Monthly Archives: March 2014

Foam Alone

Bitten by the foamboard bug, I’ve spent a bit of time over the last few days housing a couple more games in foamboard inserts.

Carcassonne, with Inns & Cathedrals and Traders & Builders expansions

The cardboard insert for Carcassonne is actually very good, with a perfectly sized channel for the tiles and a well for meeples, etc. It will actually happily hold at least one expansion in there, as well as the tile bag from Traders & Builders. However, just in case I feel like getting another expansion or four in the future (and in order to get some more foamboard practice in), I decided to go all foamy on it.

The standard base game box.

The standard base game box.

Lid off, rules (for base game and expansions) and score board are underneath.

Lid off, rules (for base game and expansions) and score board are underneath.

Under the score board, an inner lid holding the starting tile in pride of place (and the hole when you remove the tile acts as a useful handle to get the snug lid out). Take the lid out and...

Under the score board, an inner lid holding the starting tile in pride of place (and the hole when you remove the tile acts as a useful handle to get the snug lid out). Take the lid out and…

Normal meeples top-left, expansion parts top-middle, tile bag top-right. Next row down is the base game tiles (and 50+/100+ score tiles on the right), then the two expansions in the next row. Plenty of space for more expansions should I ever want them.

Normal meeples top-left, expansion parts top-middle, tile bag top-right. Next row down is the base game tiles (and 50+/100+ score tiles on the right), then the two expansions in the next row. Plenty of space for more expansions should I ever want them.

Suburbia with Suburbia Inc

I took strong influence from a foamboard design by Redditor Belryan and tweaked it slightly to fit the components in slightly differently.

The box.

The box.

As with Carcassonne, the rulebooks and boards sit just under the lid. This time, they act as the lid for...

As with Carcassonne, the rulebooks and boards sit just under the lid. This time, they act as the lid for…

...pretty much everything! Across the top we've got money and player bits. Lower down, on the left are the borders from the expansion, then round Goal tiles (split into base and expansion) and Bonuses and Challenges from the expansion, then three columns of hex tiles. Each column contains (top to bottom) the base game tiles, expansion tiles and the green/grey/yellow starting tiles for each suburb.

…pretty much everything! Across the top we’ve got money and player bits. Lower down, on the left are the borders from the expansion, then round Goal tiles (split into base and expansion) and Bonuses and Challenges from the expansion, then three columns of hex tiles. Each column contains (top to bottom) the base game tiles, expansion tiles and the green/grey/yellow starting tiles for each suburb.

Turn the box ninety degrees and lift out the tile and money trays to reveal the player boards (right) and player aids (left). Once you know the game, the player aids aren't even necessary, so they could stay hidden for a long time.

Turn the box ninety degrees and lift out the tile and money trays to reveal the player boards (right) and player aids (left). Once you know the game, the player aids aren’t even necessary, so they could stay hidden for a long time.

Again, I’m really pleased with how these inserts turned out. The Suburbia insert suffers a little from some slightly shoddy measuring on my part, so the lift-out tile tray is more of a wrestle-out tile tray and the borders are a tight fit, but it works. Plenty of room for future expansion tiles in A, B, C, Bonuses, Challenges and Goals. Just have to hope there aren’t any more borders.

I’m feeling adventurous now, so it might be Mage Knight next…

Chairman of the (Foam) Board

As any board game hobbyist knows, games generally don’t come with useful box inserts. The insert is designed to get the components from the factory to the gamer – via several legs of transportation – without damage. Once you’ve punched out the tokens, unwrapped the cards and sorted the wooden/plastic/ivory/whatever pieces into bags according to player colour, the insert is usually a hindrance to decent game storage and it gets hurled on the bonfire at the earliest opportunity.

With some games, that’s not really a problem, but when you’ve got a lot of delicate components that need to retain their ability to hold hidden information, you don’t want everything knocking around together and getting damaged. (“Ah yes, I recognise the back of that secret tile. It’s got a meeple-shaped dent along one side.”) And that’s where a bit of foamboard comes in.

Regardless of your feelings about Elder Sign as a game… this is a very, very cool foamboard insert by Maxime Verrette on BoardGameGeek (click the image to find out more).

