Tag Archives: carcassonne

October Gaming Roundup

Picking back through my logged plays on BoardGameGeek has got a bit more difficult now that I’ve made the decision to log plays of digital/online games as long as they’re against real people. It was starting to feel ridiculous having only two or three logged plays of, say, Castles of Burgundy when I’ve played it online (on Boîte à Jeux) 18 times against real people. I’ve also been playing online quite a bit recently, not only on Boîte à Jeux but also Board Game Arena and Yucata. As I write, I’ve got two games of Trajan on the go, plus one each of HivePuerto Rico and Tash Kalar.

But I’ll concentrate here on face-to-face gaming, facing real people with their real faces. John Sh and I played Nations at the start of October, which was (as I so often seem to say) something I’d wanted to play for a while. I like Through the Ages a lot (although I’ve only played it online and not for a while, so… no logged plays on BGG – sigh), so I was interested to play this apparently streamlined distillation of the essence of TtA, especially in advance of the new edition of TtA. The influence is blatant, but the differences are abundant – and nothing is more different than the military system, which removes virtually all of the player-vs-player nastiness of TtA.

We opted to play the “advanced” sides of our player boards, even though it was my first time playing. I’m a big fan of asymmetry and it wasn’t a change of rules – simply a difference in starting resources and a small special power. My empire of Rome pushed me towards a military strategy straight away, while John’s Egyptians were clearly much more peaceful; indeed, John renounced the military game pretty much immediately, in favour of being able to build more stuff while I pummelled him as much as the game would allow… which wasn’t actually much. A few bonuses here, a few things taken away there – I probably lost just as much stuff from being behind on the stability track for much of the game.

Everything progressed in a fairly TtA-ish way, with bigger and better cards coming out as each era began, slowly replacing our buildings and/or military units. The last couple of rounds became a slightly mathsy parallel-solo optimisation puzzle, which wasn’t a problem in and of itself, but it did detract a little from the civ-building theme. In the end, we totted up our points to find that my Romans had beaten Egypt, 36 to 28.

Overall, Nations does a decent job of simmering the civ-building genre down into a palatable play-length. It just doesn’t quite match the grand feeling of Through the Ages, but that’s OK – it’s a very enjoyable game in its own right.

A week later (and after a Newcastle Gamers session in the middle), John and I met again for Suburbia. Astonishingly, this was only John’s second play of Suburbia, having played it when I picked it up just after Essen 2012. That first time round, he’d taken an early lead, which is generally a Very Bad Idea in Suburbia, and he spent the rest of the game being pummelled by the red lines on the Population board reducing his Income and Reputation. Not an enjoyable introduction to the game, and he’d understandably been a bit put off.

The pain had dimmed to a dull ache after three years, so we attacked the base game again. It was all fairly close (and John edged ahead for a while) until very late on in the game, when my experience showed through (with a bit of good luck) and I was ready for the uncertainty of the game-end timing in the C stack. John got slightly too hammered by the red lines again, but not quite enough to push his income down to -5 on the last turn like mine. That meant I took the Miser goal (lowest income) and the Aquaphobian goal (fewest lakes), because John had to build a second lake when he had no money left and had used all three of his Investment Markers. We each made our private goals, but that wasn’t enough to stop me soaring ahead in the final scoring: 169–130. I’m pretty sure that’s my highest score ever. I mean, 130 is pretty damn good, but 169 is ridiculous.

The key thing is that John enjoyed Suburbia much more this time round, which means there’s less chance of it languishing on the shelf – that’s great, given that I’ve just bought the Suburbia 5★ expansion.

We finished off with John introducing me to Arboretum, which is a fabulously thinky little card game. It’s like a two-dimensional Lost Cities, with elements of tableau building and hand management thrown together into a simple-yet-oh-so-AP-inducing super-filler. John was planting some lucrative-looking trees in his arboretum, so I made sure to hang on to high-value cards in those suits so he hopefully couldn’t score them. Meanwhile, I was struggling to plant anything useful in my own tableau, with a hand full of 6s, 7s and 8s. At the end, the vast majority of my success came from denying John the ability to score his trees, so it was a low-scoring victory for me, 16–11.

