Ralph's Game Log for November 2003 | Minutes | ||
1st | |||
Purchase: Drove down to Sacramento in between snow storms in the Sierras to see Alien The Director's Cut.
Went to my favorite old haunts; Dos Coyote, Pattaya Cafe and Viking Hobbies where I spotted an English copy of
Nautilus ($44), which I bought.
| |||
SOC: Historische Szenarien | John's:
John called up to see if I was up to playing some games, what a silly question.
Thirty minutes later we were setting up the Alexander the Great scenario.
Ok I'm lazy so here's a good description of it (Click me).
I went over rules tweaks for the scenario.
Johnny got the first settlement, I got the second, James the third and John got the fourth.
So early in the game everyone had a settlement.
John and Johnny were the first to get to the three event tokens for the bonus points.
They eventually got five event tokens while James had three and I had only one so I never bothered to bid for any events.
I decided to concentrate on growing my road and development my resource production.
I quickly upgraded to my four city max.
The game was pretty even as everyone was within a point of each other.
I made a surge to win the game by getting longest road, building a settlement and playing a victory point development card.
| 90 | |
Puerto Rico | John's:
| 90 | |
The Secrets of the Tombs | John's:
Bed time for Johnny and James, school time ya know.
John was still up for one more game.
I love exploration games and I was really excited to give this one a try.
The initial tile placements were directly to the crypt sites but once those initial paths were complete it became a screw your neighbor game.
John had a section to himself so Penii was making sure he didn't have too many easy options.
Ammut didn't come out till most of us had at least three treasures.
John got smack first, then it came after me.
John found his last treasure and was able to out run Ammut to the exit.
Penii didn't enjoy it and I found it lacking. Not sure if number of players issue or it just sucks.
The Artifact card have lots of details but don't really provide anything to the game.
The front of the box has "A British Museum Boardgame" so I'm thinking this is more of an education game.
| 45 | |
4th | |||
Settlers of Catan | Lunch Time:
I love living two miles from work.
Went to my home for some homemade Chicken Mole and a game of Settlers.
This was Joey second game so we didn't automatically give him the cat bird seat but he got it anyway.
Damn, I need new dice! The ones we are using really like John.
Once again it was another brutal game as John just got the perfect rolls.
Hell, he even toyed with us, as he had enough points (2 dev card VPs) to win several turns earlier.
He wanted Joey to think that he could win the game. Yeah right.
John played his last knight after Joey surged to get to within a point of winning.
| 45 | |
High Society | Borders:
The early bird special. Nate began the game by winning the first doubler.
Both Tin and I tried to keep the big tiles away from him but eventually was able to push the bid high enough.
Turns out he paid too much and automatically lost.
| 10 | |
High Society | Borders:
Still lite on players so we started another game of High Society.
Nate really puts too much weight on doublers and I've started using that to my advantage.
I won the first tile, a cheap three but then the next three tile were two doublers and the IRS card.
Wow, I had a shot a winning with a three card. Another little card came up and I won that in the hopes that the last red tile would get flipped.
It didn't happen.
I had to back off and resign to the fact that I was gonna lose again.
Nate got the lead and back off from bidding.
The rest of us battled for tiles.
The game came down to the 15th tile and it forced Nate to get into the bidding.
The final bid was a hum dinger. The winner of the tile would win the game, unless he paid too much for it.
Nate won the bid and had 40+ plus but had the least money left.
I won my first HS game!!!
| 15 | |
New England | Borders:
We had enough people for two games.
Mike was pushing New England and the other group was still deciding on what to play, so I join Mike's group.
Mike went over the rules for Nate.
| 60 | |
Capitol | Borders:
Next up was another Moon/Weissblum game.
This is an area control/auction/city building game.
Mike went over the rules for Dave and Nate.
The first round was uneventful.
The typical start as people jumped into regions with fountains and several attempts at being the lone builder in a region.
Mike won the first Amphitheater and Dave got the second place benefit of the Amphitheater at the end of the first round.
In the second round is where all the nasty action took place. I did the final build on the Amphitheater spot and coming in second, guaranteeing me that I would an extra card a turn.
It was looking like Mike had enough cards to win the 2nd Amphitheater, so I took a chance and locked out another 2nd spot where Mike was first.
My hunch paid off and after the 2nd round I score two extra cards.
At this point Dave had to leave but lucky for us Rolf arrived and took over.
