Tag Archives: playtest

My June in Games

June was a very busy month for me, especially around the weekends when I’d usually be at Newcastle Gamers. Two missed sessions (three including the late May one!) means I was grabbing any opportunity to get in a game here or there, but I ended up not doing too badly.

I kicked off the month by heading on down to Newcastle Playtest to see what new designs the group had kicked off since my last attendance. What actually happened was that I played Graham’s long-gestated flower-growing game with him and Olly (really enjoyed it, but Graham’s not sure about spending any more time on it), which devolved into a chat about pro cycling and the recently finished Giro d’Italia which had turned out to be a fantastic race (and a slightly ridiculously paced one – thanks, Astana).

The following week the stars aligned and I finally made it along to the Mile Castle for some Monday evening Android: Netrunner. What a lovely bunch of people! And what an experienced bunch of players. I played three games and lost all three. My decks kind of worked against me in a couple of the games (the first one ended in a flatline when my opponent played SEA Source and two Scorched Earths, so I didn’t really get a chance to get going), but I’m sure a more experienced player would have made better of the hands they’d drawn… or built a better deck in the first place. Everyone was really patient with me as I stumbled through some slow decisions and tried to make my frustrating hands work.

Dan played a beautifully horrible HB deck with the new Cybernetics Division: Humanity Upgraded identity (reduce each player’s hand size by one). After Dan scored a couple of Self-Destruct Chips early in the game, I was down to a hand size of two. Given that my Hayley deck is partially about heavy card draw, that was me scuppered. I need to work in a hand-size-enlarging card or two to counter things like that.

And then two days later I was down at John’s house for a bit of Corbridge gaming. John sprang on me a game I hadn’t even slightly imagined he might be interested in: Neuroshima Hex (in its 3.0 version, for those keeping score at home). I’d played this a few times on the iPad, but I couldn’t remember much about it so all strategic thought eluded me. I played the Borgo (good at melee combat) against John’s Moloch (lots of ranged combat options) and the tile-draw kind of screwed me a bit. I got in some good early hits on John’s HQ, which is the object of the game, but I didn’t draw either of my ranged units until near the very end, which meant I kept getting pushed back away from John’s HQ and had to concentrate on taking out some of his nastier ranged units. Yes, I’m staring at you, Gauss Cannon.

At the end of the game – looks like I've done really well (look at all that blue!), but all the damage had been done long ago.

At the end of the game – looks like I’ve done really well (look at all that blue!), but all the damage had been done long ago.

John took a comfortable victory after our tiles had run out, 9–5. Neuroshima Hex isn’t entirely my cup of tea, gameplay-wise, and the theme and artwork really aren’t for me. I mean, really – post-apocalyptic mutants? Again? I’d much prefer a Hive-style battle of the insects or something.

We finished up with another Roll for the Galaxy. Everything went my way this time, and I picked up a string of developments that only encouraged me to go for more developments. It really was a perfect-storm combo. I developed Investment Credits early on, which made all developments one die cheaper from that point. Galactic Bankers was a 6+ development, giving me 1 bonus VP per development, while Propaganda Campaign let me reassign one or two dice to the phase I chose. That meant (after a bit of exploring turned up some cheap developments) my final turn involved six dice on the Develop phase producing four developments for a total income of 14 VPs.

I had to check the rules to see if I was allowed to finish a thirteenth tile – indeed I was.

I had to check the rules to see if I was allowed to finish a thirteenth tile – indeed I was.

John had taken a much more balanced approach and did very well out of his shipping and a few 6+ development bonuses, but it wasn’t enough to overhaul my obscene development engine.

Final score – Me: 63 / John: 49

Yep, that entire winning margin of 14 was scored in the final turn. Love this game – it’s just so different every time.

That was it for June, and July’s shaping up to be similarly game-sparse. I’m making up for it with lots of cycling – both watching and riding. It’s great to get back on a bike after so many years off, and it’s helping no end with my CFS recovery.

Newcastle Gamers – Saturday 8 November 2014

A quick blast through the seven (or eight, depending on how you define them) games I played on Saturday…

I kicked off with Stefan Feld’s new La Isla, which had been in the small pile of birthday games I’d bought myself the previous week. It was quick to teach and quick to play, coming in at around an hour with four players (Olly, John Sh and Camo joined me). We played with only the basic ‘level 1’ cards, which was quite enough to be getting on with, iconography-wise, but it did mean we were limited to the most basic of actions and bonuses (no extra explorers, no extra card slots, etc.).

The decagonal island was crowded for four, so there were a few occasions with animals being stolen from under each other’s noses – I managed to snipe a pika from Olly at the last minute, ensuring I’d have a full set of five animals for 10 points in final scoring. That pika wasn’t enough to stop Olly from winning comfortably, however, after he’d taken a strong lead in the mid-game through a simple strategy of methodically working his way around the island while the rest of us jumped around a bit as the cards dictated.

Early game – it sure is pretty

Early game – it sure is pretty. Too many pikas over on the left though, and not enough time to work around to them.

It was a fine game. Not as in “mighty fine”, but simply… fine. Nowhere near the level of Feld brilliance like the wonderful Trajan, but a perfectly good light, quick game. I do have some minor complaints, mainly that (a) it’s very susceptible to bad luck in the card draws because you have to use every one of the three cards you draw in each round (no holding back a useless card until it’s useful); and (b) the resource colours are horrendous for people with colour-blindness. Camo misplayed a couple of times because he couldn’t distinguish the card images of natural and yellow cubes. I was struggling to tell grey from brown at times, but that may have just been the lighting in the hall. This is all compounded by the fact that the natural wooden cubes range from roughly white to nearly grey… sometimes on different faces of one cube.

