Monthly Archives: April 2016

Spring Games Weekend 2016

Last weekend was the spring 2016 instalment of the biannual “weekend away playing games in a bunkhouse”, featuring John Sh (of Corbridge Gamers) for the first time and lacking John Si, even though he’d organised the whole thing as usual. We also lost regular attendee Ben at the last minute, due to a situation involving train tickets, credit cards and flatmates.

We kicked off Friday afternoon in the usual “quick, light games while people are arriving” style with Camel Up, this time with the extended racetrack and supporting dice, just to spice things up a little. After spending most of the game thinking I had it in the bag, Graham R completely overhauled me in the final scoring, getting 8 Egyptian pounds in each of the “overall winner” and “overall loser” betting.

Final score – Graham R: 40 / Me: 33 / Graham B: 29 / Olly: 20 / Ali: 17 / Camo: 11

With all likely interested people present, four of us settled into 1862: Railway Mania in the Eastern Counties for the rest of the day. It actually wasn’t that long in the playing (somewhere around the seven-hour mark), but rules explanation was lengthy and intense and we broke off for Ali to cook for everyone, as well as to eat. 1862 is a really small, tight map with up to sixteen companies fighting it out in East Anglia; with great leniency in terms of forced train purchases and company refinancing, it’s much more a route-engineering game than a stock-market-manipulation game, so it was a nice change of pace from 1830.

The beginning of the game. Not many hexes; far too many companies.

The beginning of the game. Not many hexes; far too many companies. And no, it’s not winning any graphic design awards, but it’s 18xx so no one cares.

Financial leniency doesn’t mean rules simplicity though, with each company potentially being either chartered (via an auction in the Parliament Round and fully capitalised) or non-chartered (started by buying shares in the typical 18xx way, but only partially capitalised), and each one having a random permit to run only one type of train (Freight, Local or Express, with Local being the most like the standard 1830 sort of train and Freight being… genuinely a bit weird). Coupling all that with rules for company mergers and acquisitions, it felt a bit daunting to begin with, but we quickly hit the usual sort of rhythm.

The game opens with two Parliament Rounds, which we all took as a sort of indication that we should probably start two chartered companies each. Well, maybe we shouldn’t have in reality – starting two chartered companies in the opening of a four-player game means setting a par price at the very low end of the spectrum (both of mine were at £54, on the £54–100 scale), which came back to bite me in the arse royally towards the end of the game.

With eight companies started in the opening minutes of the game, there was a massive train rush and we hit the green tiles very quickly. To be honest, the train rush never stopped; I’d be surprised if we played more than seven or eight whole rounds in the entire game, so quickly were the companies ploughing through the pile of trains. I spent much of the early game (or, really, much of the game) deliberately blocking people from my lucrative routes and keeping them away from the juiciest connections near me, which meant my companies (L&H running Freight trains, FDR running Express) were among the highest earners in the early game.

Talking of blocking, it was a key component of this game. Combinations of tile choice and station token placement meant that the board was essentially divided into a north half and south half, with only a couple of railroads able to run through the division. I don’t think any of us twigged early enough that “normal” cities (i.e. without special named tiles) didn’t get any bigger than two station spots, so congestion was guaranteed on this tiny map.

Coming into the final set of operating rounds.

Coming into the final set of operating rounds, just after the collapse of the FDR.

There were a few mergers and a fair few bouts of refinancing in order to be able to afford trains, but I got bitten heavily just before the end of the game when there was an even faster rush through the last few train types. My FDR found itself with neither a train nor much money. Because the opening par price had been set at £54, refinancing would only bring in £540 and that was nowhere near enough for an £800 train. That meant the FDR was bankrupt and folded immediately. Disaster – that was my big earner. If I’d withheld revenue just once, I think I could have managed, but the train rush really was that fast. I went from feeling safe to utterly destroyed.