In the third round Nate realized it was silly to fight over areas where there was so much available.
He just started littering the board with his one-level buildings.
I took control of another area with 4 fountains and started saving to win the Temple.
Rolf won the 3rd round temple and placed it in a spot where I was in 2nd, good!
In the fourth round it was pretty obvious what the good strategy was. We used up all but two of the building blocks.
I stop building early so I could score the last temple but once again I was outbid.
Nate won the last one.
Mike with an overwhelming number of extra cards (+10) in the game didn't score as well as compare to Nate who got no extra cards.
Dave had one extra card while I picked up four extra cards. Interesting.
| 60 | |
Tom Tube | Borders:
We had seven players left and I wanted to play Tom Tube.
This is a tile laying game where players are trying to complete paths to cubes and tokens.
Once paths are complete between spheres the player's astronaut can move.
The astronaut is used to pick up cubes and tokens.
The first player to return their astronaut with both their tokens ends the game and gets a bonus equal to the number of turns it would take the other player to get home.
Mike was scooping up cubes but I was able to hose him with a tile placement.
It forced him to use up cubes to get out.
I got my two tokens and got back home. Mike was only one turn away from his home site so I got a bonus point.
| 45 | |
5th | |||
Settlers of Catan | Lunch Time:
We weren't planning on it but we decided to play another game of SOC and eat some leftover chicken mole.
I pulled out some of my old Star Fleet Battle dice, black dice with the Klingon symbols. Aggressive dice.
Production was really slow in the early game.
Joey had the best initial set up and he was riding the brick port.
He quickly got the longest road. My lucky streak hit and I had nonstop growth.
John tried to slow me down with knights but it didn't really do much other than give him the largest army.
I stole Joey's longest road to win. The dice change worked!!! | 45 | |
Katzenjammer Blues | Lunch Time:
We gave this filler a try. Joey didn't seem to catch the purpose of the bidding.
I made some crazy bids so he could see some examples.
I played a five with three jokers followed by some threes.
Joey caught on and the game proceeded.
I had the most jokers as the end and lost five points. Don't think Joey is into bidding games.
| 20 | |
7th | |||
Drahtseilakt | N8:
Nate hosted a game night at his pad for our first crack at "A Game of Thrones."
Jared, who owns the game, was going to be about thirty minutes late so we decided to play Tightrope. The first round belonged to Tin as he score zero while Nate really got hammered with a sixteen. In the second round, Tin continued his perfect streak and Nate got a lot better by scoring a 1. Joe and I were already in the twenties. In the last two round Tin scored all of is points while Nate score a perfect round allowing him to wipe out his sixteen.
| 30 | |
A Game of Thrones | N8:
Houses: Me (Stark), Nate (Greyjoy), Tin (Baratheon), Joe (Lannister), Jared (Tyrell) | 120 | |
Sleuth | N8:
Nate whipped out this classic.
Jared was the only player who hadn't played before so Nate went over the rules.
About five rounds into the game, Jared decided to make a guess.
We weren't surprised that he was wrong.
So he spent the rest of the game eating chips and answering question about his cards. I got to the point where I was confident that I had figured out the missing gem card.
I was wrong.
It appeared I got mixed up when Jared got knocked out.
I reverted to using J for Joe and therefore got my grid all mixed up.
Luckily, Joe solved the missing gem a couple of turns later.
| 90 | |
High Society | N8:
Jared had to work on Saturday but Nate convinced him to play a game of High Society.
I tried to push Nate to go high on an early 2X card but surprised me when he let me take it.
Later in the game I chose to take the IRS card so I was back to normal.
Jared got screwed when he had to take the robber card.
Since he had no cards he waited for a small card to be turned over, which didn't happen.
Joe got the last 2X card but paid too much over all.
Nate and I tied but he had the higher valued card.
| 10 | |
High Society | N8:
Nate got Jared to play one more game.
It looks like Jared has learned the value of the small card.
This time he made sure he had the first low card available.
This one was a weird one. It was a game of lots of low cards.
The game end early enough that the holder of the big cards had the least money.
| 15 | |
Alhambra | N8:
Jared had to leave but the rest of us were still up for one more game.
We decided to play Alhambra since everybody knew how to play.
Tin and I got an early lead.
The second round was an extend one which allowed me to lockup the white tiles and secure ties in green and red.
