Category Archives: Session Reports

The Hunt for the Rest of October

including Hot New Stuff and Ridiculous Rocketry

John and I managed a game of Stefan Feld’s excellent Bruges a couple of weeks ago, including the faintly ridiculous but perfectly functional Pets promo mini-expansion. We’ve fairly comprehensively bounced off the City on the Zwin expansion-proper (with the exception of the extra cards, which are now forever shuffled into John’s deck), but Pets wasn’t too much of a disruption to the base game, just adding some pet cards to the deck as well as the accompanying “Look, I Have the Most Pets” majority markers. The beauty of the pets is that they can share a house with a person, but they also count as people for most game purposes. Need to lose a person due to threats/opponents? Lose a pet instead!

In an early round, I didn’t quite have enough cash to advance on the town hall track (or whatever it’s called) and fell behind for the rest of the game. I was also permanently behind on canals, simply because I hadn’t been able to draw the appropriate colours in the first round, and I never managed to catch up on the randomly distributed pet cards either. Ho hum. Other than those little niggles (one my mistake, two beyond my control), I think I did pretty well out of the cards I had, with one person in particular (Biologist, if memory serves) providing a 3-coin discount when installing new people in houses. Brilliant for getting out those high-value, high-scoring people. In the end, though, my brilliant people couldn’t topple John’s dominance on the majority markers and the town hall track, with John winning 67–54.

Bruges is a really solid game that gets lost in the sea of really solid Stefan Feld games. I’m interested in having a closer look at his new Essen release, The Oracle of Delphi – it seems to take a few mechanisms he’s used previously and throw them together into a… race game?! Yep, a race game: first to complete the objectives wins. Should be interesting if nothing else.

The bulk of the late-October gaming came in the form of an all-day session at Newcastle Gamers. For once, I arrived before lunchtime and stayed until about 1am… and still only managed to play four games. But it’s quality that counts, not quantity – and what quality!

I kicked off with Uwe Rosenberg’s A Feast for Odin with John, Olly and Camo. This absolute beast of a game combines mechanisms from previous Rosenberg titles (a little like Feld’s Oracle of Delphi or Rosenberg’s own Fields of Arle) – worker placement, resource conversion, spatial tile-placement puzzling, feeding the family, negative points everywhere – in a true smörgåsbord of a game. In fact, the Feast phase of each round features rules for creating an actual smörgåsbord – there has to be a variety of foodstuffs on the feasting table to ensure the Vikings get a balanced diet. Seriously.

In a way, that illustrates what I found exceptionally tough about A Feast for Odin as a first-time player. I struggle with spatial elements in games at the best of times, so when a game has lots of different rules about where different resource types can be slotted into your board, I struggle even more. Every time I thought I had a plan figured out, I’d carry it out and then realise there was a reason why it couldn’t work (because green tiles can’t be adjacent to each other, or because you can’t cover an income space without also having covered all the spaces below and to the left of it), leaving me with a bunch of resources and treasures I couldn’t position sensibly.

The worker placement – in other words, the meat of the gameplay – had everyone puzzling for a while over the best moves to make. Rather than the Agricola-style approach of having a small number of possible spaces which increases slowly over the course of the game, Feast goes all-out with 61 spaces available from the start of the game to the end. (63, in fact, in our four-player game – two “imitate” spaces are added to the action board with four players.) The four columns require differing numbers of workers to activate and some spaces have preconditions like boats or certain goods, so they’re not all sensible from the beginning of the game, but even so… a huge number to choose from.

I allowed my starting Occupation card to shape my game, and I wish I hadn’t – the Catapulter directed me towards lots of pillaging and collecting blue/grey treasures. I didn’t realise how horribly inefficient that would be compared with other people’s more balanced approaches; each Pillage action required two or three workers and only yielded one tile to go onto my board, while others could collect multiple tiles per action.

The end of the game – notice how full everyone's board is, except mine (right)

The end of the game – notice how full everyone’s board is, except mine (right)

By the end, I was just feeling a bit frustrated that I hadn’t got it at all. The spatial element had eluded me and I hadn’t figure out how to make the action spaces work to my benefit. At least I’d pillaged the Crown of England. In the end, I did very well on positive points (having emigrated two boats’ worth of Vikings, taken Iceland and built two buildings) with 110 to my name, but then managed to score 65 negative points from uncovered “-1” spots. John’s experience with the game – although only one two-player game prior to this one – helped him along to a win and no one had quite the negative-point disaster that I did.

Final score – John: 76 / Camo: 68 / Olly: 57 / Me: 45

I ended up feeling a bit mixed about A Feast for Odin – it was interesting and engaging to play, with all the usual fun and frustration of worker placement, but I hadn’t grokked the spatial puzzle and the action spaces themselves were clearly going to take another few plays to figure out the useful paths through them. As it happens though, I’ve had another play since this one and it worked out much better – read more in a future post.

Next was Paris Connection, which I won in roughly the time it’s taken you to read this sentence.

And then the next meaty beast – Leaving Earth. Having already played once earlier in the month, John and I talked Olly and Alex through the intricacies of rocketry and component testing. There’s a lot to take in, although once grasped, the rules seem fairly intuitive; it reminds me in that way of a Splotter game, alongside the slightly homespun feel to the production and presentation.

We were playing on the next difficulty level up from our initial outing, which meant adding two scoring objectives from the Hard deck; they turned out to be (a) returning a sample from Ceres to Earth and (b) returning a sample of extraterrestrial life to Earth. The latter was worth a whopping 40 points, which just about eclipsed the sum of the rest of the points available… but there was, of course, no guarantee that there would be extraterrestrial life anywhere in the solar system! That in itself would be the factor that decided the game.

We started off slowly, with my opening turn bringing in a 1-point objective – getting a working probe into space (strap a probe to an Atlas rocket and get it suborbital), and the other low-value objectives got snapped up pretty quickly. Some of them came with a certain amount of morbid comedy – Olly got the prize for first man in space and first man in space at the start of a year, by blasting Jim Lovell into orbit, feeding him once and then… well… just letting him starve to death. Houston, he had a problem, but it was a net gain in VPs. It was either starve him or let him burn up on reentry; Olly decided that leaving a capsule in orbit might be beneficial for future missions, even if it did have a pioneering corpse in it. And, meanwhile, John had quickly strapped Yuri Gagarin into his capsule atop an untested Saturn rocket, which promptly exploded. Alex (who’s Russian) didn’t seem to mind us blowing up one of his national heroes.

Another monster table-hog, but this game is beautifully presented

Another monster table-hog, but this game is beautifully presented

After that, things slowed down a lot as we settled into long rounds (“It’s my turn, but I’ll pass for now so you can get on with things while I redo all my maths.”) and the thing that niggles me slightly about Leaving Earth – it can be so very obvious that someone is definitely going to complete the mission that you were aiming for, and that they’ll complete it before you do, which means you abandon all the plans you had and start all over again. However, there’s still the chance that you can figure out a quicker way of doing it, which is how I ended up winning the game when it looked like there was no chance at all.

Alex had already successfully used ion thrusters to get to Ceres and back when it became obvious (via his and John’s surreptitious scanning) that the Moon was hiding something valuable – presumably life. I’d figured out a way to get a probe to the Moon and back just in case of this exact situation, but it involved seven Saturn rockets and eight Atlas rockets, all strapped together in a ridiculously Heath-Robinson-cum-Kerbal-Space-Program contraption. Luckily, due to a bunch of objectives being completed by other players (which results in a $10m boost each time for every other player) and some wheeling and dealing of technologies (which, for me, elevated the four-player game far above the two-player version), I’d had a few rounds with substantial extra cash to spend on Saturn and Atlas rockets.