Continuing the “gaming weekend” theme from last month, I had a weekend alone with our 8-year-old. J (as I shall refer to him, given that it’s his initial) has enjoyed a few of the games from my collection over recent years, but he’s just turning a developmental corner which means he can really start planning ahead. Oh, and he can read fluently now, which is a great help for games covered in text. Being an 8-year-old boy (and a voracious reader), he’s much more interested in fantasy creatures and exciting gameplay than economic models and quiet contemplation of worker placement, so we took a trip to Travelling Man in Newcastle, to see if there was anything we both fancied the look of. We ended up leaving with Small World, which is pretty distant from my usual gaming territory, but I know it has a reputation for being ‘fun’, if nothing else, and J was drawn to the artwork, the presence of wizards and dragons (just like in his favourite books) and the fact it was for “age 8+”. (As an aside, I’m quite proud that he declared the newly released Star Wars Carcassonne to be “a ridiculous idea”; it certainly looks it.)

Over the weekend, we managed:

  • Castle Panic × 2 (too light for me, and too easy to win, but just right for J – again, including the theme)
  • Small World (what fun there is largely comes from the race/power combos – J got Heroic Halflings and thrashed me 95–75)
  • Carcassonne (probably the last time we’ll play this for a while – I’m just too nasty, which is what I enjoy about 2-player Carcassonne)
  • Labyrinth (the old Ravensburger maze one, not the GMT global terrorism one)
  • Forbidden Island (we died pretty early on, even on Novice level)
  • Jungle Speed Safari × 3 (my hands hurt for about four days afterwards)
  • Ingenious (against all odds, J loved this on his first play)

Yes, a weekend of games that aren’t entirely to my taste (except Carc and Ingenious), but that’s not the point. A weekend of games with one of my kids. That’s the point.

Another evening session with John featured the most painful game of Snowdonia I’ve had in a long while. We were trying out the Trans-Australian Railway expansion, but we can’t blame the expansion for our woes. Every so often, the card draw in Snowdonia just doesn’t work out nicely. We had rain after rain after rain, including the Australian “extreme weather” version – floods – meaning the excavation and track-laying were painfully slow. The whole thing took nearly twice as long as it should (we played for getting on towards two hours) and just felt like being battered about the head with a Mallet of Obduracy. I finished the game at the earliest opportunity and won 121–86, essentially by accident. (It possibly should have been 124–90, because we forgot to score double points for the Nullarbor Plains track cards.)

Just over a week later, we held another Corbridge Gamers session, this time swollen in both length and numbers. Olly and Graham came over in the afternoon as well as John, bringing us to four for a good ten hours or so of games. We started with my newly acquired copy of Poseidon, an 18xx-euro hybrid which condenses most of the key elements of 18xx into a fixed-length game full of wooden discs.

We all synchronised fairly well: everybody set up a nation in the first round (my Megalopolis got a bit screwed by John slightly unexpectedly cutting me off, but my plan from the outset had been to keep Megalopolis slow and steady until the final few rounds so it wasn’t too much of a bother) and then we all started a second nation in the same merchant round a while later.

We’d all played 1830 before (although for Graham it had been eight years and for John probably about 25), so there was much “ah, just like 1830” and “oh, this isn’t at all like 1830“. The huge difference is that Poseidon features recapitalisation as part of the game flow. At the start of Phases 2 and 3, nations can add more Potentials (wooden discs) to the Merchant Pool to raise more money for their coffers. That means that (a) there’s a careful balancing element between issuing Potentials as Merchants and using Potentials as Trading Posts on the map; and (b) it’s much more forgiving in terms of being forced to buy trains Ships from personal funds. That latter point, combined with the fact you can’t ever forcibly dump a nation onto someone else – even if they have more shares Merchants than you – makes it a much, much gentler financial game than 1830, and I certainly ended up concentrating very heavily on the map and getting the most out of my remaining Potentials once I’d figured out how many to issue as new Merchants.

Should the Merchant Pool be that full at the end of the game?

Should the Merchant Pool be that full at the end of the game? With a limit of 15 Merchants per player in a 4-player game, it seems likely… although we could maybe have managed nations better and got more Trading Posts on the board instead.

Megalopolis (purple) became very profitable indeed over the last two Operating Rounds Exploration Rounds, but it was too little too late. Olly had run Larissa (orange) very well for the whole game and, although it wasn’t generating a huge revenue in the last rounds, he had seven Merchants from Larissa (and a couple from Megalopolis) so he was bringing in a fair chunk of money each time it set sail. Graham was the only one of us to get seriously burned by the forced purchase of a Ship, which took several hundred drachmas from his personal funds and scuppered his game somewhat in the closing stages.

Final score (in drachmas) – Olly: 3626 / Me: 3296 / John: 3128 / Graham: 2649

I know a few things I did badly and a few things Olly did well, so I reckon I could play substantially better next time. I’m starting to get really excited by the idea of 18xx as a game series. I’ve got my eye on the imminent 1844/1854 double-package from Lookout Games and Olly’s already picked up 1862: Railway Mania in the Eastern Counties, so there’s plenty of possibility for more diverse 18xx in future.