I wasn't able to get the right tile to merge my two separate walls so I didn't have too many bonus points. There were only a few turns between the 2nd and final scoring rounds so nothing much changed which was advantageous for me.
| 60 | |
8th | |||
High Bohn | John's:
I bought my copy of High Bohn thinking it was the English version.
So I print some translations on sticky paper and placed it over the German text.
My copy was ready for play. I went over the new rules and a quick description for the buildings for everyone.
I thought I had seen heavy denotation games. Donations in this game flew about like leaves during a windy day in fall.
One day I must play the no donation variant.
This expansion adds 22 more beans the game, three reshuffles instead of two and beans used to buy building get put back into the discard deck.
The game stretched out for a long hour and a half.
I had the level-3 bank that gave me a coin for every six coin in my pile, which was the winning difference.
| 90 | |
Transamerica | John's:
We placed an order for pizza so we needed a quick game while we waited for its arrival.
The game lasted a quick three rounds.
| 25 | |
Hick Hack | John's:
Transamerica was so quick the pizza man hadn't arrived yet. I figured I teach them a quick game of Hick Hack.
Penii wanted a rematch so we played another round of Hick Hack. Still no pizza!
| 20 | |
Zirkus Flohcati | John's:
That pizza guy is such a slacker, three games and no pizza. Whipped another quickie.
The pizza arrived midway thru the game. John had played three trios and Penii had one.
The game ended when the deck ran out.
John's trios paid off big.
| 10 | |
SOC:Troy | John's:
We were ready to try another one of the historical scenarios.
We decided to give Troy a try.
Each player support a side determined secretly.
During a player's turn they may donate to the war effort, signified by a supply pile.
When the supply pile reaches a certain number of cards a battle occurs.
A small number are removed from the pile and the rest are tallied.
Ore and Wool count for Troy and Wood and Wheat count of Mycene.
The side with the most resources wins the battle and moves up the score track for additional VPs that side.
The other changes are no development cards, new ship rules and a regenerated map.
Ships don't act as seafarers ships but rather give each player different abilities such as 3:1 trading, VPs, card swapping from the supply pile and 2:1 trading.
I started the game by plopping my initial settlements that had a six and an eight. Only John had the foresight to place on the coast.
I got a couple of roads early but that was it. The common rolls where fives and nines, I hate German wooden dice.
To make things worse Penii blocked me off one my cities. At this point I knew I was screwed so I just started donating to send the game.
Luckily John was on my side and he was producing like crazy.
Troy finally got to the last spot on the track and the game ended.
This was the least enjoyable of the historical scenarios that I've played.
I don't think I would even consider playing the six-player version.
| 120 | |
Puerto Rico | John's:
Staring Order: Me, John, James, Penii | 60 | |
SOC:Cities and Knights | John's:
The initial set up locked out the center of the board from development making it for a slow game.
I got off to a good start and in my drive for more brick I blocked of James from any possible development.
He was not happy about that and it became a mission to hose me at every possible moment.
With no need to develop settlements or roads James developed Blue and Yellow metros, I had the other metro.
| 120 | |
SOC:Cities and Knights | John's:
Penii was up for another game and all of us said yeah.
We decided to use the 5/6-player set up for more space when Joanna arrived.
Penii convinced her to join the fun.
We started the game around 11 pm and didn't finish until something pass 2 AM.
It could have been a normal length game as Joanna was 1 point away from winning.
Joanna got hammered as John stole the longest road and Penii got to the last level in the Blue Metro.
The game from that point on dragged on for another hour and half.
Penii got a Progress Card VP during John's turn.
I wanted to give up at that point but the rules states that a person can only win during their turn.
The next round was harsh since people were trying to figure out a way to stop Penii or win during their turn.
Nobody could and Penii on her final turn built another settlement.
| 180 | |
10th | |||
SOC:Cities and Knights | John's:
Helen finally joined us for a Monday night game of Catan. This was a close game till the final rounds.
There was a streak of numbers in which James and Lloyd didn't not benifit from.
This allowed John, Helen and I to have a shot at winning.
John who had the Green Metro messed up on his trades which apparently cost him the longest road and the game.
Lloyd on his turn took the Yellow Metro from my control.
Helen, only needing a point so she played the Trader for the win.
| 135 | |
11th | |||
Square Mile | Gadget Tree:
| 60 | |
Princes of Florence | Gadget Tree:
Tin, Joe and Jared played PoF last week and were looking forward to playing it again. Nate wanted to give this game a shot.
