Aaaarrghh. Lagging behind, but the broadband is back on now. (N.B. If you ever want to make anything happen, just go and find some Openreach engineers working on a cabinet.) Must catch up…
January has so far been dominated by Pandemic Legacy, with games on the 4th, 9th, 15th and 16th (I know – consecutive marital gaming nights!) taking us up to the completion of August. We’ve only lost one game so far (early June), but for a fair few of the games the wins have been down to the luck of the draw. I can’t say much without filling this post with spoilers (and this is a game you really don’t want to have spoiled), so all I’ll say is this: it’s just brilliant. M has declared that she’ll “miss it when it’s over”.
Rolling back to the beginning of the month, there was the now-traditional New Year all-day session at Newcastle Gamers. And as is now traditional for these all-day sessions, I rolled in at about 2.00 and looked around for a game to play. Caylus! It wasn’t my first game (although the first was so long ago that it isn’t logged on BoardGameGeek), but I still needed nearly as much rules explanation as newcomers Phil and Alison. Fortunately, John B is an old hand with Caylus and explained everything beautifully, getting us off to a quick start. Given that it was Alison’s first time playing a worker placement game, she got her head round it remarkably quickly and started planning ways to block people. I trundled along, trying not to attract too much attention, but making sure I had consistently reasonable scoring throughout. Towards the end, John was clearly gearing up to build the 25-VP cathedral, which Alison immediately stymied by blocking the one prestige building space available. I’d been shunting my way gradually up the VP-awarding King’s Favour track, so the last few actions I took gave me about 15 VPs in total, creeping me into a narrow victory.
Final score – Me: 57 / Alison: 52 / Phil: 45 / John B: 38
Great game; certainly one I should play more often. I’ll dig out the iOS version again and have a few more plays of that.
Alison, John B and I had a quick gap to fill before the meat of the session (of which more in a moment), so John Sh kindly leaned over with his copy of The King of Frontier, which I discovered I could just about successfully teach. I also discovered I was capable of losing – yes, for the very first time, I lost The King of Frontier. John B grabbed the Altar (or maybe Shrine… I forget what it’s called), which cancels out the negative points for empty spaces at the end of the game. And that was enough to just get the edge on me. I had a slightly rubbish tile draw throughout, although I was lucky enough to end up with only a couple of spaces left empty.
Final score – John B: 33 / Me: 30 / Alison: 24
Now to the main course – Pax Pamir. It turns out that this is an absolute swine to teach. This should come as no surprise, given its Sierra Madre Games heritage, but there it is. So many things are connected to so many other things that it’s difficult to know where to start. Even explaining the victory conditions is a nightmare, because there are four different victory conditions, but for each one the winning empire must also have other types of pieces in play… it gets complicated. Even a familiarity with its ancestor Pax Porfiriana doesn’t help that much; it has two rows of cards to buy and play into tableaux, and there are Topple cards, and… that’s about it.
We were a four-player table, with John Sh and Olly joining John B and me as Alison drifted away to Thunder Alley. With only three empires to be loyal to in the Great Game (Britain, Russia and the native Afghans), that meant that at least two players would share an initial (secretly-chosen) loyalty, and so it was that the two Johns were loyal to Britain, while Olly was loyal to the Afghans and I favoured the Russians.
I can’t relate much of what happened over the next hour and 45 minutes, partly because it was nearly three weeks ago and partly because it was really quite complex. It felt like the last 45 minutes or so was spent with Olly and I trying to figure out ways to stop one of the Johns from winning (and the Johns naturally trying to figure out ways to stop each other winning). As it turned out, I managed to offload a useless card to Olly in order to free up a space in my hand for a game-winning twist… and then I was one action short of actually pulling it off. In the end, John Sh accidentally handed victory in the Intelligence War to John B, but it was probably only a matter of time before that happened anyway.
I sort of enjoyed it a lot, and sort of felt like my brain was being forced through a fine mesh. There was a lot going on, all the time, and I need to play it again soon in order to make things coalesce in my understanding. Very, very Eklund, although with more of a “game” feeling than usual – this is, of course, the result of Pax Pamir being primarily a Cole Wehrle design.
John B left, leaving the three of us who’d played Food Chain Magnate a few sessions back so… repeat run! Again, the details escape me, except the important milestones:
- I took an Errand Boy in round 1, meaning I got the freezer (allowing me to store food and drink between rounds) and extra drinks when collecting them.
- John Sh marketed first, meaning his marketing campaigns would all be eternal.
- Olly took a Trainer in round 1 so he was first to train someone, giving him $15 discount on salaries.
I suspected Olly had the best opening gambit, and it certainly paid off, with his lead feeling ever more unassailable as time passed. Once he’d hit $100 and got the pseudo-CFO milestone, it just got worse for the rest of us. Just as in our first game, there was a broad smattering of timing errors which cost us, but I felt much more like I knew what I was doing this time. Again, I played a large structure with lots of slots for employees… but that isn’t necessarily a good thing unless they’re doing exactly what you need them to.
It turned out that we fluffed the timing of the end of the game – with a couple of bonus payments for John overlooked, the game should have ended a round earlier, so it shouldn’t have been quite as embarrassing a thrashing as it turned out…
Final score – Olly: $872 / Me: $259 / John Sh: $120
Very very good fun again. It’s becoming a bit of a favourite with me.
John headed off and Olly and I were joined by Camo and Jon (no “h”) for a light desert-dessert of Camel Up. We decided to throw in the Photographer module from the Supercup expansion, which added a little spice to the proceedings without too much extra complication and without extending the game unnecessarily.
Camel Up is always ridiculous, but this one was even more ridiculous than usual. It’s very unusual to see a full stack of five camels just two spaces from the finish line, but that’s what happened. It had been such a changeable race that quite a few of the cards for the winning camel were in the “betting on the loser” pile. Great fun, and it never really matters who wins with Camel Up – it’s the stupidity of it that counts. (For posterity though, Jon and I drew for the win with 24 Egyptian pounds each.)
That was the end of the session, and that’s quite enough January for now. More at a later date!