Foamboard (a.k.a. foamcore – although I avoid that term largely because it sounds like a sub-genre of metal) is essentially a layer of plastic foam sandwiched between two sheets of thin card. It’s also the only material with which I’ve ever successfully carried out a DIY/craft project, so I’m a huge fan.

My immediate concern was Hegemonic. With all those lovely bits knocking around loose inside the box with metal coins, it would only be a matter of time before a card or sector tile got a telltale dent.

Here’s how things started.

I’d made some tuckboxes for the cards (bottom left), but they (a) were ugly; and (b) didn’t solve the problems for the rest of the components. I watched the Esoteric Order of Gamers’ videos on building foamboard inserts, ordered some A1 sheets of the stuff and got cracking. I laid the pieces out in the box and made a rough plan:

Look, I was raised by a doctor, OK? If no one else needs to read it, I'm not bothered how messy my writing is...

Look, I was raised by a doctor, OK? If no one else needs to read it, I’m not bothered how messy my writing is…

First step was the inner foamboard box. I decided to attempt to run before I could walk, making interlocking ends for the walls of the box. Not a great move, given that I ended up with worse piece-to-piece contact than I would have done with a straight glued corner.

This was probably the best joint of the four. Yuck.

This was probably the best joint of the four. Yuck.

I also learned the perils of cutting foamboard too quickly and at too steep an angle.

Choppy-choppy makes sloppy-sloppy.

Choppy-choppy makes sloppy-sloppy.

So that was two lessons learned within the first few minutes. But I had a functional box that fitted perfectly into the Hegemonic game box.



After that, it kind of just flowed naturally. I kept getting choppy edges if I wasn’t careful enough, but I generally got better at cutting the board. And I managed to fit in some nice little flourishes, like notches to make sure all the cards were fully accessible and easy to lift out.

So, from the bottom up, I present my custom foamboard insert for Hegemonic.

The empty insert. Notice the raised and shaped floor in the second compartment from the right along the top. You’ll see why it’s there in a second.

Galaxy board, sector hexes and cards in place. Technology cards are separated into two decks, for 2–3 player games and 4–6 player games. Same goes for the sector hexes (left- and right-hand piles respectively). Leader cards are under the action cards in the top-left well.

Remember that little notch under the middle hex well?

The cut-out neatly houses the Arbiter token and phase marker.

This lift-out tray holds the six sets of player pieces…

…and sits on top of the lower compartments when placed in the box.

The lid for the player pieces fits snugly into the top of that tray, while two separate lift-out trays of coins fit above the hex piles.

I deliberately chose to have two boxes of coins, so they could be lifted out and placed at opposite ends of a table for a large six-player game – less reaching means smoother gaming! I was also convinced that a single, large box had more potential to fall to bits under the weight of the metal coins it contained.

Snug lids fit into the tops of the coin boxes, while the player boards, scoreboard and player aids sit on top of the player-piece tray.

Another lid, including a small “buffer” piece to make the top of everything level.

The central galaxy board, rulebook and BGG printouts (teaching script and FAQ) sit on top.

And the lid goes on nearly all the way. Just a couple of mm in it.

So there you have it – a success! The main expense involved was that of time. The whole process took about five hours from start to finish, but time’s one thing I’m not really short of at the moment. I’m sure I’ll be making many more inserts over the coming weeks.

Spring 2014 Games Weekend

I was delighted to be invited by John Si (occasional Newcastle Gamers attendee and regular iOS Agricola antagonist) to his biannual gaming weekend away. Fifteen guys, a huge pile of games and 48 hours in a large building – how could I say no? Well, health reasons, yes. But I’ve been on a largely upward recovery trajectory recently, so I committed myself and trundled down to the North Pennines for what turned out to be a great weekend of gaming. I won’t go into huge detail about each game I played, but I’ll certainly relate a few highlights.

Looking back, I realise that I only played one game that was new to me (Saboteur), which is probably a good thing. It was while playing that game that I realised I’d simply run out of energy to absorb or retain information. I couldn’t remember who’d done what; I couldn’t even remember if I was a saboteur or not. It was a handy reminder that I still really need to pace myself exertion-wise, so that was the point that I dragged myself off for a nap.

Space Empires: 4X

This was being mooted just after I’d arrived on Friday evening and I knew the game well enough (from solo plays) to just jump in and get on with it. It’s entirely and unashamedly a hex-and-counter wargame (with a bit of exploration and empire-building on the side), so it’s not the sort of thing that gets played often at sessions like Newcastle Gamers; it needs the right players at the right time in the right place. We had the players; we had the time; we had the place. Ben and I kept each other in check rules-wise while attempting to convey the key aspects to new players Renny and Graham as we went along.