While explaining the game for Nate it became apparent that they had played the game wrong the week before.
They didn't play with the draw five keep one system when drawing professions, prestige and bonus cards. Yikes!
Playing with newbies is really freaky. In the first round, I paid 1100 for a builder.
It would later irk me when no other builder went for more than 400.
Other bizzare winning bids, 200 for a Jester, 400 for a recuiting card (Jared didn't event want it, he he) and 1000 for a forest.
Joe got a huge lead in the fifth round when he produced two works for a total of fourty two points.
Joe had nothing left in the tank for the final round allowing me to catch up.
My prestige card gave me three point but Joe had one for five points.
| 90 | |
High Society | Gadget Tree:
We played two games of the groups favorite short game.
The first game was a bizzare one in which Jared won with a five card and everyone else had zero or less points.
In the second game the 2X card came up early which Joe, Jared and I getting them.
Tin got the "Robbed" card and lost his only card. Joe had the 10-card which meant he would win the tie breaker against me.
Lucky for me he had to take the Casino card and the next card ended the game. Turns out he had the least amount of money left soI won again!!
| 30 | |
Citadels | Gadget Tree:
Joe has been bring Citadels for the past couple of weeks. We finally got enough players interested in giving it a try.
I got to a strong start cranking out several expensive buildings.
Jared was getting the raw deal as he kept getting robbed or killed.
We had a bunch of quick learners as players started to steal my cards, destroy my buildings and occasionally rob me.
Joe end the game but Nate was also able to get the district bonus and color bonus.
For having such a great start, I sure didn't score too many points.
| 60 | |
13th | |||
Mystery Rummy 1: Jack the Ripper | Lunch Time:
Went to Sparky's for lunch and while we waited I taught John how to play MR1.
At the end of the first round I was holding lots of cards when John went out.
I had a good second round but John won the third. In the fourth round I got three of the victim and the Ripper Escapes card.
I played two victims and waited for John to play the other two.
When he played his second victim I was able to play the final victim and then the Ripper Escape card for big points.
| 45 | |
14th | |||
Square Mile | N8:
| 45 | |
Puerto Rico | N8:
Starting Order: Me, Nate, Tin, Joe | 120 | |
High Society | N8:
There's a mantra that started cropping up while playing this game, which is "You can't win if you take the IRS card".
My victory in the second game has disproved it. I took the IRS card after the bids got to the high 30's.
I used the excess money to out bid others for the big cards but other than fact I have no idea how I did it.
Just lucky I guess.
| 30 | |
Land Unter | N8:
Last week we played Tightrope so I figured they would enjoy Land Unter.
I went over the rules and we played a sample hand.
The game went over well. Tin had the worst luck unable to score many points with any of the hands.
Joe was able to score the best with my original hand getting four more points than anybody else.
| 45 | |
Sleuth | N8:
We played two games of Sleuth. I'm really starting to enjoy this game.
I think it is because I'm still figuring out how to notate and when to make the logic jump to solve the missing gem.
In the second game, I was so close to figuring it out!
| 60 | |
15th | |||
Carcassonne Hunters and Gatherers | John's:
Another impromptu game day. We tried to get Joey to join us but we couldn't get a hold of him.
John and the boys liked Carcassonne, so I figure I teach them this version.
Most of us got to a good start early except for Johnny.
He got stuck with a blocked out forest and had allocated a meeple on Stonehenge. He got on a roll and was able to complete his blocked out forest and another big one.
His Stonehenge meadow also got the forest fire tile and at the end it earned him 26 points. John allocated most of his meeples early but couldn't complete the objects they were on. I placed some hunters on the final rounds that earned me enough points to beat Johnny.
| 60 | |
Nautilus | John's:
I decided to break in my copy of Nautilus.
It took a while to explain some of the rules since it was only my second play.
I tried to cover all the rules that we misplayed during my first game.
With four players, the lagoon area fill up quickly which raised the cost of placing tiles.
In order to save money, some players were willing to build over discovery tiles, which is something that didn't occur during my first play.
Everyone saw the value of getting a submarine out in the depths to start exploring.
There was plenty of competition for discovery tiles but I was the only one to send a sub into the deep end.
By the time the other players got their subs to the deep end, I had gobbled up some really good tiles.