On the positive side, it’s quick, light and easy to teach and understand. It has some player interaction, but not too much opportunity for screwage, and it looks lovely on the table. (It also includes one of my favourite components ever – the three-slot player card holders are so simple, yet so effective.) All of this leads me to think it might be perfect gateway euro fodder, so I’d definitely like to try La Isla with some non-gamers.

Next up was Lost Legacy: Flying Garden, which is Seiji Kanai’s own tweak on his Love Letter mechanics. It plays identically to Love Letter for most of each round, until the “investigation phase” is reached, at which point… well, my understanding of what happens at that point is kind of limited. We played a full round (complete with investigation phase) with four players. Camo bore the full brunt of the game’s biggest weakness by being eliminated on the very first turn of the game. I slipped the Flying Garden into the Ruins, but then didn’t get a chance to take part in the investigation phase because John correctly guessed where it was. Lloyd arrived, so we shuffled in Lost Legacy: The Starship to make it playable with five. There were lots of eliminations in this one, with Lloyd winning by default as last player standing.

Lost Legacy is a fine substitute for Love Letter (there’s that word “fine” again…), but I’m not entirely convinced by the addition of the deduction/investigation element. Given the choice, I’d probably go for the raw simplicity of Love Letter.

And then Mousquetaires du Roy happened.

Lloyd brought it out, set it up and we all just sort of rolled along with it. Quite how this occurred, I have no idea. It was absolutely not John’s sort of game, probably not Olly’s sort of game and it didn’t appeal much to me, but somehow politeness overtook us all and we became Dumas’ Three Musketeers. Or, in my case, d’Artagnan (cue much singing of the Dogtanian and the Three Muskehounds theme tune).

Now, as thematic integration in games goes, this was really pretty good. It’s an obvious candidate for a one-versus-many game: Lloyd was the dastardly Cardinal Richelieu, secretly deploying Milady de Winter and the Comte de Rochefort to stop the four of us as we attempted to complete missions and return the Queen’s jewels before time ran out. Sadly, as game mechanics go, it was dreary. Want to attempt a mission? Roll some dice. Duelling? Roll some dice. Seeing how the siege at La Rochelle is going? Roll some dice. Bleeuurgh.

Worst of all was the colossal downtime. If (as happened to me twice) you get knocked out during a duel on the first action of your turn, you go to hospital, lose the rest of your actions, wait for everyone else to take their turns, sit through Richelieu’s machinations, then lose another turn because all you can do in hospital is stand up, heal and draw a card. Bleeeuuurrrgh.

"So, I've got this Nobility card. Does anyone need more Nobility? Shall I use this Nobility to complete this mission?" "Meh."

La Rochelle looks desperate, while Camo attempts to pay off someone in Paris with chess pieces.

Anyway, we won in the end. Mousquetaires du Roy, ladies and gentlemen: never again.

I retreated to the safety of Android: Netrunner with Graham. I hadn’t played since our last run o’ the nets, but Graham had, so he was well practised and kind of had the upper hand. I used my Weyland corp deck against Graham’s Shaper deck. After a couple of early agendas scored for me, everything settled down into the traditional poke-n-snipe game. Graham was unusually well off for much of the game (early Armitage Codebusting, followed by Magnum Opus, then Kati Jones later in the game), while it turned out that my deck was basically all ICE at the top and all economy at the bottom. Naturally, I didn’t know that while we were playing…

So, poor Weyland against solvent Shaper. It didn’t end well for me, although it hovered at 5–5 for quite a while. My eventual downfall was Graham’s pair of R&D Interfaces, giving him an effective Maker’s Eye for every run on R&D. One run every two or three turns gave him the game. Irritatingly, he didn’t run when he would have accessed a Snare; instead, it came into my hand and I installed it in a remote server rather too obviously for him to want to access it. I didn’t draw either of my Scorched Earths, but I couldn’t make a tag stick on him anyway. By the time the tagging ICEs came out, I couldn’t afford to install and rez them, and Graham could always afford to jog effortlessly past them with his icebreakers.

Lesson learned this time: advance fast, even if it looks risky. I might have been able to get another couple of points early on if I’d been bolder with my agendas. Another lesson learned: Tollbooth is awesome.

We followed up with a game of Province, using John Sh’s copy pimped out with mini-meeples. Not much to say about this one, except that it’s a neat little micro-euro with a sweet balance between rules simplicity and turn-to-turn brain-burn because of the shared worker cycle. (“I need labour, but I don’t want him to get money, so I’ll have to move those workers but not those… but then I don’t end up with enough labour, so I’ll have to move an extra worker, which gives him enough money next turn to build that, so I’ll build this instead to get the VP, so then I don’t need as much labour in the first place and oh god we shouldn’t have started playing this after 10 pm…”) I won, but probably only by virtue of having played it before. The first goal was to have two available workers other than the green starting workers, so that took a while to meet. After that, it was pretty quick to end.

Camo beckoned us over to playtest some mechanics he had for a trading game (currently using Coloretto cards), which was interesting and generated some useful feedback for him. I look forward to seeing its next iteration. And then – after I inspected the physical board for Paths of Glory, of which I’m about to embark on a play-by-email game with Gareth – we rounded off the night with a seven-player 6 Nimmt. I can’t even fully remember who was playing, but I can remember coming last, with 23 points. I’d been doing very well through the first seven rounds (score: zero), but then picked up major points in each of the last three rounds. Camo took victory with a single point.

All photos by Olly and me, shamelessly stolen from the Newcastle Gamers Google+ page. Newcastle Gamers is on the second and last Saturday of every month, 4:30 pm until late at Christ Church, Shieldfield, Newcastle upon Tyne!