Tag Archives: food chain magnate

Gametown Top Ranking

While listening to Heavy Cardboard episode 52 (Amanda and Edward revealing their top 50 games each), I naturally started thinking about the games that would make it into my “Top N” list. I don’t think I could sensibly manage N=50; even with the length of time I’ve been seriously gaming, I’d probably struggle to drum up 50 games I’ve played more than once and I don’t think I can legitimately pass judgement on a game I’ve only touched on a single occasion. N=10 would be manageable, but liable to change on a moment’s notice.

So I thought I’d do something a bit different: a couple of favourite games in each of ten different categories, giving me a “sort of top 20 games list” to come back to in a year or two and scoff at.

All-Time Classics

You know, the sort of games that are always hovering around people’s top-10 lists, usually in the top 10 or 20 on BGG and often more than a few years old.

Agricola

Agricola

Yeah, you know it’s still the best game ever. Building a food engine, improving the farm, grabbing stuff, keeping an eye on everyone else and making sure you know when they’re going to be grabbing stuff, making sure you have enough food for Harvest… The game wants to kill you, but it wants you to have fun anyway.

I haven’t played it for ages though, which is partly due to the constant influx of new games and partly due to the company I keep – quite a few people don’t want to play with certain other people because those certain other people are so good at Agricola that there’s no chance of winning. Doesn’t bother me though. Agricola‘s always a good time, win or lose.

Twilight Struggle

If I’ve got 3–6 hours and a single willing victim, this is the game of choice for me. Of course, those being fairly restrictive criteria and being married to someone who (by and large) doesn’t play board games… again, this one doesn’t get played enough for my liking. The new digital adaptation by Playdek does an OK job and I need to dig into it more to get my head round the interface, but nothing beats the raw tension of playing TS in person.

Heavy Euros

The real brain-burning brutes with plenty of bits of wood being pushed around.

Madeira

See all my red workers in the fields? See my red square action marker in Moinho? That's my engine, that is.

Sounding like a stuck record already, but… I need to play this more. It’s fun, it’s long, it’s oddly lovely to look at and sweet lord it hurts. It’s (usually) obvious what you need to do in order to score in the next scoring round, but how you actually get to do those things and pay for them… that’s a whole other challenge.

Through the Ages

Possibly cheating with this one, because I’ve never played it face-to-face and I haven’t played the new version; it’s all been on BGO with the original (or very slightly tweaked) rules. It’s a masterpiece of horribly tight resource management and tableau building, which are two of my favourite things in games.

Lighter Euros

Shipyard

Rondels, rondels, rondels. Ships so long they look like oil tankers. The weird canal-maze-tile-laying subgame. This one’s greater than the sum of its parts, and its parts are pretty great.

Trajan

Trajan

So simple, yet tough to pull off well because of that mancala mechanism for action selection. And it works really well at all player counts from two to four.

Economic Games

Basically a way to get a few more heavy euro-type games in. Brass nearly got in here, so consider it an “honourable mention”.

Food Chain Magnate

FCM Olly

Like most Splotter games, FCM is non-stop tough from start to finish and things can go horribly wrong for you… but it’s quite often your fault when that happens and you can learn a lesson for the next time you play. And then you’ll mess up something else and get better again. So many strategies I’ve yet to try.

1865: Sardinia

This is really here as a representative of 18xx as a whole, but I think 1865 might well be my favourite. It’s small and tight, and it eliminates a lot of the fiddliness of more traditional 18xx games by virtue of players never having to calculate their most lucrative routes. So where the final rounds of many 18xx games can bog down into hours of “well, if I put a station there it blocks that, but if I upgrade this track then I get $10 extra…”, 1865 retains all the good stuff and skips along nicely to the end.

Cooperative Games

Pandemic

Pandemic

Quite enough has already been said and written across the web about Pandemic; I’ll say nothing other than that I think it’s the best cooperative game around.