The game end when the high-end Atlantis chips were found.
We had a tie between James and I so I went over the rules for a tiebreaker but I found two more rules that we messed up.
First, when the high-end Atlantis chips are found there one additional turn to the game and leftover Nemos are added to the player's score.
So James and I were now tie for second and John was the winner.
One day I'll play this game right.
| 90 | |
Starfarers of Catan | John's:
Next up a favorite of the group.
Luv them German wooden dice ;). This time the rolls were heavily in my favor. In the first turn, I had enough for a colony ship.
In the second turn, I had enough for a trade ship. I placed my first colony on a trade good planet and I had the first trade ship to get the 1:1 trade goods.
I sent another trade ship out to get the Whiner card (Galactic Relief Fund) but I noticed James was heading for Travelers trading post.
I had to change my destination because I didn't want to be hosed with the "Small Donation" card.
With that gone, James got the "Fame and Honor" card but it is better to lose a card per turn instead of an upgrade.
Johnny got a card that allowed him to steal a card from two players with more points than him.
With Johnny and James stealing my cards, I stalled at twelve points.
John started to make his move up the scoring chart.
I got a little lucky and was able to create another trade ship and promptly started a race with John for the last unclaimed trading post.
The only hope for John was that I would have an encounter that would hose my first ship. Instead I got a fame point, which gave me that additional point I was looking for. I got to the final trading post for another two points.
Ahhh, victory!!!!
| 120 | |
Alhambra | John's:
Next up, a new game for the gang, a nice mellow game of Alhambra.
James and Johnny did the newbie mistake of overpaying early in the game, which is why John and I had such a lead over them.
I managed to get leads in two of the tiles sets and tie in two others to stay in the lead during the second round.
It was one of those games in which the third scoring round comes a few turns after the second scoring round, so I was able to keep my leads.
John's long wall segment versus my fractured wall segments is what kept the game close between us.
| 60 | |
Puerto Rico | John's:
Starting Order: Me, James, Johnny, John
The final game of the night and the chant was Puerto Rico.
I don't know what happened in this game. I think James and Johnny were experimenting.
James went heavy on Quarries and Indigo. Johnny didn't produce anything for the longest time preferring to buy buildings instead.
This allows John to become corn shipper. I went factory and got it going strong. I was able to buy the Guild Hall and the Fortress and finished off the game by filling the building area. Johnny having filled his plantation area by the use of the Hospice bought the Residence.
John bought the customhouse for bonus 8 points. Geez, I didn't realize how much shipping he had done. It looks like John has the hang of the game.
| 90 | |
18th | |||
High Society | Borders:
Started the night with our regular mini.
In the first game, the 10-card was the first drawn and I paid through the nose for.
The 8-card came up next follow by the 2-card both won buy Nate. Next came a streak of 2X cards and next thing you know everybody had one.
I had the time breaker so I hung on, I think Nate was waiting cause he figure I would have the least money at the end.
The red tile popped just as Tin score was greater than twenty but he was pretty much broke.
Bruce arrived to join us for the second game.
Another 10-card bid, which I remember as Tin started with a bid of 1, Bruce went to 4, Nate cranked it to 25 and I went straight to 40.
Nate was frugal in this game getting most of his cards in the 2-1 or 3-1 range.
| 30 | |
Land Unter | Borders:
Joe, Nate and Tin were up for giving Land Unter another play.
We gave Bruce a quick run down of the rules.
Tin's initial hand was the worst and Nate was the only one to score positive points with it. Nate was definitely thinking about his plays where as I usually go by gut feel. I got smoked in the final two hands. Hmmm, I have to start thinking, damn!
Results are very positive, time to dig out "6 Nimmt!".
| 60 | |
Princes of Florence | Borders:
Staring order: Joe, Nate, Me, Tin, Bruce | 120 | |
Medici | Borders:
Nate and Tin have recently discovered this game and have been pushing Joe to give it another try. Joe doesn't enjoy Medici but today we convinced him to give it another try. Had a quick refresher of the rules and Joe started the first day.
In the first round, I got a 3 card 14-pointer for cheap. A later turn, I the flipped up the gold card, which I won.
I won the weight bonus in the first round and had a ten-point lead.
In the 2nd round, the bidding got a little more competitive as people now had commodities positions to protect or steal.
After the second round, I was still in first place but by one a few points.