After a quick pub trip for food, we spent the rest of the day engaged in substantially lighter (but excellent) fare. I maintained my 100% win streak in the superb The King of Frontier (Me: 52 / Graham: 44 / John: 42 / Olly: 28), failed miserably at Codenames (which could do with more than four players, to be fair) and came an honourable second in the mayhem that is Camel Up (Graham: 34 / Me: 29 / Olly: 28 / John: 20).

Tucked in among that lot was a successful run through Ghost Stories – yes, we defeated Wu-Feng! OK, it was only on Initiation level, but I tried to avoid quarterbacking too much (I’d had a solo refresher game on Nightmare level that morning and won fairly easily as the yellow Taoist). It was a really tough start to the game, with multiple Haunters coming out early on and several player boards being perilously full, but getting through a tough start means it should be easier later on. And it was for a short while… until Wu-Feng himherself turned up, as the Dark Mistress.

Victory! (A pyrrhic one for Graham, lying dead in the Graveyard.)

Victory! (A pyrrhic one for Graham, lying dead in the Graveyard. And clearly not an easy one for the rest of us.)

Obviously, none of the incarnations of Wu-Feng are exactly fun, but the Dark Mistress is my least favourite of the lot. Throughout the rest of the game, the dice are largely mitigable – in fact, my general rule of thumb is not to bother attempting an exorcism unless I have the Tao tokens available to do it without dice. The Dark Mistress takes that away, requiring three blue dice/tokens to exorcise… except it locks Tao tokens so you can’t use them. You can still use the Circle of Prayer so that’s only two blue (or wild white) dice needed once you’ve put a blue token on the Circle, but even so… it reduces the final encounter to simply rolling dice until either you succeed or you die.

So it wasn’t the greatest ending to Ghost Stories, but at least we won. Hooray!

These monthly roundups are getting out-of-hand lengthy, so I’m going to attempt to do little and often in future. Hopefully there’ll be enough gaming to justify it!

September Gaming Roundup

huge month of gaming, even when you exclude the Newcastle Gamers session I’ve already covered. It started with a weekend where Mrs Cardboard took two of our three kids away and left me with the middle one (aged 6), so he picked some of his favourite “proper games” to play. Two games of Indigo, one of Carcassonne (no farmers and playing nicely – no stealing cities, much to my dismay) and an unusually long Rampage in which we both struggled to properly demolish buildings and kept missing things when throwing trucks. As ever, I absolutely destroyed him points-wise (and the city, physically) because he’s far more interested in having fun knocking stuff over than in collecting full sets of meeples for points. 65 to 12. He didn’t care; he’d thrown bits of wood around for nearly an hour.

That weekend also included a Corbridge Gamers session with John Sh, featuring Snowdonia with the Neuhauser Bockerlbahn expansion. I nearly sneaked a win by doing really nicely out of station building and having just the right set of contracts to fulfil, but John got some excellent bonuses from track-based contracts and took the win by 10 points (134–124). The Neuhauser Bockerlbahn adds some interesting ideas to the Snowdonia formula, including wood and the ability to power trains (of which you can own two!) with said wood once you’ve felled it. I really should play Snowdonia a lot more.

We also played Russian Railroads, which was new to me. I’d somehow missed every opportunity to play it over the nearly two years since its release. I now massively regret that, because I really enjoyed it! It’s got that magical combination of being relatively rules-light while always having some fairly deep choices to think through, with early engine-building (not literally… although also literally) guiding you to an overall strategy that can work out really well… or go horribly wrong. I managed to sneak a win, basically by collecting enough engineers to score an obscene bonus towards the end of the game (28 points or something like that). John had warned me that the scoring would accelerate rapidly. Even with that warning, after the first round of six ended with the scores at 11–7, there was no way I would have suspected I’d win 299–274. Ridiculous. But brilliant. Very keen to play this one again with more players.

The major gaming event of the month came on the final weekend, with another fantastic two days away organised by the other gaming John in my life (Simmo when he comments here). These weekends have become little highlights of my year, with the opportunity to get some longer, heavier games played without fear of running out of time or taking up too much space.