Ghost Stories

Ghost Stories

While Ghost Stories isn’t heavy by any stretch of the imagination, it’s hard. Really hard. And really fun, as long as you can cope with the fact you’ll very probably lose.

Two-Player Abstract Games

I do love a good two-player abstract, and I’m trying to indoctrinate my kids in the joys of the classic white-vs-black board game.

Hive

Hive

Yes, white should win in an evenly matched game, but it’s still an excellent game. Although it looks like you’ve got loads of choices on your turn, there are very often only one or two that make any tactical sense, so it’s usually quick to play and easy to convince your opponent to play another round.

YINSH

Definite cheating here because I’ve only played this once, but I think this might be a truly excellent game and I want to play it a lot to get better at it.

Family Games

Stuff that my kids – and even my wife – will happily play and/or request.

Indigo

Indigo

For some reason, my kids love this Knizia game. I think it’s pretty good too, and it has the added benefit of being really handsome on the table.

Ticket to Ride series

Ticket to Ride

OK, I’m not a huge fan of TtR (especially the original US board), but I think it helps consolidate a lot of basic game concepts for my kids and will hopefully prove to be a decent stepping stone to more complex games.

Wargames

D-Day at Omaha Beach

DDaOB featured image

Because I don’t have any face-to-face wargaming buddies I can play with on a regular basis, it’s obvious that the king of all solitaire wargames is sitting here. Never mind that it’s incredibly tough and your troops will be picked off by the Wiederstandsnests as they move up the beach; this is a beautifully designed challenge for the solo gamer.

Red Winter: The Soviet Attack at Tolvajärvi, Finland 8–12 December 1939

OLYMPUS DIGITAL CAMERA

This was my real introduction to hex-and-counter gaming, and it remains my absolute favourite two-player wargame. Why? Low counter density, relatively low rules complexity and a beautiful map that – while as free as any other – encourages certain types of movement and play while leaving the door open for the odd surprise manoeuvre. Fantastic design. I’ve been trying to get my head into the sequel, Operation Dauntless, but the added chrome and armour rules mean it’s been a bit opaque.

Solitaire Games

Mage Knight

If I’ve got a whole evening alone, I’ll quite often set this up and… well, usually lose. But the puzzle! Oh, the puzzle. Every hand of cards is a different puzzle with loads of solutions, but usually only one of those solutions will get you where you wanted and with the right cards left over to successfully defeat the next challenge.

Friday

I could write almost exactly the same about Friday as I did about Mage Knight, except it doesn’t take a whole evening. Simple, yet satisfying.

Fillers / Party Games

Codenames

I’ve only played this a handful of times, and never with more than four players (so I have yet to experience the chaos and fun of larger teams) but I know it’s a genuine masterpiece of game design. So, so simple, yet so, so tough on the brain whichever side of the table you’re sitting.

Coloretto

Coloretto

I don’t think I’ve played another filler that engenders such furious bouts of swearing as Coloretto. It’s one of those “gentle” games where you can be genuinely horrible to people without directly stealing from them or anything like that. Again, a brilliant bit of game design.

So there it is. My pseudo-top-20 list. What did I miss off? What entire categories of game did I neglect to include? Let me know.

Oh, and I couldn’t neglect to include this little pop gem.

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.

January Catch-Up

Aaaarrghh. Lagging behind, but the broadband is back on now. (N.B. If you ever want to make anything happen, just go and find some Openreach engineers working on a cabinet.) Must catch up…

January has so far been dominated by Pandemic Legacy, with games on the 4th, 9th, 15th and 16th (I know – consecutive marital gaming nights!) taking us up to the completion of August. We’ve only lost one game so far (early June), but for a fair few of the games the wins have been down to the luck of the draw. I can’t say much without filling this post with spoilers (and this is a game you really don’t want to have spoiled), so all I’ll say is this: it’s just brilliant. M has declared that she’ll “miss it when it’s over”.

