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).
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.
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.
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.