There’s a surprisingly different feel from the solo scenarios (or maybe it’s not so surprising…) when playing against three opponents. With everyone pursuing their own personal routes up the tech tree, it’s a real guessing game in the early stages, with wonderful moments of revelation when someone trundles into your empire and reveals what you thought was a scout ship… and it turns out to be a battlecruiser. One key aspect you need to get your head around is the sheer scale of the game: with most early-built ships moving just one hex per movement, you can send one out towards an enemy empire, confident in its awesome firepower and defensive capabilities… and by the time it arrives two or three rounds later, the opponent has teched up and completely outgunned you so your previously amazing battlecruiser is dashed against the wall like a spacefaring water balloon.

Nearing the end: my Red empire is pushing the "Bringers of Fear" fleet towards Graham's flailing Blue empire, while Renny's Yellow empire pokes and prods Blue's other border and Ben's Greens just kind of... sit there.

Nearing the end: my Red empire is pushing the “Bringers of Fear” fleet towards Graham’s flailing Blue empire, while Renny’s Yellow empire pokes and prods Blue’s other border and Ben’s Greens just kind of… sit there. This is the sort of game that inspires looks of awe, terror and respect from passersby. It has secret spreadsheets, for heaven’s sake!

I got a solid economic foundation early in the game, affording me the ability to level up in ship size by one level per round, until I was cranking out battleships and dreadnoughts in every economic phase. Graham was very unlucky in exploring deep space, losing ship after ship to “Danger!” counters, while Ben and I were largely surrounded by Black Holes. (They formed a useful funnel through which we were generally reluctant to attack each other, after a few early skirmishes involving Ben brutally bombarding my innocent civilian colony. Won’t somebody think of the children?)

After a few rounds of general stand-off, I tooled up and headed into Blue territory. Even though Graham had teched up by that point and built dreadnoughts with attack and defence tech bonuses (yowch!), there was little he could do against my seven-ship fleet of battleships and dreadnoughts. Victory (achieved by destroying another player’s homeworld) was within my grasp but by this point we’d been playing for six hours and it was well after midnight, so we stopped and resolved to finish things off in the morning.

In the cold light of day, it was decided that there was little anyone could do to stop me winning within a couple of rounds, so everyone forfeited the game in my favour. A slightly underwhelming finish to an excellent (if slightly epic) game, but a win’s a win, right? The table banter made it all the more fun, with highlights including a cruiser with schoolchildren strapped to the front firing AK-47s at enemy colonies, and Warp Points connecting to a entirely different game of SE:4X being played out somewhere in France.

Saturday evening: Keyflower – Agricola – Snowdonia

Yep, the holy trinity. What an evening.

I hadn’t played Keyflower in nearly a year, so it was a very welcome suggestion. Of the six playing, only Camo and I had played it previously, but that didn’t stop newcomer Eddy from blasting to victory with a very high score (somewhere in the eighties, I think), around ten points ahead of me in second place. The score spread was huge, with the lowest in the low twenties. Keyflower now occupies the much-coveted title of “my favourite game that I don’t actually own”. Brilliant stuff.

Agricola was a four-player affair, playing with the 2011 World Championship decks against Pete, Olly and James. I’d never played these decks before, and the discarding phase before the game began was pretty full-on. I had the α deck (the others had β, γ and δ, with ε not in use this time), meaning I had the option of the Village Fool occupation. I didn’t play it, and I really should have; it’s the equivalent of the Chapel card from San Juan, giving 1 VP for each card (minus a few of them) discarded underneath it at the beginning of each round. As it was, I had a reasonable-looking farm in the mid-game, but I didn’t renovate beyond wood and was fairly limited in terms of the card and bonus points I played. After missing out on Family Growth a few times, I fell well behind.

I expected to get beaten by Pete and Olly (both substantially better Agricola players than me), but I feel like I did OK in the end given my massive fatigue (this was after I’d had to crash out in the afternoon) and freshness to the World Championship decks.

