Time to wheel out a rivals old-timer - no not Orhan, Citadels. With numbers up to six this evening the choice of games was pretty limited, but I found this one lurking at the back of the games cupboard. Last time we all played it, Kieron enjoyed it so much that he bought his own copy only to leave it in another country.
The game played slowly with six, the card selection phase taking long enough that there were plenty of opportunities to catch up on news. For the first few turns, Kieron felt a little picked on as he fell victim to the assassin and the thief.
As the game progressed, Orhan kept churning cards with the magician, but never quite seemed to find the right ones, Andy kept playing the king, but stayed out of trouble as no-one thought he'd be stupid enough to play it again. Kieron went after the merchant and assassinated anyone who dared take it off him. Through use of the magician and the architect I was able to quickly get out the five different colours needed for the bonus and then played out the last few to finish the game for the bonus and a win.
Final scores, David 35, James 29, Adrian 28, Orhan 24, Andy and Kieron both on 22.
Wednesday, 25 February 2009
Friday, 13 February 2009
Indian Attack - 12 February 2009
A huge game of Cowboys and Indians with the Legends of the Old West ruleset using practically every Wild West accessory James could pull together - extra Whitewash City buildings, Redoubt Enterprises trainset, new fencing and lots of figures.

The Indian tribe left their reservation at the edge of town in order to liberate the Chief's daughter from the den of iniquity that is the Grand Hotel.
Kieron's Indians crept up on the kindly old stagecoach drivers and spent half the game wrestling with them, eventually gaining two scalps for the loss of one Brave.

Andy's Lawmen took action as soon as the Indians entered the town but the property owners took up positions around their properties and the miners headed off for the Grand Hotel. The Lawmen were rather exposed out on their own and the Indians started wiping them out.

Soon, all the figures were involved in the firefight but the Cowboys took the most losses, giving the game to the Indians. A good fun game but we discussed changing the way the Move-Shoot-Close Combat order of play worked, so that each group of figures could move and then shoot, rather than alternating.

The Indian tribe left their reservation at the edge of town in order to liberate the Chief's daughter from the den of iniquity that is the Grand Hotel.
Kieron's Indians crept up on the kindly old stagecoach drivers and spent half the game wrestling with them, eventually gaining two scalps for the loss of one Brave.
Andy's Lawmen took action as soon as the Indians entered the town but the property owners took up positions around their properties and the miners headed off for the Grand Hotel. The Lawmen were rather exposed out on their own and the Indians started wiping them out.