Rolling back to the beginning of the month, there was the now-traditional New Year all-day session at Newcastle Gamers. And as is now traditional for these all-day sessions, I rolled in at about 2.00 and looked around for a game to play. Caylus! It wasn’t my first game (although the first was so long ago that it isn’t logged on BoardGameGeek), but I still needed nearly as much rules explanation as newcomers Phil and Alison. Fortunately, John B is an old hand with Caylus and explained everything beautifully, getting us off to a quick start. Given that it was Alison’s first time playing a worker placement game, she got her head round it remarkably quickly and started planning ways to block people. I trundled along, trying not to attract too much attention, but making sure I had consistently reasonable scoring throughout. Towards the end, John was clearly gearing up to build the 25-VP cathedral, which Alison immediately stymied by blocking the one prestige building space available. I’d been shunting my way gradually up the VP-awarding King’s Favour track, so the last few actions I took gave me about 15 VPs in total, creeping me into a narrow victory.

Final score – Me: 57 / Alison: 52 / Phil: 45 / John B: 38

Great game; certainly one I should play more often. I’ll dig out the iOS version again and have a few more plays of that.

Alison, John B and I had a quick gap to fill before the meat of the session (of which more in a moment), so John Sh kindly leaned over with his copy of The King of Frontier, which I discovered I could just about successfully teach. I also discovered I was capable of losing – yes, for the very first time, I lost The King of Frontier. John B grabbed the Altar (or maybe Shrine… I forget what it’s called), which cancels out the negative points for empty spaces at the end of the game. And that was enough to just get the edge on me. I had a slightly rubbish tile draw throughout, although I was lucky enough to end up with only a couple of spaces left empty.

Final score – John B: 33 / Me: 30 / Alison: 24

Now to the main course – Pax Pamir. It turns out that this is an absolute swine to teach. This should come as no surprise, given its Sierra Madre Games heritage, but there it is. So many things are connected to so many other things that it’s difficult to know where to start. Even explaining the victory conditions is a nightmare, because there are four different victory conditions, but for each one the winning empire must also have other types of pieces in play… it gets complicated. Even a familiarity with its ancestor Pax Porfiriana doesn’t help that much; it has two rows of cards to buy and play into tableaux, and there are Topple cards, and… that’s about it.

We were a four-player table, with John Sh and Olly joining John B and me as Alison drifted away to Thunder Alley. With only three empires to be loyal to in the Great Game (Britain, Russia and the native Afghans), that meant that at least two players would share an initial (secretly-chosen) loyalty, and so it was that the two Johns were loyal to Britain, while Olly was loyal to the Afghans and I favoured the Russians.

Notice how badly the Russian empire (blue) is doing on the board. It almost didn't matter... but then it ended up mattering a lot. :\

Notice how badly the Russian empire (blue) is doing on the board. It almost didn’t matter… but then it ended up mattering a lot. :-\

I can’t relate much of what happened over the next hour and 45 minutes, partly because it was nearly three weeks ago and partly because it was really quite complex. It felt like the last 45 minutes or so was spent with Olly and I trying to figure out ways to stop one of the Johns from winning (and the Johns naturally trying to figure out ways to stop each other winning). As it turned out, I managed to offload a useless card to Olly in order to free up a space in my hand for a game-winning twist… and then I was one action short of actually pulling it off. In the end, John Sh accidentally handed victory in the Intelligence War to John B, but it was probably only a matter of time before that happened anyway.

I sort of enjoyed it a lot, and sort of felt like my brain was being forced through a fine mesh. There was a lot going on, all the time, and I need to play it again soon in order to make things coalesce in my understanding. Very, very Eklund, although with more of a “game” feeling than usual – this is, of course, the result of Pax Pamir being primarily a Cole Wehrle design.

John B left, leaving the three of us who’d played Food Chain Magnate a few sessions back so… repeat run! Again, the details escape me, except the important milestones:

  • I took an Errand Boy in round 1, meaning I got the freezer (allowing me to store food and drink between rounds) and extra drinks when collecting them.
  • John Sh marketed first, meaning his marketing campaigns would all be eternal.
  • Olly took a Trainer in round 1 so he was first to train someone, giving him $15 discount on salaries.