Alex had sent an ion-thruster-powered mission off to the Moon, and he looked like he’d have the sample back on Earth before anyone else could do anything about it… but ion thrusters take a long time to get anywhere and he wouldn’t touch back down to Earth until the following round. Thankfully, I only needed one more Saturn rocket to create my preposterous mega-rocket (seriously, this thing was about ten times bigger than anything NASA has ever even envisaged) and I was first in turn order, still having only 1 VP, so I bought it and fired my mission into space. Everything was fully tested, so it landed beautifully on the Moon (still consisting of about 4 Atlas rockets), blasted off with a sample of Moon microbes on board, and touched back down on Earth that same turn for 40 VPs and the win.

My glorious French space agency at the end of the game

My glorious French space agency at the end of the game

Honestly, it was a ridiculous win but that’s space flight, folks. It was a long but very enjoyable game, with plenty of silly table talk and loads of, “Well, I think I’ve done the maths right, so let’s try it.” It was just about to start outstaying its welcome; I think those two Hard-level objectives at least doubled the potential length of the game, so I wouldn’t want to up the level any further without a lot more practice. I can see how you’d get a lot quicker with more experience as the rocket science got more intuitive.

The last game of the day (with Andrew replacing Alex) was Alexander Pfister’s new Great Western Trail. It’s a game of deck/hand-management, worker management, careful bonus selection and movement across a board that essentially creates an expanding, branching action rondel – in other words, there are a lot of moving parts. I think I explained it about as concisely as possible though, and one of the great things about this game is that the turns rattle round at a fair old pace. Move your cattleman, do the action of the building where you land (usually) and draw back up if you discarded any cards. It doesn’t mean that turns are short of decisions though – it’s a careful balancing act between making money, hiring workers, buying cattle, constructing buildings and rushing for Kansas City in order to sell cattle and deliver them for (hopefully) points.

This game looks like a baffling mess at first glance, but it honestly makes a lot of sense once you're playing!

This game looks like a baffling mess at first glance, but it honestly makes a lot of sense once you’re playing!

I was aiming to get some high-VP buildings on the board and build up some valuable cattle in my deck (cattle have a sort of double-goodness, due to being VPs themselves and also allowing you to ship your cattle to higher-valued spots from Kansas City), but I kind of messed up a couple of building placements. I never felt quite like I had enough workers; maybe I should have concentrated on hiring workers instead of building or buying cattle on one of my trips to Kansas. I was well served by getting rid of my two hand-limit-limiting discs as quickly as possible though – six cards tend to score substantially better than four when you reach Kansas City!

Anyway, I’m already over 2000 words on this post, so suffice to say that I really enjoyed Great Western Trail and am keen to play it again soon. It’s exactly the sort of game that grabs me straight away, with lots of simple parts that slot together to make a challenging whole. I didn’t win though:

Final score – John: 103 / Me: 88 / Olly: 83 / Andrew: 66

November could turn out to be interesting – I’m hoping this year’s Splotter reprints will turn up soon, I’ve got a few new Sierra Madre titles on order (having yet to even play last year’s Neanderthal), and there are still a few more new Essen titles I’m keeping an eye out for!

Early October Gaming

Having realised I’ve skipped over an excellent evening with John learning both YINSH and The Ravens of Thri Sahashri (delightfully brain-burning and baffling respectively), I thought I’d better start catching up before I forget everything that’s ever happened. As the autumn kicks in, my chronic fatigue syndrome tends to get a bit worse, which means worse sleep and a deterioration in mental acuity. It’ll come back, but it takes a little while.

Corbridge Gamers

Wednesday evenings have become a little congested recently, with my eldest son having decided that football is his sport of choice. That means football practice 6–7 pm on Wednesdays, which starts interfering with the traditional Corbridge Gamers slot once we factor in the little things like, y’know… eating and stuff. Harrumph.

As a result of this interference, I was running very late for our first October session, but John took matters into his own hands and set up Leaving Earth before I’d even arrived. It’s like High Frontier but… more of a game. There’s still a fair bit of maths involved in working out mass vs thrust, but there isn’t the mind-numbing fuel spreadsheet-thing and there’s no “roll a 6 and everything explodes”. Instead, all risks are mitigable by testing your components before you actually set off on your journey and fuel mass is kind of integrated into the components, which are instead simply “used up” by being fired into space.

We were playing with only some of the planets available, and it was still a total table-hog even with only two players.

Space is big. Even when it's only a little bit of space.

Space is big. Even when it’s only a little bit of space.

Of course, having said that “all risks are mitigable”, I actually fired Yuri Gagarin into orbit without doing much testing, just so I could beat John to a few of our randomly-drawn scoring criteria (first human in space and first human to return from orbit, or something like that). The luck of the draw worked out – two-thirds of the Outcome cards are successes, after all – and the VPs were mine. That put me substantially ahead, so all I needed to do was fire off a probe in the general direction of Ceres in order to get enough points to win. Well, I had to successfully land it first without it exploding.

Thankfully, it’s entirely possible to do your testing after you’ve sent your probe off on its mission, so once Suicide II was on its way to Ceres, I set about pumping probes into Earth orbit and landing them again. It turned out to be a wise programme, given that several of the rockets and probes either blew up or crashed into a hillside. By the time my probe reached Ceres, all the problems had been ironed out (and the software update presumably transmitted to the probe) and I touched down gracefully for the victory.

Leaving Earth was a lot of fun, beautifully presented in a retro fashion (and, being based on a 1950s understanding of space travel, you don’t know what the Moon’s going to be like until you land on it…) and I’m looking forward to exploring more of it with more players.

A week later, John and I returned to Concordia, this time on my recently acquired Britannia map. It’s designed to be tighter and more blocking than some of the other maps, but with the option to get around the coast quite quickly by sea. I took advantage of the sea movement to get spread out, then concentrated on Brick and Food cities (while John concentrated on the potentially-more-lucrative-but-fewer-in-number Wine and Cloth cities) and picked up the Farmer and Mason cards when they came up.

With my buildings in the vast majority of Brick and Food cities, the final scoring was dominated by my Farmer and Mason cards, along with a good showing in Saturnus scoring (I was in almost every province, while John had concentrated in the south and south-west). In a nutshell, a resounding hammering by me, 125–71. Great game; it should be played more often.

Newcastle Gamers

The first Newcastle session of the month began with a return to Nippon, which I’d been keen to play since its first outing last year. I played with Olly, plus club newcomers Alba and Jordan; it was possibly a bit heavier than the games Alba and Jordan were used to, but it’s very much medium-weight rather than truly heavy and they seemed to grasp it very quickly.

I’ll come straight out with it – this game is way better at four players than two. I remember two felt too spread out on the map, with little in the way of influence interaction and not much threat of running out of space to place trains and ships. Four was nicely tight, with several occasions where I couldn’t do the thing I wanted to do because someone else had just crept in and put a high number down where I wanted to go. The worker-colour game was a bit more interesting too. Given that you want to minimise the number of colours you take (in order to reduce your wage bill when consolidating) and you can see the colours that will be added to the options when spaces are emptied… but you can’t predict exactly where they’ll end up… there was a bit of hedging of bets and frustratingly failed predictions. Exactly the sort of thing I like in a game.

A vertiginous view of the endgame

A vertiginous view of the endgame situation – photo from an awkward angle by Olly

I’d messed up some of my early placements of score multipliers, thinking I’d excel at things I actually did quite badly at, so I ended up scoring things like 5 times 1 for the knowledge track instead of 5 times 5. That alone cost me the win; Jordan had managed his score multipliers much more effectively and actually scored well for the things he’d been good at.

Final score – Jordan: 172 / Me: 171 / Olly: 171 / Alba: 97

Yes, that’s about as tight as you can get for the top three positions (although Olly had inadvertently cheated in the early game by not paying for his first factory, so he should probably have been a few points down from there). But anyway, Nippon: it’s not amazing, but it’s very good, and the weight means it’s probably easier to get it played than other games from the same designers, like Madeira or Panamax.