In the final round, everyone was so busy trying to lock in a lead in their commodity positions that I was able to get the heaviest boat for cheap and I got one commodity lead to boot!
| 45 | |
21st | |||
Roborally | Lunchtime:
Gave Joey a choice on what new game to learn, Mystery Rummy 1, Battle Cry or Roborally.
He waffled between Battle Cry and Roborally but finally settled on Roborally.
It was a simple two-tile (Cross, Island) three-flag with no options race and as a handicap, I gave myself two-points of damage.
Even with my handicap I had Joey eating my dust.
With only a few square left in the race I ran into card trouble as I got mostly rotates cards for the next set of hands.
I slowly inched forward while Joey approached at a good clip.
Traded a couple points of damage but it wasn't enough to slow down Joey and was able to touch the final flag first.
| 60 | |
22nd | |||
Age of Mythology | John's:
Six weeks ago I saw this at CompUSA for 30 bucks.
Since my friend, Chris, had enjoy his first play, I figured it was a worthwhile purchase.
Most of the reviews hated the combat system so I decided to play using the 2D6 system described on the geek.
James requested to play the Norse, John got the Greeks and I was the Egyptians.
The first turn was peaceful as everyone gathered, recuited and built.
John and I were planning our turns through the use of the permanent card but James just went for random card.
So by the second turn James was on the offensive by attacking the John's production which he won handly.
James followed it with another attack against my city resulting in two of my buildings getting razed.
Next turn we tried to counter the attacks and both John and I found it difficult to match up against the Norse units.
It really started to feel like the Norse were meant for fighting.
John and I were ready to call it quits after five turns and 2.5 hours.
James was having too much fun to quit. James had the opportunity to build the wonder and end the game but choose to recruit more troops.
He played an attack card against John that allowed all units to fight, a battle that last about an hour.
After the battle I had the largest army. If I could only build a wonder, I would end the game.
Sadly. anytime I got enough resources I would get attacked and the game would get extended a much more!!!
It went to the bitter end since no one built the wonder.
No points for were awarded the most buildings and John got the largest army points. John won but he'll won't play this one again.
As he said "We could have played four or five good games!"
| 330 | |
SOC: Cities and Knights | John's:
After a tasty Carne Asada dinner we played a game of Cities and Knights, per Penii's request.
Penii placed her initial city on a triple wood hex. It was going to be my choice of placement if she hadn't done it.
I would have found it useful cause she didn't really need it.
The rolls in this game were completely on Penii's favor and it resulted in one of the quickest C&K games that I've ever played.
In addition to her points via cities and settlement, she had the green metro, a couple of defenders VPs and a progress card VP.
John had longest road to offer Penii some completion. Johnny and I were very low tech through out the game.
| 60 | |
SOC Historical Scenarios | John's:
Scenario Cheops | 90 | |
24th | |||
SOC:Cities and Knights | Online:
Oh boy, a full boat!! I almost didn't wanna play since large games like this will last almost three hours.
I even suggested playing two three-player games but no one was interested in that.
I got to place my initial city on a double wood spot and was going for whiner (level 3 on Science)!
It worked, got to level 3 by the third turn but my settlement growth was pretty rapid so it came into effect only a few times.
I was producing so many resources over the course of a turn that a seven would really hurt.
I got an unlucky streak that stalled me out for a bit allowing the other players to catch up.
On the final turn I got hosed by several players as everyone played weddings, master merchants, etc on me while ignoring John.
On John's turn, he got longest road and the Trader.
He also had 2 defender points and the yellow metro. Hour and a half, not bad for a six player game.
| 90 | |
25th | |||
Purchase: I'm a sucker for a discount! Mike offered 25% off any of his game on stock so I snagged
Pirate's Cove and
High Society. ($57)
| |||
25th | |||
Roborally | Lunchtime:
When I told John that I had taught Joey Roborally, he was pumped! So for lunch we went to my place to play a two-tile (Cross, Island) three-flag race with final flag shield variant.
John got off to a good start but by being the leader he got pinged a couple time by long distance laser shots.
After touching the second flag he decided that he had enough of a lead to shutdown for repairs.
I lucked out as I got three three-move forward cards for a quick catch-up.
Joey got a solo path to the final flag while John and I battled on the other route.