That was the end of my game, really. I think the FDR collapsed in the last set of normal ORs, and the final set (once the first H train had been bought) were simply “work out your revenue and get it three times”. Graham had played the centre of the map really nicely (he could run trains through that central divide I mentioned), but Ali had worked well to overcome all my blocking manoeuvres and he was director of three pretty good earners by the end and had a large portfolio of other shares. It was pretty obvious he’d taken the win, but the margins weren’t clear until the final reckoning.

Final score – Ali: £7835 / Graham B: £6413 / Olly: £5949 / Me: £5705

A decisive victory, and a cracking game. Really enjoyed this one, even though we didn’t finish until after 1 am.

Late finish, bad night’s sleep and woken at the crack of dawn by road noise and daylight (both things I’m unused to at home) meant my brain was pretty frazzled on the Saturday morning. I wasn’t the only one, and much of the day was spent on lighter fare.

John, Olly, Camo and I started with Kingdom Builder, with loads of oddities from the Big Box edition. Wagons, boats, soldiers… it was no surprise that I came in last, with John’s win nearly doubling my 43 points. I nearly made it up in The King of Frontier, but a rough tile draw (and John’s good fortune with the tiles) meant I came in just two points behind his winning 39.

Graham R joined us for Keyflower, in which he schooled us all on his first play (just like Camel Up the day before) by getting a tile that scored for every good on it and just piling those goods on. Olly managed to get close, but the rest of us… well… see for yourself:

Final score – Graham R: 80 / Olly: 70 / John: 45 / Me: 44 / Camo: 26

My dismal little village.

My comparatively dismal little village.

Terra Mystica took up what felt like the bulk of the afternoon, but it was only 2.5 hours, so it might just have taken up the bulk of my brain power for the afternoon. Graham R was replaced by Graham B, and Camo by Ali. Playing the Dwarves for the first time was interesting – tunnelling is great, not only for building further afield but also for just getting 4 points every time. Olly’s Nomads had the “sandstorm” power, allowing for an extra build once per round (and he built his Stronghold in the first round, so he got plenty of use out of that power) so it was nigh-on impossible to keep up with him for the largest-settlement bonus at the end of the game. Didn’t stop me trying though, so I at least ended up in second place for that competition.

Ali didn’t get his Witches’ Stronghold built until much later on, so he couldn’t get much use out of his flying power, although he did build a few towns and get the bonus points for doing so as Witches. John’s Mermaids were terrifyingly agile when it came to spreading around the board, but I largely concentrated on consolidating one large settlement and racking up the tunnelling points.

The end of the game.

The end of the game. Dwarves (grey) clearly stuck to the bottom-right corner. Halflings (brown) don’t look too intimidating on the board, but…

As I can imagine often happens, I regretted a couple of late decisions regarding losing VPs to gain Power (I really should have taken the Power), but I don’t think it would have greatly affected the final result, even though it turned out very tight indeed. In a clear sign of a Well Balanced Game, there was an eight-point spread across five players.

Final score – Graham: 97 / Me: 94 / Ali: 93 / Olly: 91 / John: 89

Great stuff – I’d been wondering how it would play with more than two, and I’m glad it turned out to be just as excellent.

After Paperclip Railways (so tired that I have no idea what happened or how I drew for first place with Olly – losing on the tie break), Trans Europa (a runaway win, but at least this one’s really simple) and a meal, Graham B, Ali and I settled into Tigris & Euphrates for the rest of the evening. I’d played the old iOS version a fair bit and Graham knew the game, but Ali has played T&E hundreds of times since it first came out 19 years ago. For reasons of table space and novelty value, we played on my new Fantasy Flight edition rather than Ali’s German first edition. (I think the new leaders are easier to read on the table, but the plastic monuments are just horrible. Thankfully, in two games, we only had one monument on the board.)

It's Tigris & Euphrates, but not as we know it.

It’s Tigris & Euphrates, but not as we know it.

With his experience, Ali vigorously schooled us in the first (relatively quick) game (13/6/6), so we reset and played again. This time we were more cautious, although we all started out fairly close together in the middle of the board and there were a lot of conflicts. Graham came out on top in quite a few of them, which boosted his scores a fair bit and he took the win, 12/8/8.