Alba and Jordan left and were replaced by Ali for a three-player Age of Industry on the New England map. As usual for this map, there was a scarcity of coal so things got quite expensive quite quickly, the building slots clogged up and there was a bit of overbuilding towards the end. I didn’t get quite as much coastal presence as I would have liked (and certainly not as much as the other two), but I did manage to build up a fair few higher-level industries inland and get quite a few rail connections laid in lucrative places.

Final score – Olly: 44 / Me: 43 / Ali: 36


Not enough coastal yellow

I do prefer Brass, but Age of Industry has enough differences to feel like the comparison isn’t entirely fair; it stands up well on its own merits.

Camo joined us for Kingdom Builder, in which I played with my usual lack of panache, but at least I didn’t come last. I just don’t seem to be able to play this game well, although I do always enjoy it. One of the scoring cards was for having a large number of separate blocks of settlements; Camo and Olly picked up more of the special powers that helped with that (like shooting settlements in straight lines across the map) and that was reflected in the scores.

Final score – Camo: 69 / Olly: 61 / Me: 48 / Ali: 42

That was early October. More soon – there’s an all-day session at Newcastle Gamers starting very soon, with possibilities of A Feast for OdinGreat Western Trail and all sorts of other things old and new!

Autumn Games Weekend 2016

I must be getting older. Time is rattling past at an alarming rate and it seems like only a few weeks ago I was holed up in a Northumbrian bunkhouse playing 1862EA and Terra Mystica. A couple of weekends ago, we reconvened in a Yorkshire bunkhouse for more excellent gaming in excellent company.

We began with five-player Kingdom Builder with all the Big Box bits in the mix. I managed a couple of sneaky manoeuvres with the wagon I’d picked up, but – as so often with this game – I felt hampered by annoying card draws and came a resounding fifth. Olly managed to win without really seeing it coming.


Next was an old favourite I haven’t played in literally yearsPower Grid. We played on the Korea map, which meant some interesting choices in terms of buying from the North or South markets (you can only buy from one of them in each round, and North Korea – obviously – doesn’t have uranium). I spent much of the early game early in the turn order, which generally means worst position in most parts of the round; first to auction, last to buy fuel, last to build. I was, however, the only player out of the six of us to start my network in North Korea, which meant some unfettered building in the early game.

Regardless of my poor position in turn order, I actually managed to make a reasonable wedge of money, mainly through relying on wind power. We’d had a really odd shuffle of the power plant deck, so there were high-numbered plants available to auction in the early game; I’d snaffled an OK wind plant and thus could use it to get money for nothing, powering my beautiful, isolated North Korean cities while everyone else duked it out down south.

It wasn’t enough though. Glorious though Pyongyang may be, I needed to expand my network into and through Seoul, which became incredibly expensive and pulled me back in the endgame. First or second choice in so many auctions had left me with some less-than-desirable power plants too, so I was never really in contention.

The glorious

Even in the final round and falling behind, my network (black) is still second in turn order… *sigh*

John Sh and Toby tied on 14 cities powered in the final round, with John winning on the tiebreak of remaining cash. Camo brought up the rear on 10 cities, while Olly, Graham R and I all powered 12 cities. Great game, and a real shame I haven’t played it more recently.

While Olly prepared dinner, we regrouped for The King of Frontier, in which I usually do pretty well. I really didn’t this time, although there turned out to be several illegal tile placements once we had a good look round at the end of the game, so perhaps we can pass this one off as a blip in every regard. (Graham R took a very convincing win in his first ever game.)

After eating, Olly, Ben, Toby and I settled down to Cuba Libre, the second game in GMT’s rapidly expanding COIN series. It’s by far the simplest COIN title I own (the others being Fire in the Lake and Liberty or Death), largely by virtue of being set on a small, essentially linear island, but also in the way the factions are quite clearly delineated – no complex alliances here.

As with any game of this sort of complexity and asymmetricity (yes, Wiktionary thinks that’s a word and I’m going with it), it took a good while for everyone to figure out exactly how their faction could work towards its victory condition. Olly and Toby (as M26 and Directorio respectively) had possibly the easier job – Rally/March in, perform Terror, rack up the points – and my Government faction always has a hard time in Cuba Libre, but Ben as the Syndicate had probably the greatest apparent disconnect between his victory condition and the things he could do. You need open Casinos, fine… but to open Casinos you need money, which you then spend to open the Casinos and then you’re way off the Resource requirement for victory… and then you need to spend more to dig yourself out.

After a couple of Propaganda rounds, however, everyone was getting the hang of things and people kept pushing up towards their victory conditions. As is the nature of the COIN system (at least in Cuba Libre where everything’s tight and easy to get to), it was reasonably easy to keep bashing people off their winning spot on the score track. I was never much of a threat, especially once Havana had been set Neutral; it took me the rest of the game to get it back up to Active Support again.


This looks like the second Propaganda round, so everything was still very much in flux

Toby’s Directorio was a constant threat, with the relatively simple goal of just controlling spaces and getting his bases on the map. While Olly and I were controlling him, Ben started laying down a few extra Casinos; he never quite had enough resources to get the win at the first check of a Propaganda card, but I suspected he’d take it on the final check after the last Propaganda round. And so it turned out, but only by a very narrow margin.

Final victory margins – Ben: 1 / Toby: -1 / Me: -1 / Olly: -2

Great game and very engaging throughout, even if we didn’t get to see the Frank Sinatra card. I wonder if the gents would maybe be interested in Liberty or Death next time…

Cuba Libre had actually run overnight (with a long break for sleeping, naturally), so we’re now into day two, kicking off with Agricola. Drafting from 3E–2I–2K, I ended up with a lovely looking synergy, but it had been such a long time since my last play that I wasn’t sure if I could pull it off. It turns out I could.

Delicious CLAY

Delicious CLAY – my farm at the end of the game

Clay Mixer to get 2 extra Clay every time I take Clay; Tinsmith (and later Pottery) to eat delicious, tasty Clay in each Harvest round; Clay Roof so I never had to take Reed; Clay Plasterer to lower the Renovate action cost to 1 Clay and 1 Reed (i.e. 2 Clay with Clay Roof) and build Clay rooms for 3 Clay and 2 Reed (i.e. 5 Clay). Clay Roof was particularly handy given that Pete had played Reed Buyer; that meant that the Reed + Stone + Food space often effectively became Stone + 3 Food (and a Reed for Pete) and it made it very difficult for others to build rooms or renovate their houses.

I was first to build a new room and first to take Family Growth, so I felt reasonably confident I wasn’t going to crash and burn. Olly was struggling to get much done, while James had more food than anyone could ever need but a less than impressive farm, but Pete wasn’t far behind me. Because people weren’t renovating or building Clay rooms, I always had plenty of Clay to grab from the board (and the 2 extra from the Clay Mixer went a long way once James had built the Well, pushing my Clay:Food conversion rate up from 1:1 to 2:3), which meant a bigger house and easy feeding for me.

I was late to build Fences and grab livestock, which left me without Cattle at the end of the game, but I had a reasonable showing in Sheep, Boar and both crops, with only one farm space left unused. Pete, meanwhile, had made a schoolboy error and boxed off a couple of farm spaces he couldn’t do anything with – no Wood left to fence them and they were separated from his other ploughed Fields. It turns out that mistake handed me the game – just. Excellent game, as ever.

Final score – Me: 41 / Pete: 40 / Olly: 34 / James: 26

I’m not entirely sure of the order of things that day, but I think Coloretto came next. I tend to play safe in Coloretto, and for once it paid off. I grabbed a bunch of “+2” cards (six in total, I think) and only had a couple of extra cards beyond my three positive-scoring colours. The others had been handily squabbling amongst themselves while I waltzed off with the win.