I messed up John's programming with a push and he rode the conveyer belt to the edge. While John and I were fighting, Joey was shooting down the shield. I was two-tiles away when he touched the flag. Another win for the rookie!!
| 60 | |
Hare and Tortoise | Gadget Tree: Finally got to play this classic. Joe went over the rules for Bruce and I. This is a race game where movement is done using triangular numbers so the farther you want to move the more you're going to pay. For example, moving four spaces will cost 10 carrots but moving five spaces will cost 15 carrots! Each player also starts with three lettuces, which must be eaten before crossing the finish line. The track has several types of icons.
Joe, Nate, Tin, Bruce, Me | 60 | |
Bridges of Shangrila | Gadget Tree: Mike brought along a bunch of new games; Maya, Bridges of Shangrila, Santiago and Cronenberg. Oh boy!!! This game has a simple set of rules. A player is allowed one of the following actions per turn.
Jared (27), Mike (22), Me (17), Bruce (16) | 50 | |
Maya | Gadget Tree:
A blind bidding, area control game with a Maya pyramid building theme.
The game is three rounds where each round is comprised of two phases, auction and block placement. During the auction phase players will blind bid for five different zones.
Each player starts the round with the same set of cards (low cards 3,4,4,5 high cards 6,7,8,-3).
The low and high cards are distinguishable when placed face down.
The winner of each zone wins the most blocks and also a special function chip.
The special function chips are immunity from a -3 card, a free pass, a free block, a free double placement and pick first player for the next round.
Second place in each zone will get some blocks and two of the zones have blocks for third place.
After the bidding is over then players will collect their blocks and function chips.
Players can only keep blocks equal to the sum of their remaining bidding cards and excess blocks are discarded.
During the block placement, a player has one action per turn.
The actions are placing a block, placing two blocks-discard one, pass-discard one, or play a function chip.
When place blocks a few simple rules have to be observed. First the lowest row must be completed before placement on a higher row occurs.
When completing a row on a pyramid, the player with a majority gets a free block placed on the next row. Scoring takes place after all player are out of blocks. First and second place score gold, ties are friendly.
After scoring, erosion takes place.
Beginning with the lowest row on each pyramid, players that scored gold will lose one of their blocks.
If a player loses his last block on a row then the blocks on the above rows will also disappear.
Repeat for all others rows and pyramids. | 60 | |
6 Nimmt! | Gadget Tree:
I whipped out and taught 6 Nimmt to the group. Joe scored an amazing 53 points in the first round.
He was able to hold out another two round before reaching the game terminator.
Nate really liked the game and wants a copy of it.
Score another for the game pimp!
| 45 | |
29th | |||
Purchase: Got this from Craig a UG guy. Tonga Bonga ($35).
| |||
Twixt | John's:
While we waited for Johnny to clean his room, John taught me one of his old favorite.
Pretty funky game, easy rules. He kicked my butt.
| 15 | |
Pirate's Cove | John's:
I bought this based on word it was a fun family game.
Each player starts with a pirate ship and nine Doubloons.
Before starting the game, each player can use their nine doubloons to upgrade their ship.
Each ship had four sections.
Sail determines battle order, men and guns determine the number of dice used in battle and hull determine the amount of treasure a ship can carry.
A legendary pirate determined randomly, starts on the tavern island.
At the start of each turn, treasure cards are placed on the tavern, sail, hull, cannons, and men islands.
Players then simultaneously select their ship's destination, which can also include Treasure Island.
After reveling their destinations players will move their ships to those islands.
Combat occurs if multiple players' ships are at the island or if the legendary pirate is present.
In combat, the fastest ship fires first. Crippled ships have to retreat to the pirate's cove.
Player's score victory point for each ship that flees.
The remaining player scores the amounts on the treasure card and can use the island's function.
Finally the pirate moves to the next island.
Repeat eleven more times. Can you say Hick Hack, a little more complicated but felt the same.
John got a parrot, from the tavern deck, which allowed him unlimited treasure capacity. He loaded up his ship and visited Treasure Island with 15 treasures.
I got smacked early in the game so I wasn't in any condition to fight him.
Johnny finally tracked him down but a turn too late. He managed to kill the parrot though.
That treasure load gave him the victory.
| 90 | |
Tonga Bonga | John's:
Stuck with the maritime theme with this auction, race game.
Penny got off to a fast start but we misplayed a rule.
I forgot that you could enter an occupied square for a cost of three spaces. It really messed up the game for Penii.