Final score – Pete: 47 / Olly: 42 / Me: 32 / James: 21

To round off Saturday (starting at about 11.30pm!), Olly and I ran a playtest game of Tony Boydell’s latest expansion idea for Snowdonia: the London Necropolis Line. (Incidentally, the Wikipedia page for the London Necropolis Railway is a fascinating read.) In this scenario, your Surveyor has died (RIP) and you have to ferry his body to Brookwood Cemetery and build a stone monument there before the game ends. Olly got a handy train/card combo going and ransacked the resource bag every round, which felt slightly gamey/broken and in line with some changes Tony had suggested might be in order. Alongside this, I let Olly get away with hoarding all the stone in the game; I blame tiredness, but really I just wasn’t paying enough attention and kind of expected him to actually use the stone at some point rather than just stockpiling it.

The net result of all this was that I couldn’t build the monument to my late Surveyor, meaning I lost 21 points in the final scoring and lost the game by… 20 points. Yes, had I had the stone, I could have won. Still, we got some decent questions and feedback for the designer out of the session and it was an enjoyable scenario with quite a different feeling from the base game and other expansions.

More Snowdonia?

Yes! Sunday morning found me teaching Snowdonia to James and Graham (not Space Empires Graham – the other Graham). This time it was just the base game, and it turned out to be the longest game of base Snowdonia I’ve ever had (around two hours of play), due to a long, sustained run of rain and fog in the first part of the game. Suddenly, the sun emerged and the game finished itself off within a few rounds! Graham was going for heavy track-laying bonuses (40 points for five track cards laid), but the game finished off the track before he had a chance to get those last couple of cards laid. I’d concentrated on getting my Surveyor to Yr Wyddfa, which teamed up with Surveyor-related contract cards for a bonus of 38 points on top of the 21 for the Surveyor himself.

I won with 127 points, with Graham in second on 107 and James on 102. Graham would have easily taken the win if he’d been able to get those last couple of track cards laid, but that’s the way the cookie crumbles in Snowdonia. It was hugely enjoyable, as always, and both Graham and James said they were very seriously considering picking up copies for themselves too. I don’t think I’ve yet found a euro-gamer who doesn’t like Snowdonia!

Honourable Mentions – other games I played

  • Hive vs Olly: playing with the Pillbug expansion, and an unexpected win for me! Had the Pillbugs been used more than a couple of times, things might have been different…
  • Alien Frontiers with expansions: it’s an enjoyable game, but I’m not sure I’d want to play it all the time. Having the faction with the planetary rover (allowing the benefit from a region to be used without needing control there) certainly made it a little more interesting, but the lack of die-modifying tech cards in this particular play meant some rounds were just frustrating.
  • Coloretto and Ingenious: a great filler and a wonderfully agonising abstract. (Ingenious was made particularly agonising by getting my blue score to 16 quite early on and then not drawing a single blue tile for the rest of the game.)
  • Saboteur: the game that made me realise my limitations this weekend! It did seem far too easy for the non-sabotaging dwarves to win in the nine-player game though. Needed more saboteurs!

Regrets, I’ve had a few…

  • I’d learned Hegemonic pretty thoroughly, hoping to play it this weekend… and then the right moment never really came. To be honest, I don’t think I’d have managed very well with it. It’s a complex game and I wasn’t firing on all cylinders.
  • Just as I dragged myself off to bed on Saturday afternoon, Brass came out. I would have loved a game of Brass. Bad timing!

All in all, a fantastic weekend. My thanks go to John for organising it all, to Olly and Camo for cooking in the evenings, and to all the attendees for being all-round good guys.

Corbridge Gamers – Saturday 1 March 2014

or Renaissance, Runners and Rosenberg

It’s been a while since I’ve written about any gaming at home in Corbridge. Here endeth the drought! John came up the hill on Saturday evening and we set about some two-player games.

I’d recently taken part in the BoardGameGeek UK Maths Trade (essentially a set of computer-algorithm-driven circles of trades, matching up people who want a game with people who want to get rid of a game), meaning I had a few new-to-me games to try out. One of those was Carl Chudyk’s Innovation, a potentially chaotic card-based civilisation builder.

Innovation has the strange characteristic of being simultaneously available in two different editions, from publishers Asmadi and Iello. My copy is the Iello edition, which has the reputation of looking prettier (it does) while being less user-friendly (possibly true). John had read the rules for the Asmadi edition. “Not a problem,” you think, “it’s the same game.” Well, yes and no. Same game, different terminology. Whereas in the Asmadi edition, one melds and tucks cards, in the Iello edition players play and archive them. Achievements become dominations; returning becomes recycling. But we got onto the same page quickly enough and got underway.