I suspected Olly had the best opening gambit, and it certainly paid off, with his lead feeling ever more unassailable as time passed. Once he’d hit $100 and got the pseudo-CFO milestone, it just got worse for the rest of us. Just as in our first game, there was a broad smattering of timing errors which cost us, but I felt much more like I knew what I was doing this time. Again, I played a large structure with lots of slots for employees… but that isn’t necessarily a good thing unless they’re doing exactly what you need them to.

Radio Pizza delivers its subliminal marketing message

Radio Pizza delivers its subliminal marketing message while the Pizza Plane seals the deal.

It turned out that we fluffed the timing of the end of the game – with a couple of bonus payments for John overlooked, the game should have ended a round earlier, so it shouldn’t have been quite as embarrassing a thrashing as it turned out…

Final score – Olly: $872 / Me: $259 / John Sh: $120

Very very good fun again. It’s becoming a bit of a favourite with me.

John headed off and Olly and I were joined by Camo and Jon (no “h”) for a light desert-dessert of Camel Up. We decided to throw in the Photographer module from the Supercup expansion, which added a little spice to the proceedings without too much extra complication and without extending the game unnecessarily.

Camel Up is always ridiculous, but this one was even more ridiculous than usual. It’s very unusual to see a full stack of five camels just two spaces from the finish line, but that’s what happened. It had been such a changeable race that quite a few of the cards for the winning camel were in the “betting on the loser” pile. Great fun, and it never really matters who wins with Camel Up – it’s the stupidity of it that counts. (For posterity though, Jon and I drew for the win with 24 Egyptian pounds each.)

That was the end of the session, and that’s quite enough January for now. More at a later date!

Under Sea to Outer Space via 1950s USA

There’s been quite a bit of family gaming over the couple of weeks since my last post, including the discovery that my two oldest sons, J and A, both love Ticket to Ride. Totally love it. And it turns out that my mum quite enjoys it too. I’m glad I held on to my copy now, and I might even get one or two of the other maps; after all, the original USA map gets a bit dull after a while.

Mrs Cardboard (M, to follow the tradition of anonymous-but-distinguishable initials) and I also played the first game in our Pandemic Legacy campaign. We went for silly rather than realistic when it came to naming our characters, so we now have a medic called Max Dinglewang (thank you, M); my name offering for the scientist was Susan O’Hanrahan, but always, always referred to as Susan O’Hanraha-hanrahan. We won the first game pretty easily after just three of five Epidemic cards and managed to eradicate the black disease, now known as Boneitis, but I can see how things might get substantially tougher in future. I’m being completely spoiler-free here, but I might start writing up future games under a big SPOILER heading if it continues to offer the narrative and gaming excitement it looks like it should.

John and I convened a Corbridge Gamers session and we both ticked another game off our Stefan Feld lists – AquaSphere. It’s very Feld: doing a thing lets you do another thing, but doing that thing means you can’t do this other thing this round and there just isn’t enough time (or indeed Time, the game currency) to do everything you want to do. And oddly, for a game themed around scientists and robots conducting research in an underwater laboratory while fighting off purple Octopods… it feels a bit bland. Don’t get me wrong, it’s a perfectly solid game, but it’s not different enough from every other euro to make me excited about it.

It does make sense once you know how the game works, but yes... it's a bit heavy on the eyes at first glance.

It does make sense once you know how the game works, but yes… it’s a bit heavy on the eyes at first glance.

I started out badly while John mopped up serious points for the area-majority aspect in the early rounds (I’d failed to plan for how much impact that would make), but I pushed forward with my long-term plan to finish all six pieces of my personal lab and collect all six lab letters. I did pull that off in the end, but John’s consistent showings in the end-of-round scoring put him far enough ahead that my sudden boost at the very end of the game wasn’t enough to overhaul him.