Our view for the weekend

Our view for the weekend

Friday was almost entirely taken up with 1830, which I’ve wanted to play for a long time. I’ve had a copy of the Mayfair edition since I saw it briefly going cheap (£25-ish?) a while back. Simmo has had a copy of the Avalon Hill edition for a lot longer; indeed, the last time his copy got played was almost eight years ago. John, Ali, Olly and I all had a basic understanding of the rules, but it still took at least an hour to set everything up and make sure we were all on the same page (some slight rules differences and clarifications between the AH and Mayfair editions threw up some early stumbling points).

The initial auction for private companies left Olly with the B&O – very expensive, but with the bonus of the President share in the B&O railroad – and me with the C&A, giving me one normal share in the PRR (and obviously I went for the presidency straight away). Both of those railroads floated early and paid out often. Ali ended up with four shares in PRR, which meant I could have dumped the railroad on him just before its trains rusted and left him short of cash. As it turned out, at the crucial point he was swimming in cash and I slightly mistimed it anyway, so I ended up paying up about $750 for a diesel from my personal fortune, which pretty much scuppered my game.

The board was pretty full with tiles towards the end of the game, with only minor adjustments between operating rounds; unfortunately, we hadn’t thought this bit through and ended up recalculating entire train revenues every time, which ate up loads of time that could have been saved with a revenue table (I’ve printed one out and stuck it in my copy for next time). After about seven-and-a-half hours of play, we finished a set of operating rounds with only about $50 left in the bank, so we called the game there and saved probably another 45–60 minutes of recalculations that wouldn’t have changed the final position much.

Final score – Olly: $6,547 / Ali: $5,494 / John: $5,296 / Me: $4,227

A sound win for Olly, and a solid thrashing for me. I had a wide spread of shares across various companies, but without deep holdings in anything except PRR (50%). Coupled with mistiming the diesel buy, I think that was the crucial factor in my woeful performance. Olly, meanwhile, was heavily invested in two companies (B&O and C&O) with only a few shares from others, which meant he could get hefty dividend payouts from his presidencies. We all played nicely with each other (apart from my early blocking of C&O with awkward track tiles), given that it was very much a learning game (and I mistimed dumping PRR on Ali). Next time, I think we’re all armed to be a bit more vicious. And I’ve found myself looking at other 18xx games since; it’s clearly struck a chord with me.

Saturday was a lot more varied, with Age of Industry (New England map, Graham winning a low-scoring 5-player game on a tiebreak) and Ticket to Ride: Märklin (enjoyed this more than any other TtR variant I’ve played, even played at breakneck speed to fit it in before Ali had to leave – he thrashed us all in absentia) taking up the morning. I got in a 3-player Trajan (my favourite of all the Felds) with Olly and James; I made a couple of silly errors, which is normal for me playing Trajan, but still won by a single point over James.

The end of Trajan

The end of Trajan; just peeking into shot, bottom-left, is Olly’s impressive collection of shipped goods

After that came Erosion, a Sierra Madre Games card game, not designed by Phil Eklund, but developed by him and bearing all the Eklund hallmarks – terrible graphic design, cards filled with educational text and preposterous game terminology. It proved to be one of the strange little highlights of the weekend, partly for the fact that it’s a game about being a mountain, but mainly for the constant giggling about having “handfuls of schist” and asking people if they would be “uplifting”. Ridiculous, with a narrow win for James.

After introducing Jude to Ingenious (Jude placed second behind Graham, with me in third and Olly bringing up the rear after a little scrap where I made sure I wasn’t going to be last), I played the first of two end-of-WWII-themed games that rounded off the weekend – 1944: Race to the Rhine. In some ways, RttR could suffer slightly from its theme, in that it’s clearly a war-themed game (evident from the box art) but at its heart it’s a resource-management and racing eurogame. That means that wargamers could be a bit disappointed by the euro-style play, while euro-lovers never try it because it’s a “wargame”. Me? I loved it.

Ben played the sole British role of Montgomery, while Toby (Patton) and I (Bradley) represented the US generals pushing eastward towards Germany. As Brad, my problems were apparent from the start – I had no opportunity to capture limited supply bases on the way, so all of my supplies had to be brought onto the board at the “bottom” (the west-hand side) and taken all the way to my corps by truck. Monty and Patton had the option of bringing in supplies much closer to their corps, which meant they could be a little more responsive and flexible.

It turned out to be less of a Race to the Rhine and more of a (in Ben’s words) Casual Stroll to the Rhine, with each of us being fairly cautious in our advances. Toby did shoot ahead to the east in the first few turns, but then was brought up short by a lack of supply… alongside Ben and I using the Axis markers to hamper his advance quite drastically. Ben, meanwhile, mopped up some German forces as he sauntered to the east, and I pushed on in a fairly measured and even fashion, bringing each of my three corps forward together. I nearly came completely unstuck when Toby carried out Axis counterattacks into my supply lines; I was one turn away from being completely cut off, but I just managed to sneak some fuel and ammo through to keep things moving. Bradley does have the potential to be completely cut off (and effectively out of the game) without sufficient care, so that’s something to watch out for in future!