I struck lucky, twice drawing cards that allow quick and early domination of the five “Domains” that exist as bonuses to the normal dominations scored via influence. That put me at an early advantage, and although John was starting to catch up in terms of influence (meaning he would be able to score more dominations), I ended up with a devastating combo of Physics and Perspective. The first gave me three Age 6 cards, while the second allowed me to score those three Age 6 cards for 18 influence points, pushing me up to 31 and meaning I could take three dominations for a total of six and victory.

[Note: I’ve since remembered a rule which we totally forgot at the time – I shouldn’t have been able to score the Age 6 domination because I didn’t have an active Age 6 card in my zone at the time. Victory wasn’t quite mine, although it probably only would have been a matter of a round or two before it was.]

My 'winning' tableau. Note the lack of an active Age 6 card on any of my five piles – not really a victory.

My ‘winning’ tableau. Note the lack of an active Age 6 card on any of my five piles – not really a victory. I won’t be forgetting that rule again in a hurry.

It’s hard to come up with any sort of coherent thoughts about Innovation after just one play. I fully see how it would be unmanageably chaotic with four players (and indeed, it’s generally recommended to play two-vs-two partnerships if playing with four), and I see that a player can be completely screwed by a consistently unlucky draw. But I like the fundamental concepts that underpin the whole thing, and I’m a bit of a sucker for civilisation games. I’d be interested to see how I feel about it after a few more plays.

John compared it to Chudyk’s other big game, Glory to Rome, which he’d coincidentally played the previous week and which shares some similar mechanics. (I was under the impression that Innovation predated GtR, but it’s actually the other way round, by about five years!) GtR features a system by which cards have to build up resources before they can be used; in Innovation, played cards can be used instantly. This means that the game feels more streamlined, but the flip-side is that the two actions in a player turn can often be “play insanely powerful card” followed by “activate insanely powerful card” without any intervening “STOP THE MADMAN” actions from opponents.

With 105 unique (and fairly text-heavy) cards, Innovation isn’t the easiest game to approach for the first time, and it feels like it would reward some repeated play and familiarity with the cards. I hope this won’t be the last time it gets played, but I’m not sure who the right crowd would be for this game. A bit too meaty for non-gamers but a bit too chaotic for many hardcore euro-players. Hmmm.

Anyway, on to the next game: Android: Netrunner. I picked up the Core Set in December when it was going cheap on Amazon, along with the first couple of “data pack” expansions (also going cheap at the time) and it’s been sitting around ever since, hunched there like some sort of shelf-toad. Well, this was the night to un-toad that box. John had absorbed most of the rules beforehand, so we pulled out the suggested “first time” decks from the Core Set (Jinteki Corporation and Kate the Shaper), had a flick through the decks so we knew what was coming and got started. I took the Corp side for the first game.

The real beauty of A:NR lies in its complete asymmetry. No element of gameplay is the same for both players. The Corp installs assets, upgrades and agendas in its servers while the Runner installs hardware and software designed to let them access the Corp’s servers by performing “runs”. And simply in describing the beauty of the asymmetry, we’ve hit the major obstacle to getting into Android: Netrunner – the terminology.

Everything that has a perfectly valid, standard gaming name (deck, discard pile, hand) has in A:NR a theme-driven alternative name instead (stack, heap, grip), but these names are of course different for each side. The Runner’s deck is the stack; the Corp’s deck is its R&D. And naturally, these terms are the ones used at all times on the text-heavy cards, so you end up with initially cryptic instructions like “Search your stack for an icebreaker, reveal it, and add it to your grip. Shuffle your stack.” Just so you can see how much terminology there is for stuff on the table, I’ve annotated some photos.

The Corporation side of the table.

The Corporation side of the table.

The Runner's rig.

The Runner’s rig.

Honestly, it’s all fine once you’ve got your head round it, but you do feel a bit ridiculous for a while talking about “rezzing ice” and “running on R&D”. I’m as much of a fan of William Gibson as the next man, but the suspension of disbelief takes a bit of a step.