Final score – John: 71 / Me: 68

We followed up with a game that really is like nothing else I’ve ever played: Donald X Vaccarino’s Temporum. Jumping around between different eras and changing timelines makes it surprisingly thematic compared to the dry-as-dust-but-still-mechanically-lovely Dominion, and while the mechanisms themselves aren’t groundbreaking, they do coalesce into an overall experience that feels unique. There’s a lot of fun to be had in changing the future and forcing your opponent to suddenly find themselves in a Steampunk Utopia instead of the Age of Cats or whatever it was they were clearly hoping to use on their next turn to shuffle a few of their Influence markers down to the present day. (And yes, there genuinely is a card representing a timeline in which cats have taken over the world.) This one came down to the wire, with John getting his last Influence marker into the bottom box for the win when I had just one left to go.

Fast forward to Saturday and it was Newcastle Gamers again, this time with a prearranged game of Splotter Spellen’s latest release, Food Chain Magnate. John and Olly had expressed an interest and no one else seemed keen to join in (even on one of the busiest nights we’ve seen in a while; the busy-ness seemed at least partially due to our shift over to meetup.com following the near-total withdrawal of Events from Google+), so it was a three-player game.

Quick summary of Food Chain Magnate: you’re running a restaurant chain (duh!) on a randomised road/house map grid. It’s a sort of deckbuilder where the deck you’re building consists of the employees in your company, except rather than drawing a random hand of cards each round, you have the entire deck to choose a fresh company structure from. Employees in the company structure can do things like hiring or training more employees, collecting drinks from spots on the board, changing your prices (down or up), starting marketing campaigns, building new houses and/or gardens for houses, being managers who can accommodate more employees in your company, and many, many more. The winner is the person with the most cash at the end of the game, which is after the bank has broken… twice. (There’s an odd thing where the length of the game after the first breaking of the bank is determined by cards secretly chosen by the players at the start of the game.)

This being a Splotter title, there are many, many ways to make mistakes… and we all managed to make a few. I think all the mistakes were based around mistiming things, mainly to do with the fact that the people in houses don’t come out to eat unless they’ve been marketed to by players, but marketing doesn’t happen until after eating in the round order. The practical upshot of this is that something along the lines of “hey look, I’ve produced this burger and set up a marketing campaign for burgers so this house will come and eat the burger and I’ll be able to pay the Burger Cook I just hired and ohgodnoofcoursenoti’vereallyf—kedthisuproyally” happened several times over the course of the game.

Glossing over the inevitable mistakes then, it was interesting to see how our different opening strategies immediately led to different Milestone cards being claimed, with the bonuses they conferred. Olly went for early food production and thus forever had a freezer to keep unsold food and $5 bonuses for selling food products. John kept his company structure small to maintain a good choice of turn-order position and marketed drinks first ($5 bonus to drinks sold). I, on the other hand, went for full-on corporate bloat by hiring two Recruiting Girls and getting the “First to Hire 3 People in One Turn” Milestone, which gave me two Management Trainees and thus allowed me to maintain a much larger structure than the others. That wasn’t necessarily that great a benefit, but I was able to hire all sorts of people and shuffle them from round to round in order to get the best or most timely use from them.

Mid-game. There are a few new houses on the board, along with my first mailbox campaign. (Looking back, I can see it's illegally placed, but I could have easily placed it somewhere else and got the same effect, so no real harm done.)

Mid-game. There are a few new houses on the board, along with my first mailbox soft drink campaign. (Looking back now, I can see it’s illegally placed between houses 1 and 16, but I could have easily placed it legally somewhere else and got the same effect, so no real harm done.)