Final score – Me: 32 / James: 26 / Pete: 24 / Olly: 24

Another biggie hit the table: Roads & Boats. First-timer James joined the R&B veterans (Olly, John Sh and me) for a lesson in network planning and resource conversion. He certainly didn’t learn much about network planning from me – my road/building network was deeply inefficient and several times I took a round or two extra to get stuff from A to B in order to convert it into something useful. And he didn’t learn much about resource conversion from John, who managed to misread the resource requirements for both building and feeding into a secondary producer.


Olly provided the real masterclass, not only setting up an efficient network with the right things in the right places (and multiples of the very useful buildings too) but also utilising it to full effect, rounding off the game by producing… a share certificate [insert angelic choir here]. I would have rushed the game end with Wonder bricks if I’d had more stuff coming out of the land, but I’d failed to get a second Woodcutter or Quarry going and my resources were just too precious, even at that late stage. Still, at least I had some Trucks on which to hoard my freshly mined Gold. I was a round or two from creating my first set of Coins, but the Wonder was completed and… well… Olly scored more points than the rest of us put together. Just.

Final score – Olly: 206 / Me: 102 / John Sh: 60 / James: 43

I do enjoy Roads & Boats, but it’s very draining. Luckily, the next game was enjoyably brainless, both in gameplay and thematically: Hit Z Road. It’s hard to believe that this dice-chucking, luck-pushing, brutal-auctioning zombie-fest is a Martin Wallace game, but there it is. I suppose the brutal auction is the giveaway. It’s not really my cup of tea, but after a couple of beers (which is exactly the state I was in) it was most welcome and quite ridiculous.

We all got eaten by zombies.

After dinner, another game I haven’t touched for ages: Galaxy Trucker. We played with Olly’s Anniversary Edition copy, so there were a few expansion surprises tucked away in the card decks (such as “add two cards from the next level deck to the top of the mission deck”, which we had on every single mission – ouch). My game started in typically disastrous Galaxy Trucker style:

Just floatin' into port, devoid of engines, guns or cargo

Just floatin’ into port, devoid of engines, guns or cargo

The second mission went infinitely better, and I not only survived with most of my ship intact but also managed to sell loads of cargo for fat stacks of cash. I’d built that ship while attempting to answer rules questions on Roll for the Galaxy, which was going on at the other end of the table, so maybe distraction is the key to building a successful ship.

Mission three was a disaster for everyone. Slavers, pirates and worse strewn throughout the deck meant that none of our ships got through to the end of the mission. So, after paying for our losses, that meant I still had more cash than anyone else and was thus – astonishingly – the winner!

Final score – Me: 37 / James: 14 / John Sh: 11 / Graham B: 0

It was late and games were coming to an end, so I suggested Codenames to round things off. We ended up playing four rounds and staying up far later than anyone really intended – it’s just that good a game. John Sh and I were the first spymasters (having played before) and I was roundly heckled for (a) the slowness and (b) the quality of my clues. Once that round was complete (and we’d lost horribly), the tables were turned and people started to realise just how difficult the spymaster’s role is.

I can’t remember which teams won which games. It doesn’t matter. Everyone had a great time, and that’s what games are about.

Sunday morning consisted purely of Guilds of London, which I’d previously only experienced in its slightly odd two-player format. This was four-player, and it was gooooood. Way better than the cat-and-mouse and fixed layout of the two-player version. True, it rang longer than I would have liked (it was only slightly shorter than the four-player Caverna happening next to us – about three hours-ish), but that’s almost entirely down to the multitude of icons and much consultation of the reference sheet.

Rather than the back-and-forth oscillation of first player that I’d seen in the two-player game, the turn order was relatively constant through much of the game. Being in last position was still an obvious benefit, but it wasn’t possible to keep everyone in check with that last-player move. I was concentrating on a little Mayoral Reward card synergy I’d picked up (points for having no Liverymen in my personal supply and also points for having lots of Liverymen in the Guildhall), but as the game wound to a close, Graham B managed to pick up a few extra Mayoral Reward cards which I thought would probably cement the lead he’d already built up. And indeed I was correct.

Colourful and initially baffling – Guilds of London

Colourful and initially baffling – Guilds of London

James managed to sneak past Mark into a surprise third place; he’d spent the whole game quite a way back on the score track.

Final score – Graham B: 63 / Me: 52 / James: 48 / Mark: 46

And that was the end of a fantastic weekend of gaming. Roll on the next one!

In August, There Were Games

Considering the general mayhem that August usually brings (school holidays being the main disruptor of sanity and routine), I managed to fit in a surprising amount of gaming. Among the usual family favourites like Ticket to RideIndigoCatan Junior and Forbidden Desert, I also introduced my eldest, J (now 9), to GIPF and we both indoctrinated his brother A (7) in the ways of Small World (in which they ganged up on me and A won his first ever game).

August’s Corbridge Gamers sessions started with a delivery from the hype-train: Scythe, which – like Jamey Stegmaier’s previous game Viticulture – I thought was fine and perfectly playable, yet completely unspectacular. Now, to be fair, I hadn’t quite got my head around exactly where the balance of VPs was going to come from, so I blithely bashed on towards my sixth star without thinking about expanding my territory and lost to John quite horribly (110–57). I mean, losing never bothers me and I would know what to do differently next time… but maybe my failure to grasp the importance of controlling hexes had dampened my opinion of the game somewhat?

Unspectacular gameplay, but fairly spectacular on the table – and we haven't even tried the enlarged side yet

Unspectacular gameplay, but fairly spectacular on the table – and we haven’t even tried the enlarged side yet

Well, skipping on to the last Newcastle Gamers session of August, I got the opportunity to play Scythe again, this time with five players instead of the Corbridge-standard two. I enjoyed it much more this time out, with a lot more going on in terms of interactions – at one point I was perfectly poised to swoop in and take the central Factory hex from John when Camo jumped in first and essentially shut me out for what turned out to be the rest of the game. Fun! (No, really.)

Five colours this time – a lot more to keep an eye on

Five colours this time – a lot more to keep an eye on

I ended up doing no better in terms of territories this time, but at least it wasn’t for want of trying. We ended up with quite a tight spread of points and a surprise victory for Olly, almost entirely by virtue of the fact he’d been hoarding cash to fulfil his secret objective card… and cash is VPs.

Final score – Olly: 59 / Pete: 54 / Me: 48 / Camo: 47 / John: 41

So… thoughts after two games? Yeah, it’s still pretty unspectacular. It’s like watching one of those lazy holodeck-based episodes of Star Trek: The Next Generation: all the familiar elements are there and you’ll have a good time, but there’s something deeper missing and it leaves you feeling slightly unfulfilled. It reminds me a lot of Eclipse:

  • hex-based exploration (and some hex-to-hex routes inaccessible without certain technologies)
  • rush to a central important hex
  • hex control necessary for scoring and for producing resources
  • first-half buildup followed by second-half petty skirmishing for hex control
  • moving bits of wood from one place to another uncovers a thing and covers something else (I realise that’s a fundamental description of moving any bits of wood from one place to another, but if you’ve played the games you’ll know what I mean)

It’s mercifully shorter than Eclipse, and the main reason I don’t really play Eclipse is that I don’t enjoy it enough for the amount of time it takes, so I guess Scythe wins in that respect. It just doesn’t feel as elegant as Eclipse… or a lot of other games, frankly. I think it’s trying to do one or two things too many and it feels like a muddled experience. Oh, and the board design is a nightmare in poor lighting. Still, I’d play it again, although the alternatives would have to be reasonably poor to make me go for it.

Back to Corbridge Gamers and the inaugural (and still only-so-far) run of Guilds of London, Tony Boydell’s long-gestated area-control-with-confusing-iconography game. I’m entirely reserving judgement and comment on this game until I’ve played it more than once and with more than two players, because (a) the iconography on the cards is a complete bastard and the first game is almost entirely spent trying to figure out what each card in your hand does; and (b) the two-player game is quite possibly not much like the “real” three/four-player version.

