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