I was last to place a marketing campaign, which meant mine were time-limited but I’d trained my marketer up so he could place a mailbox campaign and cover a whole block. Several houses had been added to the map, which meant there were gardens in play and diners with gardens pay double for their meals. After a slow start, I was suddenly raking in money from all the houses that wanted soft drinks (and usually one that wanted beer if John had run out), which meant I was first to hit $100 in hand. That gave me the seemingly preposterously powerful bonus of having the CFO power – 50% extra income per round. I only got a couple of rounds to benefit from that bonus though, because the $600 we’d added when the bank first broke was rapidly running out. Olly was selling burgers to a cluster of houses on the far side of the board and his Luxuries Manager was making sure they were going at an eye-watering price. Each burger was $20, but with houses with gardens paying double, there was an occasion where a house wanting two burgers paid $90 (including Olly’s $5/burger bonus).

The bank broke for the second time when I claimed my CFO bonus, and it was pretty clear that I’d won.

Final score – Me: $387 / John: $232 / Olly: $190

It looks fairly emphatic, but I suspect I could have been overhauled in another couple of rounds had it continued – Olly’s super-mega-deluxe rare-breed yak burgers were painfully lucrative.

A blurry shot of the final game state. That's my company structure in the bottom-right, near my jeans.

A blurry shot of the final game state. That’s my company structure in the bottom-right, near my jeans. The whole thing looks like an absolute shambles, but we knew what we were doing. Just about. Food Chain Magnate may win my prize for Most Table-Greedy Game.

Overall, I thought Food Chain Magnate was superb on its first play. Only time will tell how well it stands up to repeated plays (and I hope to play it as much as possible – after all, it’s a Splotter game that we finished in under two hours on our first play!), but I suspect the variable map layout and wide variety of possible strategies will keep me interested for a long while yet. Oh, and I love the artwork. Even the “oh dear, they sent the prototype to the printer” map tiles have their charm, and they’re very clear on the table.

The Prodigals Club was next, which was the first time any of us had played the three-player game (and the first time at all for Olly); we used the Election and Society modules again. Oddly, it uses the same worker-placement boards as the two-player game so the worker spaces are a little more congested. Only a little, because we each had four workers rather than five, but it was enough to make it feel a bit different. Not only was turn order much more important than with two players (which I only really figured out afterwards), but with only four workers, it’s much harder to do everything you want to do. Not only do you have just four workers, but if you’re last in turn order, the stuff you want may well have disappeared before your first worker goes down!

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As with Last Will, it’s a handsome game with a cleverly designed board.

I didn’t really feel like I was doing well for the first four rounds (although I felt comfortably ahead of Olly at least, and I kept taking the Hyde Park action to make sure I didn’t start gaining votes), but then everything came together in a final rush and I managed to get my two scores down to 0 (Society) and 2 (Election). John had gone substantially negative in the Election module, but his Society score let him down badly and I ended up winning!

Final score – Me: 2 / Olly: 8 / John: 10

And then Roll for the Galaxy with the Ambition expansion, including the Objective tiles this time. They still didn’t add that much to the game, but that’s fine – it’s already excellent. I had a starting faction that was more annoying that anything else, so I concentrated on my initial draw of a 6+ development (3 bonus VPs for each world of cost 4 or more, plus the ability to reassign any three dice as Settlers!) and set about settling those planets. The others were playing a more balanced game, although Olly had the rather wonderful Psi-Crystal Forecasters, which allowed him to shift his selected phase after seeing what everyone else had chosen. It all worked out nicely for me in the end anyway after Olly ended the game with a full tableau of 12 tiles.

Final score – Me: 51 / Olly: 42 / John: 39

Lloyd joined us for the last game of the night: Spiel des Jahres 2005 winner Niagara. Typical SdJ family-friendly fare, but in this instance it ran on far too long (lots of simultaneous high numbers played plus almost constant bad weather meant the river flowed fast) and was memorable more for the frustration than the enjoyability. Still, I continued my unbroken win-streak for the evening, this time sharing victory with Olly. It’s been a long time since I played a game without a tiebreak rule!

Epic post ends here.

Photos by Olly and me, some shamelessly stolen from the Newcastle Gamers Meetup page.