccinate six cities, or build three vaccination centres (iirc).

In the players deck we had three one time use cards that allowed the avoiding of an epidemic card, at the cost of raising the riot level of any chosen city.

With Debbie doing the initial infections, she somehow managed to get a lot of faded on the board. I, I mean we, may have given Debbie a little grief over this.

I started off with one of the one time use cards. Which after a brief discussion was used, so that when we hit the next epidemic card we'd have a bigger pool of cards to cycle through so it wouldn't be so potent.

With an early vaccination centre built, I was picking up vaccines to try and clear up some of the faded so they didn't outbreak.

Matt destroyed the two military bases giving us that objective early. We cured a disease or two, vaccinated six cities, even built the three vaccination factories, whilst also finding the third cure.

We did use a second one off card, which Matt wasn't too keen on, and boy was he adiment that he wouldn't use the third and final one that he had in his possession. Maybe we will be thanking him when we play December for his stubbornness.

Finally and I'm not sure why we have waited so long in playing this, but we pulled the nuclear option and used an unfunded event we had that removed a city from the game forever, it also removed any virus counters and faded on it too.

There were a couple of minor misplays, yeah you'd think we'd be experts by now. But boy did it feel good to have a win back on the record books.

One more month to go and then for the time being our adventures together in the world of Pandemic will come to an end.