Jinteki is notorious for being a bizarre suggestion for A:NR‘s first play. It’s a Corporation built around bluffs and traps, designed not so much to block the Runner but instead to kill them before they can access the Jinteki servers. Or afterwards. Or maybe during. It’s a solid lesson for the Runner though, and John lost our first game pretty quickly, running on my HQ (that’s my hand of cards – keep up at the back) and accessing a Snare card. In fact, it’s so nasty it’s called “Snare!” (with exclamation mark) and it killed him outright. Sorry… “flatlined” him. Anyway, the lesson was learned – don’t run on Jinteki without a decent hand of cards to protect you from damage.

We set up to play again and this time John was much more cautious, poking and prodding the chinks in my armour… and then successfully running on various bits and bobs and racking up the seven agenda points he needed for the win. With a taste for the flow of the game, we swapped roles (but kept the same Jinteki/Shaper combo) and I played as the Runner. I didn’t have much luck with the draw early on and although I made sure I only ran with a decent protective hand of cards, I got bitten by some nasty ice a couple of times, meaning I lost some cards it would have been useful to get into my rig. It all came down to one card, installed behind two pieces of ice and advanced twice. If it was an agenda and I left it, John would advance it again in his next turn and win the game. If I ran and it was a Project Junebug or similar trap, I could be in for a lethal shock. Either way, I needed to run on that server or I’d probably lose on the next turn. Playing “Tinkering” got me through the ice (which John naturally didn’t know I’d be able to do) and I discovered a lovely 2-point agenda sitting there for victory.

So three game of Android: Netrunner in quick succession. Thoughts? John thought it was OK; nothing special. I’d suspected in advance that would be the case. We have very similar gaming tastes in some regards (all hail Rosenberg!) but not so much in others (I appreciate a good wargame; John not so much), and I could tell this would be one of those areas where we don’t overlap. So clearly I thought it was great.

It’s not so much the gameplay itself, although I do like it a lot. It’s the idea of the metagame – the game behind the game. Building a Runner deck from scratch would be like constructing a universal toolbox. It would have to be able to cope with anything a Corp player could throw at it; able to break any ice; able to generate enough income to install its versatile selection of hardware and icebreakers; able to adapt, twist and reroute its running techniques. And building a Corp deck would be like designing a castle. How much should I dedicate to building defences? How much to offensive capabilities? Can I advance agendas so fast that I don’t need to worry about the Runner?

It’s essentially a puzzle game, but the puzzle is undefined before you start playing, and the nature of the puzzle might change during play because the puzzle is the person on the other side of the table. And they’re thinking exactly the same thing about you.

I need to try to find/create a Netrunner group to play with. This is a game I’d like to spend a good deal of time exploring, and that can only be done by playing it.

We rounded off the night with some more traditional Corbridge Gamers fare in the form of Uwe Rosenberg’s Glass Road. It was new to me, but the rules are pretty straightforward and it didn’t take long to get going.

It turned out to be a bit of an oddity. It’s a very quick game, lasting only four rounds (and around 30 minutes), but in each round you have fifteen possible action cards from which to select five. That’s a huge amount of choice, lending the game a very open, almost sandbox feel. I simply went with attempting to address the most pressing concerns (more sand! more wood! more food! build stuff!) and tried not to worry too much about thinking ahead.

As it turned out, that was a pretty strong approach, because I ended up winning, 24–21.

The Estate got me a cool 6 VPs for three sets of pit-pond-grove.

The Estate got me a cool 6 VPs for three sets of pit-pond-grove. John (top) was clearly going for contiguous ponds.

I thought it was a neat little game (and the resource/production wheels are really nice), but the potential depth of the gameplay left me feeling it should be slightly longer. Not in that “oh, if only I’d had one more round to build up my blah blah blah” way you get after playing Agricola; this was more of a feeling that the game deserved to be longer somehow. Of course, I’m sure it’s all been tested and balanced such that four rounds is the perfect length, but I would have been happy to play it for at least 50% more time. Maybe I just need a second crack of the whip.

An excellent evening of games and John left knowing that – with Android: Netrunner “done” – he’d finally played every game in the BoardGameGeek top 10! (In fact the top 12, but that’s somehow less monumental.) I’ll be happy to give him a hand with my copy of Robinson Crusoe: Adventures on the Cursed Island when it creeps up a little further and spoils his achievement…