It's quite pretty in a way, especially that massive horde of my red liverymen

It’s quite pretty in a way, especially that massive horde of my red liverymen in the Guildhall

Don’t get me wrong: we both really enjoyed the actual mechanisms and the wealth of options and decisions available with each hand of (baffling) cards. It’s just that the two-player version turns into a swingy cat-and-mouse round the scoring track. The VP leader is first player for the round, which is a disadvantage, meaning the second player is more likely to score more points and jump into the lead, thus leaving themselves at a disadvantage and likely to be overtaken again in the next round… and so on. No great surprise that the scores were close (70–68), but the winner could have been either of us.

More precisely though, it was me.

We also played Brew Crafters at John’s table this month, which was possibly the best-received Corbridge game of August in my eyes. It’s so much like Agricola that if Uwe Rosenberg wasn’t reportedly a fan of the game, I’d be expecting litigation. That makes it really easy to teach an Agricola veteran though: it’s just “these are resource-accumulating action spaces, these are Occupations, these are pretty much Improvements, let’s go”. OK, there’s a slight wrinkle with the two types of worker and the “brewery phase”, but it’s very Rosenberg.

The randomised available beers pointed me towards brewing ales for big points (8 points per brew of Belgian Quad), whereas John’s first move had telegraphed his intention to at least start off with the porters. It took a while to get going (and money is so horribly, horribly tight in Brew Crafters) but I managed to crank out a few high-value ales and over-hop a few for extra points with the Hop Infusers. My research track actions left me gaining even more extra points just for brewing beer, but I wasn’t sure if John’s more-beers-but-lower-value approach was going to squeeze me out in the final reckoning. As it turned out, I got the win 67–59; those Hop Infusers were great.

My brewery by the end of the game

My brewery by the end of the game

My only particular criticism of Brew Crafters is that the artwork is a bit… rubbish. If only Klemens Franz had put his hands on it. *sigh* You can’t have everything, I suppose. Oh, and I suppose my other criticism is that it isn’t Agricola, and if you can play Agricola… why play Brew Crafters? I guess it’s just down to thematic preference.

Let nobody try to convince you that Brew Crafters is a cuddly version of Agricola though – it’s even harder to pay your workers in BC than to feed your family in ‘Gric. So horribly, horribly, awfully, terribly tight.

Continuing this non-chronological skip through the month, the first Newcastle Gamers session started with Brass and ended with Trajan… with nothing in between. They didn’t run long; there just weren’t people available to start something new after Trajan so I called it a night. Still, any night with two of my favourite games is a win.

Even if I lost both of them.

The second Newcastle Gamers session contained the five-player Scythe experience mentioned earlier, but it started with Splotter Spellen’s Duck Dealer. I think it’s fair to say that Duck Dealer somewhat lived up to my expectations, in that I couldn’t even slightly get my head round it. I found it so opaque (and so difficult to read the board state) that I think I’d have to play it about five times to start to understand it. The thing is, I don’t want to play it even a second time, let alone the other three.

It’s like they took the beautiful simplicity of Roads & Boats and decided to remove all logic from the resource-crafting tree (rather than “some boards and stone makes a building”, you have “plastic beads and blue paint makes diet pills” and “rubber ducks plus phones makes radios”) so it takes an extra cognitive leap to understand. Then they made the movement more complex (each Move action might get you 8 points of movement, but the costs of interplanetary movement might be 12… or maybe 9 if you put some cubes on that route) and introduced a spaceship-upgrading system that slows you down as you add more cargo space and/or crew to the ship.

Maybe I’m just a bit dim, but it was about five things too many to take in at once and I couldn’t figure out what I should be doing when. That was compounded by graphic design that was inconsistent (some pieces showed the VPs you’d score by building them; others didn’t, so I didn’t remember that I could score by building those things) and just, well… hideous. I can forgive hideous design if the underlying game is enjoyable (see every other Splotter game I’ve played), but when the hideous design actually gets in the way of understanding what the hell’s going on, I’m entirely unforgiving.

Anyway, after initially realising that he’d entirely screwed himself over with his starting choice (classic Splotter there), Olly went on to unrealise that and win the game in spectacular style, 90–48–40–36. That’s my 36 at the end there. It would have been 30 if I hadn’t seen the end of the game coming and ditched my plan (such as it was) to scramble up a measly 6 points by selling satellites made from solar panels and telephones.

After being underwhelmed by Duck Dealer and Scythe, it was a delight to try Pi mal Pflaumen for the first time. Adding all sorts of fruity twists to the trick-taking genre, PmP is a lot thinkier than it might at first seem. Every card has not only a number (dictating who wins the trick and gets first choice of the played cards), but also a fruit and usually a special action or scoring opportunity. That means there’s a bunch of agonising over whether to play this card because it’s a high number or this one because I want that fruit but hold on if I play that fruit the number means I’ll lose the trick and Camo will take it first because it’s got the watchdog action on it, so maybe I should play this card with the slightly rubbish scoring combo on it and hope it’s the highest card… and I’ll throw a bunch of pi cards in with it to boost the value.

Every trick’s like that. And that’s great. I hope to play it a lot more.

Final score – John: 43 / Me: 42 / Olly: 38 / Camo: 35

A quick August mention to my week’s holiday in the Lake District, where six games of the wonderful Codenames were played with my wife and her parents. Of course, it’s a hugely fun game, but it’s also an interesting window into the way people think. With people you’ve known very well for over twenty years, it turns out it’s both hilarious and faintly worrying when you find out what their thought processes were.

“Location, 2” (on a table with HOLLYWOOD and a whole bunch of place names)

“Ummmm… POST!”

“No, that’s the other team’s… and in god’s name, why POST?”

“Because the post has to go to a location, doesn’t it?”

My view from the top of Honister Pass, looking east, having just ridden up it from the west – literally the hardest and most painful thing I have ever done

My view from the top of Honister Pass, looking east, having just cycled up it from the west

July Gaming Round-up

I’m back! Major cycling event out of the way (106 miles completed, £590 raised for ME Research UK), last days of first school for the firstborn completed, first couple of weeks of summer holidays navigated. And plenty of gaming done in the interim. Here’s July.

Corbridge Gamers

One from the bottom of John’s pile – Hamburgum. And it really doesn’t deserve to be on the bottom of anyone’s pile. It’s a real cracker.


End of the game. You can see the lovely resources at the left-hand side of the photo, including real bells!

Rondel manipulation, resource management, area control… there’s a bit of each of them, and it all comes together into a splendid whole. The theme comes through nicely (increasing influence in Hamburg by contributing to the building of churches) and there’s a wonderfully evil mechanism in the shipping area, where newly added ships push out the older ships. Somehow, I always managed to stay on the upper hand in that little race, which really helped me power through to a win, 175–153.

My little bit of Hamburg.

My little bit of Hamburg. With the right scoring multiplier tiles, this was quite a points haul.

As usual with a lot of the games John and I play, I’d like to try it with more players, but it was really enjoyable with two.

On the other session we managed in July, we played Mykerinos – which was so underwhelming as to not warrant further mention – and Trambahn, which I enjoyed just as much as the first time I sampled its clearly-18xx-influenced tableau-building delights. This time I was hit with a series of poor card draws (and a smattering of rash decisions), so John’s 155–118 win was unsurprising.

Newcastle Gamers

Three sessions in July, what with the summer holidays bringing about an extra, all-day session on the penultimate Saturday of the month!

Session 1

Arkwright! I’d picked this up about a week before the session and had some solo learning attempts at home, first at the introductory Spinning Jenny game, then the full Water Frame version. I felt that SJ was a bit too light and unrewarding for the amount of effort it takes, so I convinced Olly and John Sh that WF was worth the extra learning effort and that it wasn’t that tough. I mean, it isn’t complicated in terms of the general mechanics of each turn – pick an action, pay the cost, do the thing. Simple, right?