Soon, all the figures were involved in the firefight but the Cowboys took the most losses, giving the game to the Indians. A good fun game but we discussed changing the way the Move-Shoot-Close Combat order of play worked, so that each group of figures could move and then shoot, rather than alternating.
Labels:
28mm,
figures game,
Legends of the Old West,
Wild West
Thursday, 5 February 2009
Hamburgum, Gnadenlos - 5 February 2009
The first outing of James' games from Kieron this Christmas - Hamburgum. Players produce beer, sugar and cloth and sell these goods with their ships overseas. They compete over the best sites for their buildings and the best berths for their ships in the harbour. These activities generate money which is used to make church donations which bring the prestige points which win you the game.
A beautifully produced game with quality pieces and cards - even little working bells that are required to complete the building of each church. The rules, cards and even the board have both German and English sides (to get used to the game, we played the fully English-marked reverse side, Londinium). A range of nice mechanisms - goods whose value declines as production increases, ships whose ability to take goods decrease as they age, and the rondel from Antike is used to select actions each turn (since Hamburgum and Antike were designed by the same person).
The game doesn't have huge amounts of player interaction (no real Derren-ing opportunities) but players do compete for cards and locations, and most importantly for completing the construction of churches. And amazingly we even finished the game in the 75-90 minutes it suggested on the box!
Final scores were Stuart 89, David 66, James 55 and Kieron 51, although we had all missed a rule that limited the purchase of a particular type of building to one per turn, so Stuart's impressive lead was probably just a healthy one, but still a good win to Stu with his uncanny knack of gripping how to win games the first time we play them. We agreed to play this again soon-ish with the variant that introduces a wider range of citizen cards.
With the game finished by 10.30 and the forecast snow yet to start falling, the cowboy game Gnadenlos made another appearance. Such a clever little game. With Kieron getting the only bankrupt marker in the last Pay Day of the game, the final order was David, James, Stu and Kieron.
A beautifully produced game with quality pieces and cards - even little working bells that are required to complete the building of each church. The rules, cards and even the board have both German and English sides (to get used to the game, we played the fully English-marked reverse side, Londinium). A range of nice mechanisms - goods whose value declines as production increases, ships whose ability to take goods decrease as they age, and the rondel from Antike is used to select actions each turn (since Hamburgum and Antike were designed by the same person).
The game doesn't have huge amounts of player interaction (no real Derren-ing opportunities) but players do compete for cards and locations, and most importantly for completing the construction of churches. And amazingly we even finished the game in the 75-90 minutes it suggested on the box!
Final scores were Stuart 89, David 66, James 55 and Kieron 51, although we had all missed a rule that limited the purchase of a particular type of building to one per turn, so Stuart's impressive lead was probably just a healthy one, but still a good win to Stu with his uncanny knack of gripping how to win games the first time we play them. We agreed to play this again soon-ish with the variant that introduces a wider range of citizen cards.
With the game finished by 10.30 and the forecast snow yet to start falling, the cowboy game Gnadenlos made another appearance. Such a clever little game. With Kieron getting the only bankrupt marker in the last Pay Day of the game, the final order was David, James, Stu and Kieron.
Thursday, 22 January 2009
Lifeboats, Really Nasty Motor Racing Game - 21 January 2009
A full turn-out (if perhaps an unexpected one) for games at Stuart's this week. Kieron introduced the first new game, Lifeboats, also known as 'Rette Sich Wer Kann' ('Each Man for Himself') which gives a better indication of what's in store.
The players each have two officers and four sailors on a ship that is going down. There are a set of lifeboats with limited spaces and islands in the distance. Each turn, the players vote for which boat springs another leak, which moves towards the islands, and then each can hop a sailor between boats. As the boats start taking in water, the occupants throw each other out to stop the boat sinking!
The voting is clever. Following negotiations (which we kept pretty short), each player places a card face down that either represents a colour or a Captain. The colour with the most votes gets the result of the particular phase e.g. white boat moves forward, yellow sailor thrown overboard. The Captain is the trump card but if more than one are played, they have no effect and are lost - and each player only has three to last the whole game.
This isn't the kind of game where thinking about your strategy is much use. Played fast and frantic, it's just supposed to be a fun game.
The second game we played was David's Christmas present to James - the Really Nasty Motor Racing Game. And so it was disappointing for both of them, that it didn't live up to the high production values and good reputation of the Really Nasty Horse Racing Game. You couldn't really balance your own risk and reward, and once the Really Nasty cards ran out, it was a simple kids game of "throw dice, move counter". Sadly, this became one of the very few (only?) games that we have abandoned halfway through.
The players each have two officers and four sailors on a ship that is going down. There are a set of lifeboats with limited spaces and islands in the distance. Each turn, the players vote for which boat springs another leak, which moves towards the islands, and then each can hop a sailor between boats. As the boats start taking in water, the occupants throw each other out to stop the boat sinking!
The voting is clever. Following negotiations (which we kept pretty short), each player places a card face down that either represents a colour or a Captain. The colour with the most votes gets the result of the particular phase e.g. white boat moves forward, yellow sailor thrown overboard. The Captain is the trump card but if more than one are played, they have no effect and are lost - and each player only has three to last the whole game.
This isn't the kind of game where thinking about your strategy is much use. Played fast and frantic, it's just supposed to be a fun game.
The second game we played was David's Christmas present to James - the Really Nasty Motor Racing Game. And so it was disappointing for both of them, that it didn't live up to the high production values and good reputation of the Really Nasty Horse Racing Game. You couldn't really balance your own risk and reward, and once the Really Nasty cards ran out, it was a simple kids game of "throw dice, move counter". Sadly, this became one of the very few (only?) games that we have abandoned halfway through.
Sunday, 18 January 2009
Askari, 15 January 2009