Meandering Saunter to the Rhine

Meandering Saunter to the Rhine – I do love the graphic design work on this one

It got a bit gamey towards the end, with Ben clearly having a lead in medals (the win condition if nobody actually crosses the Rhine before Axis markers run out) and thus wanting to end the game, while Toby and I wanted to catch up a bit… or even cross the Rhine, which Toby was perilously close to. We got there in the end though, with Ben winning on 7 medals, me on 6 and Toby on 5. A really fun game, which I’d like to play again soon… but I imagine I won’t get the chance because the theme probably puts a lot of people off. Shame.

One night’s sleep later, the three of us reconvened for Churchill on Sunday morning. An odd and very effective mix of negotiation, seemingly simple card play and abstracted warfare, Churchill covers the closing months of WWII, simulating the conferences between Churchill, Roosevelt (and later Truman) and Stalin. We played the tournament scenario, which covers the last five of ten possible conferences (the ten-conference game would take a fairly long session…), although we missed off the final conference through a lack of time.

The card-play in the Conference phases seems initially trivial, but it soon becomes apparent how important it is to (a) keep turn order in mind and (b) hold back powerful cards for late in the conference. Winning the Agenda segment at the start of each Conference phase not only lets you get a headstart on winning a conference Issue (represented by counters on the Conference Table tracks), but also ensures that you’re last in turn order, which is a huge advantage for winning that all-important Issue.

Ben (as Stalin) kept the “Nyet!” feeling alive by regularly debating Issues after they’d been advanced by either Toby (Roosevelt) or me (Churchill); conversely, neither of the Western allies felt the need to do much debating. I think I did it once, just to keep Ben from being able to debate (only one player can debate an issue after it’s advanced). It’s little touches like that which keep the theme alive through simple mechanisms – the USSR player debates so often, as Stalin did historically, because they get a +1 bonus to card strength when they do. Clever design.

Debates continued in another form after the Conference phase was over, with the assignment of support on various war fronts in the Military phase. There was a fair bit of jostling and (non-binding!) conversation going on as to which fronts would receive support and for what reason. I didn’t want to support the Normandy landings until my UK troops had entered Northern Italy; conversely, Ben was desperate to make Normandy happen so the Germans would divert some of their horde of troops to the Western front. That meant nobody could be happy until I’d got my precious advance in Italy and was ready to commit to the Normandy effort.

I pushed a couple of Global Issues early on, meaning I could place Political Alignment markers in Colonies when no one else could. That was going to be my key to VPs – Political Alignment and clearing out other people from the Colonies, keeping my head down so the others might not notice. Meanwhile, Ben and Toby kept the fronts moving forward as best they could, stealing the odd bit of Production from me (either directly or with Directed Offensives) and each other.

At the point that we cut the game short, neither Axis power had surrendered, so we knew we were in for a bit of a die-roll-fuelled resolution to the final score – it’s Mark Herman’s penalty for players who don’t bother finishing the war. The leader subtracts 1d6 from their score, the second-place player subtracts (1d6)/2 and the player in last adds 1d6. Before the d6-randomised score adjustments, I had a lead of several points over Ben, with Toby just behind him; after the adjustments, it was a different story.

Final score – Toby: 36 / Me: 32 / Ben: 31

A sneak win for the US. I’m not entirely satisfied with the “victory condition 3” ending with random score adjustments – had I not rolled a 6 and had Toby not rolled a 5, things would have been very different – but I guess that’s the idea. It’s not supposed to be a satisfying ending if the Allies don’t even bother to win the war.

And that was the end to a superb weekend of games.

John Sh and I managed to squeeze in another Corbridge Gamers on the last day of the month, featuring Tash-Kalar (deathmatch duel this time, which I think is a slightly better variant for beginners now I’ve played it – I still won 20–15), The King of Frontier, which manages to combine elements of Puerto RicoCarcassonne and a bunch of generic euro mechanisms into a genuinely successful and enjoyable little game (I won, 49–44) and Reiner Knizia’s venerable Battle Line, which is fine but not spectacular (John won with 5 flags overall).

An epic post for an epic month. October will be a little lighter on the gaming, I suspect, but there’s always hope.