Well, it turns out that with four players (John B joined us) there’s an awful lot going on besides that, and a lot to think about across several areas of the (very full) table.

So many charts. So many cubes. So many pawns.

So many charts. So many cubes. So many pawns. So much bookkeeping.

To cut to the chase: I really enjoyed Arkwright, but it was bloody hard work. I think it would be greatly rewarded by lots of experience, but I doubt I’ll get the chance to find out, such was the effort required. The production/sales phase alone (which we experienced twenty times over the course of the game) was so unintuitive to first-time players that it was very difficult to predict and quite tedious to play out.

Final score – Me: £506 / Olly: £506 / John B: £364 / John Sh: £171

Olly and I were level on portfolio value (one of us had 22 shares at £23 each, the other 23 shares at £22) but I won on the cash-in-hand tie-break, £8 to £1.

John B left and we were joined by Lloyd for the much lighter new game from Martin Wallace, Via Nebula. Bizarre theme and lovely production values aside (that inlay!), this was a perfectly fine if slightly unexciting route-building, pick-up-and-deliver-while-building-stuff game.

Lovely wooden bits.

Lovely wooden bits.

A bit like Age of Steam (of which more later), there’s a slow opening, a long build and a sudden finish… but all packed into about 45 minutes. So I’d be perfectly happy to fill a gap with it again, even if it did feel a little… meh.

Final score – John Sh: 27 / Olly: 23 / Me: 21 / Lloyd: 20

Session 2

What better to do with an all-day session than some 18xx? This time, it was 1844, set in Switzerland, with Olly and Ali. As 18xx games go, it’s a reasonably vanilla one, playing a lot like 1830 with just a few thematic wrinkles like tunnels, mountain railways, H-trains and four different types of company… one of which is the nationalised SBB, coming into being at the beginning of Phase 5 when all five precursor companies are merged.

A bit like 1865: Sardinia (which I seem to have played twice since my last gaming blog post – yikes), many of the railway companies have historical destinations; in 1844, reaching the historical destination means the company receives the 50% of capitalisation it didn’t get when it floated. With some of these companies having only four shares, the half-capitalisation and a top par price of 100 Francs means it can be tough to get anywhere to start with (200 Fr doesn’t go far). And with up to 14 companies on the go at once (although I don’t think we got above 11), the trains get snapped up thick and fast, sometimes leaving many companies trainless.


Late-game board.

I think we played the route-building fairly non-aggressively for most of the game, but we made up for it towards the end. Awkward routing and tokening-out of stations was the order of the day by the later phases, and there were a lot of sudden drops in company revenues when previously beautiful routes were abruptly terminated. Of course, with such a high certificate limit with three players, blocking routes often hurt the blocker almost as much as the blocked company director – after all, we were all at least slightly invested in most of the companies.

Olly had ended up with directorship of the SBB, having had most shares in the five precursor companies. Naturally, having most shares there (and the four trains it could run when most others were restricted to two) meant Olly was getting the biggest chunk of the biggest payouts. I’d done my usual 18xx thing of “strong start, weak finish” and had to payout personal funds for forced train purchases… twice! They weren’t huge, but they were enough to put me out of pocket going into stock rounds and leave me lagging.

1844 end

End of the game. Running only a single train with each of my companies certainly didn’t help.

The auxiliary table holding unsold shares, share prices, track tiles and the illegible scrawlings that tracked revenues from round to round.

The auxiliary table holding unsold shares, the stock market chart, track tiles and my illegible scrawlings that tracked revenues from round to round.

Final score – Olly: 8938 / Me: 6935 / Ali: 6593

As usual with 18xx, a convincing win for Olly. And as usual, I felt like I was getting a grasp on things about one or two rounds too late. Another play of this and I’ll feel more secure with it.

Session 3

With a double booking at the church hall meaning there was a small crowd of gamers standing around in the car park for potentially two hours, Olly, John Sh and I decamped to Olly’s house for a quick game of Age of Steam: France before heading back to continue the session. I say “quick”… it’s not anywhere simple enough to be genuinely “quick”. It is simple enough to pick up very quickly though, and first-time-player John schooled us, 102–88–81 (me last). I hadn’t twigged just how lucrative Paris could be, and I hamstrung myself early on with a few too-low turn-order bids and last position on the turn track.

Back at Christ Church, the session was in full swing when we arrived, with a few people just reaching the end of a game. We added Jon C to our trio and played Roll for the Galaxy (no expansion – it hasn’t been a popular addition when I’ve tried it). Olly went for a quick-building win and just managed it; my development-heavy approach was much too slow to keep pace, points-wise. That said, it was a low-scoring game all round.

Final score – Olly: 31 / Jon C: 27 / John Sh: 25 / Me: 22

Jon had Quadropolis in his big box o’ games, and I’ve been interested in giving it a go ever since its release. It’s a sort of city-building game with a huge chunk of spatial puzzling involved. I’m not necessarily the best at spatial stuff – not that I don’t enjoy route-building and tile-laying games, but I tend to work better without physical grids to work on – and Quadropolis was no exception to that. While the rules themselves are simple (even for the “Expert” version we were playing) and this is a family game at heart, it took me a fair while to get my head round the positioning puzzle. Jon was clearly going for harbours and skyscrapers; Olly was concentrating on monuments and civic buildings; I was… doing a bit of everything and doing it all fairly badly.

Final score – Olly: 91 / Jon C: 81 / Me: 78 / John Sh: 71

My finished city borough.

My finished city borough.

I’m not sure what to make of Quadropolis. There doesn’t seem quite enough to it for a gamer crowd, but it seems a little too thinky for families. Maybe it’s just not my sort of game. It looked quite pretty though, I’ll give it that.

Last up was the unpredictable madness of Donald X’s Temporum. To be fair, I’ve played it at two players and it felt much tighter and more controlled; with four, it felt like a Carl Chudyk game. All plans from one turn were entirely void by the next, given how much everything could change in between. We opted to change our Age I card partway through the game, because the original one made it far too tempting to just sit in Age I and do nothing but draw, play and score cards. Experience clearly played its part and John took a convincing win, but I ended up only one “point” behind. I’d be happy to play again with two… maybe three… but for me, Temporum was pretty unsatisfying with four players.

And that’s July done. Back on the blogging horse now, so hopefully I’ll be a bit more frequent in future.

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 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.


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!

Newcastle Gamers – Saturday 27 February 2016

John Sh and I managed a couple more Corbridge sessions in February, involving Hawaii (which I declared to be “not bollocks”, but it seems to feel pretty dated now) and a first-play-in-a-long-while for Shipyard (which is just as good as I remember from the previous occasions it’s been out).

This, my friends, is how to win a game of Shipyard. As many ships as you can, filled to the brim with businessmen, in their suits and ties.

This, my friends, is how to win a game of Shipyard. As many ships as you can, filled to the brim with businessmen in their suits and ties. With the corresponding government contracts, of course.

But enough of Corbridge. To Newcastle, where I knew a 14-year-old boy I’d played Concordia with last time would be waiting to play Twilight Struggle with me. J (not to be confused with my J, who’s only 8) had attempted – but not finished – a few plays at home before, but any TS aficionado will tell you that it’s best to learn from someone who knows the game. That left me in the awkward position of either (a) taking the USSR, driving the usual early-war tempo and utterly demolishing him in the first few turns, or (b) taking the USA and watching the rest of the night disappear into an epic back-and-forth that doesn’t feel like a normal game of TS… and probably still winning anyway.

I took option (a).