Nobody makes games like Tigris & Euphrates any more, which is kind of a shame, but at the same time it’s hard to improve on that mixture of points-accumulation and insane aggression. Maybe nobody needs to make games like this any more. Knizia got it right the first time.

At the point where we should have gone to bed, we played Splendor. Graham’s played this a lot more than Ali or I have, so Graham’s 19/7/6 win wasn’t a surprise.

After sleeping like the dead, we didn’t have long before being turfed out on the Sunday morning so Graham, Ali and I were joined by Camo to continue our “classic aggressive-euro Knizia in FFG edition” theme with Samurai. Ali and I both felt the pain of the tile draw, although I managed to do OK for castles. It wasn’t quite OK enough; tying with Camo, no one took the scoring tile for castles. He and Graham took one scoring tile each so it went to the first tiebreaker, with Camo winning on most other pieces won.

We couldn’t go an entire day without a train game, so five of us had a last-minute bash at Paris Connection / SNCF. It turned out a bit odd, with one colour not getting off 0 on the stock value track, one on 5 and the other four all on 10. That meant high chances of ties, and indeed…

Final score – Me: 100 / Graham B: 100 / Graham R: 95 / Olly: 90 / James: 90

With no tiebreaker in the rules, a shared victory was an excellent way to end an excellent weekend of excellent games with excellent people. Roll on the next one!

T for Two – March Gaming Roundup

I’ve done it again. I’ve gone and left it a whole month between posts. Gah. I’ve had a Pandemic Legacy post gestating for a while (given that we finished our campaign way back in February) and there’s another post brewing about a recent… ahem… descent into Ameritrash territory, but here’s a quick spin through March.

John and I have played some corkers in Corbridge this month, almost all beginning with “T”: Tzolk’in: The Mayan CalendarTrajan (with Port Royal to round off that evening), Terra Mystica and the double-whammy of Tash-Kalar and Trambahn. Yes, by the end of the month we’d realised the accidental T-theme and played into it deliberately.

Tzolk’in and Terra Mystica were two games I’d played once a couple of years ago, really enjoyed and then inexplicably hadn’t played since. It astonished me quite now much I remembered of both, mechanics-wise, although the finer points of the rules and strategies had largely escaped me.

For Tzolk’in, I made a few mistakes in terms of timing… and timing is everything in this game. Knowing when to place workers onto wheels and when to take them off, especially when you can only place or remove workers in one turn – never both – was something that slightly eluded me, and I took a couple of very inefficient turns that threw me well behind in terms of tempo. I did manage to disrupt one or two of John’s plans, but nowhere near enough.

Final score – John: 74 / Me: 39

Ouch. I did get a vague feeling of “oh, yes, I remember why I haven’t played it since the first time”, but I couldn’t lay my finger on quite what the reason was. Very odd. I think there’s always just something else I’d rather play.

Trajan was familiar territory and I used all my experience from boiteajeux.com to lay down a hammering on John. I shipped loads of cards and got whacking great bonuses from the Senate bonus tiles I’d engineered my way towards (and the ones I’d ended up with by accident) to finish the game 161–128. It made up a little for the shocking Tzolk’in anyway.

Port Royal (another Alexander Pfister design, after recent plays of Isle of Skye and Oh My Goods) was nothing spectacular, although it did make me wonder if my 8-year-old would manage/enjoy it. I’m not a huge fan of push-your-luck mechanisms, and there’s a big one that drives the core of this game.

Unlike Tzolk’in, the lack of plays of Terra Mystica is a complete mystery to me. I really like this game. It’s heavy, it’s pretty and it doesn’t outstay its welcome.

My largest halfling city, next door to John's grey dwarfville.

My largest halfling city, next door to John’s grey dwarfville with its under-river tunnels.

My halflings had cheap digging upgrades so I tried to go for that as early as possible. Naturally, there were a load of other things to do before that was even feasible, so John and I pretty much matched each other step for step, carefully trying to avoid giving each other Power from building adjacent to existing buildings. We tussled a little on the Cult board, but nothing momentous happened until right at the very end of the game, when the jostling finally gave way and I used my Power bowls to devastating effect, edging ahead for the win.