So it's an asterisk game!!!
| 60 | |
High Society | John's:
Another game I got for 25% off.
I went over the rules but the first game went wrong when Penii spent all her money for a doubler.
John was a good hubbie and burnt all his cash too.
Second game was a bit better. John got the "Robbed" card but force others to pay some big bucks which gave him the edge.
| 40 | |
TransAmerica | John's:
Played a quick game while dinner was cooking. John won the first hand but lost the last two hands big!
| 40 | |
6 Nimmt! | John's:
After dinner, I got Joanna and Teresa to join us for a game. I selected 6 Nimmt for some chaotic fun.
In the first game, Penii broke the one hand scoring record of 53 point. It was previously 43 points.
People really enjoyed the game that we gave it another play.
| 90 | |
SOC: Cities and Knights | John's:
This was a weird game in which I was dominating the game or so it seemed.
I was seriously surprised, so was everyone else, that I got cards from everyone when I played a "Wedding" card.
I cranked out yellow and green metros and won by building the longest road.
Johnny concentrated on having a large army and scored three defender points in addition to a progress VP and the trader.
| 90 | |
Puerto Rico | John's:
Starting order: Penny, John, Me, Johnny | 90 | |
30th | |||
Schrille Stille | Mike's:
Mike pulled out a pile of new games. First up was Schrille Stille, which I had seen some B20 folk play a few times.
The geek has a good summary of the game. Mike went over the rules for us.
I had no idea what to do in the first round, so I placed my tokens into the CD thang pretty much a la random.
I got lucky and gained plenty of points but I also noticed that I didn't have that many bands among the list.
I took the option of switching companies. I figured that more bands would be better.
The switch hurt cause you have to give up five points but the other player targeted my new bands with negative points, knocking them off the list and forcing me to lose more points.
Oh Yeah, I can play that game too. So I got into the habit of "protect my"/"attack their" vulnerable.
The track only went to 75 but Mike had a huge final scoring round and got some 10 additional points.
Not a bad game, felt a little random but it was a fun family game.
| 75 | |
Santiago | Mike's:
Mike taught us another new game.
The game has 11 turns where each turn is comprised of several phases; auction, placement, canal and drying.
Four tiles (five types) are flipped over at the beginning of the turn.
Player to the left of the canal builder makes a bid for one of four tiles followed by the next player.
The bid scheme is like New England except that multiple players can bid zero.
If a player bids zero then he will get one less cube on their plantation.
The player with the lowest bid or the first player to bid zero becomes the canal builder.
Beginning with the highest bidder, players will select and place a tile.
They will also place on their tile, cubes equal to the number of workers pictured on the tile (1 or 2 workers).
If a player bid zero then he will get one less cube.
During the canal phase other players may make suggestion (money) to where the next canal will be placed.
The builder may place the canal on a suggestion location in which case he gets to keep the money offered for that spot.
He may instead place the canal on a location of his choice but he must pay one more than the highest bid.
In the drying phase, any tile not adjacent to a canal must lose one cube.
If a tile has no cube to lose it is turned over and becomes a desert.
Finally each player earns three bucks.
After the final turn, any tile not connected to a canal is automatically desert and players will earn money for each plantation.
The value is calculated by the size of the plantation times the number of cube of his color.
Player with the most money wins.
| 70 | |
Cronberg | Mike's:
Played another rhomboid game from the makers of Tom Tube.
The board is a hexagon shaped city, which are subdivided into a bunch of triangles.
During a player's turn, he may place one of his four tokens or place a tile.
A token can only be place on a spot next to an open triangle.
Once a token is completely surrounded it will score and returned to the player.
Occasionally, a rhomboid will be placed so that a triangle will be created.
That triangle is now considered active and the tokens next to it will be affected. There are three types of triangles.
"2X" doubles the score of the token, "Coat of Arms" makes negative values into positive and the "Guard" will force out neighboring tokens.
The game ends when no one can place a token or a tile. This fact wasn't made clear to use until the end game.
The game started out friendly as player placed their tokens and surround them will good tiles.
Two of my token were locked in to their position when some tiles were placed so that active triangle were created.
Little did I realize that I would seriously benefit by those moves.
When we were down to the final two tiles someone asked about the end condition. Mike read the rule and after that there was a rush to fill in the final open spots.
Mike and Chris had most of their token left so they were forced to place on some really bad spots.
Joe wants to play this again!!!
| 50 |
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