I don’t think it was an unfair choice. I think it’s really helpful to see how the early war should play out with a more experienced USSR player (I’m certainly not a great player myself, but I knew enough to point out to J the importance of the Turn 1 AR1 coup in Iran… which I carried out beautifully and locked him out of western Asia for the rest of the game), and a new player taking the USSR against an experienced USA player can result in the mid war bogging down horribly. And to his credit, J only tried a couple of things that I really wouldn’t have done, so I pointed them out and suggested a rethink.

We got just into Turn 4 and onto the fifth scoring card of the game before I hit 20 VPs. A coup in Panama set me up for a quick infiltration into South America and I scored it for the 2 VPs I needed. I don’t think J was too crushed by his defeat, and I hope he enjoyed it enough to convince his parents to play again. He was certainly starting to recognise the signs that I was holding a particular scoring card… and he also appreciated the ability to bluff in that regard, so he was never entirely convinced I was doing what it looked like I was doing. (I was.) Ahhh, Twilight Struggle. It truly is a great game.

We joined his mum and brother, plus John Sh, Olly and Graham for a game of Paris Connection (aka SNCF). I hadn’t played it before, but it’s about as simple as a decent game can be. I was just getting the hang of the mechanisms when it ended, a round short of me having that crucial tenth share, with Olly (who had ten shares) taking the win. Really good fun in a short package.

After a seemingly complex decision-making procedure involving seven people and a bunch of games that went to five maximum, I ended up at a table with my copy of Samurai, club stalwart Lloyd and relative newcomers Sarah and Iain. Samurai is at its best with players who relish destroying other people’s plans, and there’s always a faint concern that married couples can introduce a relationship-based metagame or just be too nice to each other. No such concerns with Sarah and Iain, who proceeded to be just as mean to each other as to everyone else.

Sarah and I concentrated much of our mutual aggression on this small island.

Sarah (red) and I (red) concentrated much of our mutual aggression on this small island. I later realised why she just left those two castles to me.

I’d like to try Samurai with just three at some point. My two plays with four players have felt like they’re just a little too long and the extra board space possibly introduces a bit too much chaos with the statue-swapping and tile-replacing tiles. But it was still wonderfully aggressive euro fun. (I really should get hold of Tigris and Euphrates.) Sarah took the win by concentrating only on buddhas and rice; she took the scoring tile for both categories, automatically winning. (I managed to take the tile for castles, but I was clearly too diluted in the other two categories.)

After a lovely and enlightening conversation (in which I learned that Sarah and Lloyd had both penned entries on Urban Dictionary, one of which is simply too obscene to link to, and Lloyd told us about one of his plays and the resultant domain name shenanigans), Lloyd and I were left to play Lost Cities. It had been a very long time since I’d last played it, but I’d remembered the dangers of starting too many expeditions. Lloyd, meanwhile, was playing fast and loose, so over the course of our three rounds, things just got better for me and worse for him. I eventually won, 79 to -11. Yes, minus eleven.

Olly and John joined us to round off the evening with The King of Frontier. This remains a fantastic little game after six plays. I thought I was doing pretty badly to start off with (I declared myself to be playing “the long game” after several rounds without completed production areas); after finally finishing off my quarry and forest, I could actually afford some Buildings and shifted into a new gear. First of all, Reclaimed Land let me discard part of a city I’d just foolishly finished; next, I replaced that discarded tile with The Statue of a Man, which gave me 5 more points; the final, glorious touch was the Ancient Monument, which let me sift through my discard pile and place anything that would fit. As it turned out, that filled every space on my board except one, and it was only a couple of turns of Development before I pulled a tile that slotted in perfectly.


It truly is a thing of stick-figure beauty.

Lloyd had actually done really well with a couple of Building tiles and Olly had a nice combo of Warehouse (storing cubes) and a tile that scored VPs per cubes left at the end of the game, but nothing was enough to beat that 12-point swing from fitting my last tile in. John, meanwhile, was… well… he hadn’t completed many areas.

Final score – Me: 48 / Lloyd: 43 / Olly: 37 / John: 12

Newcastle Gamers is usually on the second and last Saturday of every month, 4:30 pm until late at Christ Church, Shieldfield, Newcastle upon Tyne! Details can be found on Meetup.

Dinner for Two: two-player Food Chain Magnate

This Corbridge session deserves a post all of its own, partially because I actually remembered to take some photos, but mostly because Food Chain Magnate is such a very good game. Oh, and also because we finally got the opportunity to play on a table large enough to accommodate the recommended card layout (see photo above – employee tree on the right and Milestones along the top).

Knowing that the two-player map layout is a 3×3 grid and that radio campaigns conveniently cover a 3×3 grid, I went into the game on a mission to play the first radio campaign as early as possible (and being first to radio means your radio campaigns advertise two of the advertised good to each house). However, in order to maximise my earnings, I wanted to be first to market something (for the $5-per-item bonus it brings) and also get hold of the Luxuries Manager for a $10 boost on each item… which all meant that it would take a while to get a marketer up to Brand Director level to play that radio campaign. I decided I could get it done pretty quickly though, so I chose the $100/2-slot Reserve card at the start of the game.

The random map tiles gave us two separate roads with three houses attached to each, so John and I fairly naturally started out with our restaurants on different roads. The lack of interaction didn’t last long though. After a first turn in which John hired a Recruiting Girl (clearly going for the “First to Recruit Three People in One Turn” Milestone) and I took a Trainer, we were clearly going for different strategies. I kept my company structure lean and mean until the last couple of rounds, whereas John took advantage of that Milestone bonus (and the two free Management Trainees it brings) to utilise lots of employees in each round.

Of course, hiring and playing lots of employees meant lots of Milestones for John, and it was hard to keep my nerve and stick to my initial plan, especially when he plonked down the first airplane campaign and spread desire for pizza all across one side of the board. (Thankfully, the tile layout meant that airplanes weren’t that effective in this game.) Meanwhile, I’d managed to play a mailbox campaign for burgers across the one large central block, meaning I’d get a $5 bonus per burger sold for the rest of the game. Note that I’d avoided playing a billboard campaign – infinite marketing campaigns for the rest of the game was something that hadn’t necessarily worked out well in previous games! (John also avoided billboards until quite late in the game.)

My five Milestones; John had twelve. It just goes to show: Milestones aren't everything.

My five Milestones, near the end of the game; John had twelve. It just goes to show – Milestones aren’t everything. (In fact, the bonus for being first to $20 is almost nothing.)

I managed to snag the (single) Luxuries Manager early enough to be able to flog some burgers at premium prices on the back of that initial mailbox campaign, but it was clear that I’d need a way to reach the other road on the board in order to properly benefit from my radio plan. After all, there’s no point making people want loads of burgers if you can’t sell them any. Naturally, John had reached the same conclusion, and we both worked towards the Local Manager and/or Regional Manager… but more of that later.

I’d picked up a Coach to make my training strategy more efficient within a small business structure. That meant training an Errand Boy up to Zeppelin Pilot didn’t take long, and I ended up with a Burger Chef and Pizza Cook (the latter to deal with John’s pizza-plane advertising) in order to try to meet the massive demand I was hoping to imminently create. Frankly, I needed to get the radio campaign off the ground, because (a) John was training worryingly high up the marketing tree, (b) I had trained so many people that my Payday bill was terrifying compared to my sparse income at that point, and (c) we had broken the bank for the first time, so the end of the game wasn’t that far off ($300 total second bank, three slots for CEOs). Oh, and John had taken the “First to $100” Milestone, so he was getting the CFO 50% bonus on income. Yikes.

The timing was beautiful though. On the round after I’d set up the radio campaign right in the middle of the board, I played my recently acquired Regional Manager and opened up a new restaurant right on the other road. Being the Regional Manager, of course, the restaurant opened immediately; John’s Local Manager in the same round built a restaurant that wouldn’t open until the next round, and he didn’t have enough burger-producing capacity to cope with the two-burgers-per-household desire I’d just unleashed on the city.