The first 28mm skirmish game for 2009 featuring a brand new prototype set of rules by Adrian and Fred. The scenario saw a column of Brits with their plunder trying to abscond from the lost city (starting position immediately above), but pursued by hordes of angry natives and their Arab slaver allies. Kieron played the Thin Red Line of British foot, James the British Naval Brigade, David the Ngoni tribesmen and Andy the Fiendish Arabs.
At the first sign of danger (2 of James' matelots being gunned down by the Arabs from the cover of the jungle) the Brits abandoned the column to seek out and occupy strong defensive positions in the ruined buildings. The Naval Brigade was beset by the Arabs on the column's left flank, having some success in holding off the musketmen and killing a couple, but eventually succumbing to an Arab assault to the rear of the position. On the right flank, the Ngoni mounted a spirited charge, their first wave falling almost to a man in the killing zone between the remaining three British squads, but the second wave pushing on. By the time we called a halt, the natives had pushed the Brits back and had killed around half of the soldiers, in return for about half their number killed. The bearers with the plunder (and the Expedition's Sponsor Sir Cuthbert Bertangle and his larvely new wife Lady Fanny) escaped - but probably more due to the Umpire miscalculating move distances than tactical genius from the British players. But no matter, it was fun.
As for the rules, they worked very well for a first go. The concepts owe a fair amount of inspiration to Dominion, but for a game without dice it worked nicely and will be almost certainly better for next time.
Saturday, 10 January 2009
Dominion, 7 January 2009
The first Wednesday game of the New Year was at David's - Dominion, a new purchase by Adrian. This new 2-4 player Rio Grande game is currently ranking 6th on Boardgamegeek with an 8.18 score (see http://www.boardgamegeek.com/game/36218) and we found that it had some real potential.
Each player starts off with an identical deck of 10 cards (a mixture of resources and victory points) and aims, through using resources to buy new 'Action' cards and through playing these Action cards to gain other advantages and hence get more cards, to end the game with the greatest number of victory points in their deck. The game is thus a bit like building a deck for a collectable card game in real time. Happily, Dominion is complete as to itself - coming with 500 cards and no need for expansions ever.
The beauty of the game lies in various design concepts (not all original but still clever). Firstly, you have to build a balanced deck so that the number of Action cards, Resource cards and Victory point cards complement each other. Too many Action cards and you don't have enough Resource cards to buy stuff; too many Victory points early on and you don't have enough Action or Resource cards to build your deck. Secondly, each turn (which is quick so there's no sitting around) allows you to play from a hand of only 5 cards - so you have to optimise your dek such that the combination of 5 cards that you're likely to draw from your deck each turn gives you the best possibilities for further building. Thirdly, there are 10 types of Action card available in each game - out of a total of 25 types. These interact with each other to allow combos of actions (or 'chaining' as it came to be known) such that you can pursue separate strategies. The suite of 10 Action card sets also makes each game very different...
So, after that long preamble... For the first game we played with the recommended starting set of Action cards. Immediately various strategies were followed - Kieron as chief belligerent who developed a deck with lots of Militia (which, when played, reduce all the others' hands to 3 cards for their turn, limiting their options); Adrian who went for the Smithy and Moat approach (Moat to defend against Kieron's Militias and both Smithy and Moat allow you to burn through lots of cards in the deck, allowing rapid re-use of Resources); David who developed card chaining very early with the Village, Market and Mine combo (burns through multiple Action cards, upgrades Resources); and Stu who seemed to have no real strategy - but who nevertheless won, so clearly his strategy was just too clever and inscrutable for the rest of us... Game 1: Stu 30; Deej 21; Adrian 19; Kieron 15.
For Game 2 we replaced the little-used Remodel card with the Thief - which allows the burglary of others' Resources. This addition changed the complexion of the game utterly: no one wanted to build up large Resources in their decks for fear of them being nicked. Instead we all played to get low numbers of Victory points much more quickly - and everyone had sussed chaining by then. Result: much shorter game. Kieron 12; Stu 10; Adrian 9; Deej 3.
For Game 3 we changed the complexion again, taking out the best chaining card (Village) and ditching the Thief and replacing them with Library and Moneylender. This set made long chaining much harder which led to again slightly different strategies employed. Result: Deej 23; Adrian 17; Kieron 17; Stu 16.
So, by the end of the evening we'd learned the rules, played 3 games and encountered (only) 13 of the 25 Action card sets. The game doesn't have the Derrening potential of greats such as Ra and Princes of Florence, but by gum its clever, pacey, and has lots of replay potential. It would also be a great travel game, just being cards. So, all in all, another great Rivals evening and a great game for the cupboard.
Labels:
Dominion,
winner David,
winner Kieron,
winner Stuart
Wednesday, 26 November 2008
Industrial Waste - 26 November 2008
The first play of a game James bought at Birmingham's Games Expo in 2007. The original German name of this game is "Müll + Money" - or "Rubbish and Money", which isn't particularly enticing - but the environmental focus of the translation renames it Industrial Waste.
We consequently feared an overly "educational" game but this was unfounded and the game had some clever mechanisms, a fair bit of interaction, and a range of different strategies to pursue. In essence, each player is a factory owner who produces an item using a specific number of employees and raw materials. The side product is industrial waste. Research can be conducted into making the production cheaper and more efficient, or to minimise the waste. A careful balance between these options is needed. The competition is in the selection of action cards and the bidding for resources. And we learned to keep money aside to pay for the inevitable industrial accidents...
Final scores Stuart 56, David 45, James 39 and Kieron 33. The evening concluded with a nostalgic discussion of some great games we haven't played for ages. We agreed we should start the New Year with a stock take and remind ourselves properly of what's hidden away in our attics.
We consequently feared an overly "educational" game but this was unfounded and the game had some clever mechanisms, a fair bit of interaction, and a range of different strategies to pursue. In essence, each player is a factory owner who produces an item using a specific number of employees and raw materials. The side product is industrial waste. Research can be conducted into making the production cheaper and more efficient, or to minimise the waste. A careful balance between these options is needed. The competition is in the selection of action cards and the bidding for resources. And we learned to keep money aside to pay for the inevitable industrial accidents...
Final scores Stuart 56, David 45, James 39 and Kieron 33. The evening concluded with a nostalgic discussion of some great games we haven't played for ages. We agreed we should start the New Year with a stock take and remind ourselves properly of what's hidden away in our attics.
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