Final score – Me: 113 / John: 99

…which is, oddly, almost the score we finished with the first time we played, and exactly the same winning margin (110–96). Great stuff. Must play again soon, and with more than two!

Tash-Kalar… well, it’s a decent game and I like the constant back and forth, although it can feel a bit too swingy at times. Also, it transpired that John had played all our games (and half of this one) without realising that you can not only rotate the patterns of pieces required for summoning, but you can mirror them too. So that was possibly a factor in my melee victory this time round. I keep coming back to this game, even though (again) I can’t quite pin down exactly why.

Trambahn turned out to be a bit of an unexpected treat. Designed by Helmut Ohley (of Russian Railroads and a whole scad of 18xx games), it combines Lost Cities with San Juan alongside a couple of simple ideas from 18xx to create a nicely thinky, slightly luck-dependent tableau-building game that plays quickly. There’s definitely more than meets the eye with this one, and John’s extra experience with the game certainly paid off against a few very lucky hands that I’d had.

Final score – John: 177 / Me: 154

Beyond our regular Wednesday sessions in Corbridge, I was home alone for all of the Easter weekend. It was glorious. If there’s one thing I yearn for, it’s time on my own. And living where we do, away from main roads and general hubbub, it was completely silent for two whole days.

Of course, I made the trip over to Newcastle Gamers that Saturday for Roads & Boats, that now-ancient progenitor of… pretty much every resource-conversion euro that ever was. We used the special scenario designed for two experienced players to play against two newcomers; Olly and I had played a couple of times before, while John and Ali were first-timers to this “Le Havre with logistics”. As it turned out, I’m not convinced two plays is enough to count as “experienced”. What really happened is that Olly and I just had to spend ages organising ourselves into sea-based transport in order to reach the mountains in the centre of the board, while John and Ali got on with mining.

However, because we’d had extra time to build up, both Olly and I had researched specialised mines before building any. (In fact, I didn’t even get round to building a mine or stealing anyone’s gold before the end of the game, which explains my hideously low score.) So while John and Ali had easily collected all three gold from their one mine each by the end of the game, it had taken six rounds to guarantee those three gold; Olly had picked up one gold per round in the last few rounds before the game ended.

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The whole world. A couple of timing/resource errors/hubris meant I (red) was a few turns behind Olly (yellow) in reaching the mainland. Rafts would have been better than rowboats.

I had a reasonable points showing from the Wonder – and I’d helped to accelerate the end of the game once I’d realised how much of a mess I’d made of things – but it just wasn’t enough in the face of gold. It had been a very solitaire-ish game, with not a single wall built and no stolen goods whatsoever.

Final score – Olly: 69 / John: 61 / Ali: 55 / Me: 36

We’d actually played quite quickly, so we pulled out My Village next. It turned out to be the game for the rest of the night, but that was fine by me – I really like it. I went heavy on the monks, getting a full church before turning my hand to properly concentrate on other things. The full church wasn’t quite enough to combat everyone else’s huge swathe of goods sold though (there really are a lot of points in getting a goods/merchants engine going) and it ended up being a very close-run game.

Final score – Olly: 50 / Me: 49 / John: 48 / Ali: 43

The day after that, with my house still empty, I did this:

By far the loveliest of all the COIN boards.

By far the loveliest of all the COIN boards.

Yes, it was the latest instalment in GMT’s COIN series, Liberty or Death: The American Insurrection, taking the now-well-established COIN system and using it to model the American War of Independence. I played a medium-length-scenario solo game as the British (naturally) and just lost to the AI flowchart bots. It’s thankfully a step down in complexity from the last COIN game, Fire in the Lake, of which I’ve never managed a full solo game. Still a huge amount to think about though, and it was a really engaging and enjoyable six-or-so hours. (Possibly more than six actually… working through the bot flowcharts can be tough the first few times.)

More soon! Hopefully!