That meant multiple sales without any sort of competition, with my Luxuries Manager and Milestone bonus pushing sales up to $25 per burger, or at least $50 per household. With John earning nothing that round (and with a CFO bonus of 50% of $0 = …nothing!), I went from a long way behind to a huge distance ahead in a single round, very nearly breaking the bank for the second time.

Radio Burger unleashing its uncontrollable meat lust across the city

Radio Burger broadcasting its uncontrollable meat lust across the city. This picture is from the last round.

Meanwhile, as you can see from the picture, John had tried to sabotage me a bit by placing billboard campaigns on the map. But no – Zeppelin Pilot to the rescue! I could pick up drinks from every source on the board, so I was ready for anything. And my Pizza Cook meant I could cover the pizza desire too.

I’d lost track of John’s ability to produce burgers though, so I hadn’t realised that in the last round he could cook up eight burgers (two cooks and two trainees), and with other items stored in his freezer he fulfilled four houses at dinner time; he always got priority because I’d played my Luxuries Manager and he was way cheaper than me. Of course, that left two houses for me, and at 3 items per house with two burgers in each, that was 3×$20 + 2×$5 burger bonus = $70 per house. That’s $140 from two houses, which was more than John took from the other four houses all together (not including his 50% CFO bonus though). Love that Luxuries Manager. Imagine if I’d put a garden or two out…

With the bank thoroughly, completely and utterly broken, we totted up the final score, but we could see who the winner would be before any maths took place.

Final score – Me: $405 / John: $253

The final situation: John's stuff (Gluttony Burgers) on the bottom left, mine (Fried Geese & Donkey) on the bottom right.

The final situation: John’s stuff and final-round structure (Gluttony Burgers) on the bottom left, mine (Fried Geese & Donkey) on the bottom right. The only Milestone unclaimed at the top is the “First to Lower Prices” – neither of us did. Note that my Zeppelin Pilot was actually no use in the end – John served all the drinks-wanting houses before I got involved.

What more can I say? I love this game. I’m looking forward to trying it out with more players too. The two- and three-player games have relatively tight board layouts; with five players, the city is 5×4 tiles, so a radio campaign won’t necessarily dominate the board… and the “1×” top-tier employees aren’t limited to just one for everybody to fight over. If it still works beautifully with more players (and there’s no reason why it shouldn’t), this is easily in my top ten games ever. Probably top five. Very, very clever stuff, and a large part of the catalyst for my pre-order of Splotter’s reprints of Indonesia and The Great Zimbabwe, coming later in the year. Can’t wait.

More January – Pfister Fun!

Continuing on from last time, more January gaming!

John Sh and I have managed a couple of Corbridge sessions in January (pretty impressive really, given how indisposed I’ve been by illness and child-rearing). The first featured My Village by Inka and Marcus Brand, an odd reworking of themes from their own Village, which I’ve played a few times and enjoyed a lot. My Village is, quite simply, better and more elegant. It’s like The Prodigals Club compared to Last Will – it’s clear that the theme works wonderfully, but it just needed a new set of mechanisms around it to really make it shine.

I tried to do a bit of everything with my villagers, which turns out to not be the way to play well. John specialised much more (he filled a massive church with monks), and it paid off in a 72–54 win for him. Great stuff – happy to play again.

Another Wednesday evening saw us playing Isle of Skye: From Chieftain to King, which is an unwieldy title for a fairly simple (yet quite thinky) tile-laying game from Austrian duo Andreas Pelikan and Alexander Pfister. (More Pfister to come later.) I struggled massively, mainly by doing quite well for the first few rounds and ending up in a death-spiral of cash. Doing slightly better than John meant that he got a monetary boost in the last few rounds, which coupled with his whisky-heavy tile layout to mean that he could set prices on his tiles much higher than I could even afford. John overhauled me on points in the very last round to win 76–65.

I got him back in Roll for the Galaxy though, with a completely vanilla base-game-only match coming out in a 48–41 win to me. It was all about the Developments.

Too many family games to mention scattered throughout the month, but highlights included Ticket to Ride: Europe (with everyone old enough to play getting a solid drubbing from me) and a whole afternoon of games with 8-year-old J, featuring K2 and a bit of Small World.

Oddly, the last Saturday of the month brought more family gaming… except with someone else’s family at Newcastle Gamers. John Sh and I happened to end up at a table with Ruth and her sons L and J (feels natural to just use initials for the under-18s), which meant that probably the entire Hexham/Corbridge-area contingent was playing together. And what were we playing? Concordia!

I’d been umming and ahhing about Concordia for a while, given that it’s often recommended to people who like games that I like. When Shut Up & Sit Down gave it a positive review, I quickly jumped and ordered it before it sold out, as often happens. So this was my first play and my first time teaching the game. Thankfully, the rules are incredibly simple (play a card and do the thing written on the card), so we were quickly up and running, even with the slightly fiddly setup process.

And it turns out it’s a little gem of a game. Turns are quick and simple (although they can be very thinky beforehand), downtime is minimal even with five players and it always feels like there’s something useful you can do. The big stack of cards for purchase all give boosts to your end-game scoring as well as increasing the power of your deck of cards, so it’s not too hard to develop a coherent strategy. Mine involved building in all the cloth-producing cities and acquiring the Weaver card, which gave me a Minerva bonus of 5 VPs per cloth city (i.e. 20 VPs by the end of the game) and let me produce loads of cloth by playing the card. 4 cloth = 28 cash = lots of other buildings, so after a slow start I could rapidly increase my building portfolio.

It turned out to be a decent strategy and I won by a reasonable margin (I think I had 137 and John was in second place with 110-something). J came in a very respectable third place, just over 100 – he’d been planning well throughout the game – then Ruth and finally L bringing up the rear. A really fun game with a “classic euro” feel to it. Must play it again soon.

We followed that with the return of Mister Pfister and Isle of Skye. It was quite a different beast with five players, and I managed to avoid the cash-death-spiral this time round. L seemed to be following a similar path to the one he trod in Concordia – acquire cash and hoard it – which meant he didn’t price his tiles very highly and I snagged one or two at bargain prices to complete various handy scoring features on my layout.

And as it turned out, I demolished everyone with a final score of 77. To be honest, I’m not sure what I think of Isle of Skye, but that might be because I still haven’t quite figured out how to play it properly yet. Maybe a 3- or 4-player game (without rogue tweens using degenerate cash strategies) would help me decide.

After Ruth and the boys left, John and I teamed up with Camo and Lloyd for more Pfister, this time in the form of his execrably named compact engine/tableau-builder Oh My Goods! Ugh. While the original title of Royal Goods was dull, at least it connected back to Pfister’s game Port Royal and it didn’t make me want to eat my own face off. Oh My Goods!? No. It makes it sound like some sort of party game or Munchkin-style take-that-fest.

Cards for buildings, cards for goods, cards for workers... cards for everything!

Cards for buildings, cards for goods, cards for workers… cards for everything! (Photo by John Sh)

Which is something that it very much isn’t. It takes elements from San Juan and marries them to bits of every engine-building and resource-conversion euro you’ve ever played, producing a fairly simple and elegant little maxi-filler. There’s a bit of push-your-luck involved with the morning and afternoon markets being revealed, which slightly grated with me, but it’s a light enough game that it didn’t matter. Camo ran away with it, with his seemingly magical cow-production line.

And last but never least, The King of Frontier. Although I managed to snag my beloved Altar by making sure I had a massive field completed very early on, and although I went full-on heavy on the Consume action (albeit with only one very small city), it wasn’t enough to outdo John’s little collection of VP-producing buildings. He beat me by just two points, with Camo and Lloyd a fair bit further back.

The King of Jauntily-Angled Frontier

The King of Jauntily-Angled Frontier (Photo by John Sh)

And that was January. February’s already underway, so I’m sure I’ll be back soon with more.