|
6th September
06....................................................15 Players
There was a committee meeting in our usual
room so we were downstairs in the bar. Karen braved a return visit after a
long absence. No concession was made to the fact we had a lady present
with the guys choosing to play a football game and Poker. I am sure Karen
would not expect it to be any other way.
 
Power Grid – 170 min
|
|
Score |
Trophy Points |
|
Mike*
black |
++18 |
850 |
|
Steve H
red |
+18 |
340 |
|
Gordon
blue |
18 |
170 |
|
Dave D
green |
16 |
0 |
This
was the most grinding boardgame I think I have ever sat down to. This was
intense to the extreme with every decision calculated. I loved it.
The Italian map changes the rules by
removing some of the starting coal and oil. The regions that were randomly
selected for removal were the cheap northern areas. This made a long thin
territory to play on. Only Mike started in the south, the rest of us were
crammed into the north.
Dave D
fought with me over coal from the start. He also fought with me for
territory with his opening move he leaped across me blocking my expansion
south. Our board positions were completely entwined early on. Dave was a
whisker off winning on what turned out to be the penultimate round.
Gordon.
I made a massive jump from the centre of the board to the South West to
break us into the second phase. It was a bold move which I feared would
have been carried out by Dave if I had not done it. Dave could have made
the jump slightly more efficiently than me. In fact just about every
decision I made in the game was done as much with a view to hitting Dave
as it was in benefiting me.
Steve H.
Worked his way through the plants starting with a number of small wind
powered plants. In a normal game this slow build up usually looses out to
a player who buys fewer but bigger plants.
Mike
playing in his first game for ages had to be told the rules over again and
was thus awarded the learning game bonus. Like Steve he worked his way
through a variety of plants before getting ones that powered many cities.
Dave and I lost this game by fighting over
coal and board position. Steve and Mike made a better job of adapted their
play to the map. I like it that board play was more significant on this
map and I liked it that the poor coal and oil availability made trash,
nuclear and green plants more viable. Dave and I were paying around 25
Euros a turn for our fuel around twice what Steve and Mike were paying, in
a shorter game the larger quantity of cities Dave and I could power would
have given one of us the victory but the high fuel cost and connections
cost prolonged the game allowing Steve and Mike to catch up on their plant
capacities.
Mike’s comment’s:
While I was highly chuffed to win
what turned out to be a fascinating and hard-fought game, sadly the
victory ought to be filed under 'outrageous' rather than 'convincing'.
I think I won solely by a mixture of good fortune and others making
bigger mistakes than I did.
The person I felt most sorry for was
Gordon, sins of omission rather than action - I thought at the time that
Dave's purchase of the big coal-guzzler was going to cause grief as it
would push coal demand way beyond the parlous state it was already in,
but he just didn't pipe up to try and talk Dave out of it, which I would
have.
The guy who then should have won
after the coal-barons crashed and burned so close to the winning line
was Steve. After all, at the start of what was the penultimate turn, my
stations were a miserable 4-4-3, with 18 probably a minimum need to win
I had to buy two 7's to get 7-7-4. There were only 3 of those available
and one was a coal-burner and hence worthless, all he had to do was buy
one of those other 7's and I couldn't possibly win, but I'm guessing he
didn't spot it, went straight for the fusion #50 and I then had a
chance.
The only thing I think I got
consistently right was the route building, the first squeeze across
central Italy during Phase #1 was useful, but I also used Gordon's
cities down the Rome side of the map to get another little squeeze at
end of Phase #2 into #3, it was the easy unopposed cruise from 15 to 18
cities behind this expensive blockade that kept my cash just high enough
to win. This playing has greatly increased my enthusiasm for Power
Grid, but it is a very intense game that I wouldn't want to play every
week!
Gordon’s response to Mike:
The coal drops off from a refresh of 6
to a refresh of 4 in the 3rd phase of the game. I think if this phase
had been delayed a turn then the coal would have lasted long enough for
either Dave or I to take the win. This is just one example of a minor
change in events which could have led to a very different result. Dave
and my game long fight over coal need not have lost us the game.
Steve, Dave and I can all claim to have
nearly won. I think we could consider ourselves misfortunate not to have
won but you maintained your shape to pick up the ball when the wheels
fell off our carts .... so to speak!
Dave D:
I'm not sure I agree entirely with
Mike's analysis. I agree that it was my purchase of that coal plant that
lost me the game, but not the fact of having bought it, rather the price
I paid for it.
At the stage of the game that I
purchased it seemed to me that Gordon was the major threat, he already
had a good lead in plant capacity and (as I saw it) if he had been
allowed to buy the plant he would have been in a game winning position
because the other plants available would not have allowed competition.
It is now my belief (in retrospect) that he had actually too seriously
damaged himself in triggering step 2 by spending far too much in
connection costs and by putting himself at the rear in the following
turns building meaning he could be blocked out of most of the cheap
connections in the north for a second time. Gordon it seems also saw me
as his major threat. As a result of this we engaged in bidding war which
pushed the plant up to 20 above face value. Mike suggests that Gordon
should have tried to talk me out of purchasing the plant to avoid the
trouble, but that would have been the wrong thing to do. I don't
remember the exact figures but if I could have bought that plant for
something like 8 less I would have had enough money to finish the game
on the previous turn and so won it. If Gordon had said to me before bids
were placed "Don't do it Dave you're asking for trouble", I wouldn't
have accepted that and been right not to. Once the bidding started of
course the plant was going to be bought by someone and the coal supply
problem was inevitable. If Gordon had bought the plant he would have
found himself in the same position as I was, but may have got away with
it because after my purchase he bought a 4 power plant to stay ahead of
me (I'm sure that was a mistake because it was essentially wasted cash
as he had to replace the plant before the end), which he wouldn't have
otherwise.
I echo Gordon's last paragraph.
(Before the pasted comments)
As regards the Italian board, I
wonder if it might in future be a good idea (at least with 4+) players
to arrange to have at least 2 of the top areas available. The rules
actually say to choose the areas for play and while the other 3 maps are
probably usually OK with a random selection, perhaps Italy, because of
its shape needs a more studied choice.
As I think I mentioned at the club a
few weeks ago, I'm now at the stage where I would happily play Power
Grid every week alternating the boards (I plan to get hold of the new
ones as soon as available). As a game it seems to me to be leaps and
bounds ahead of virtually anything else we have available. It is
intense, but it's a "nice" sort of intensity.
Steve H:
I think what's refreshing about this
discussion (as opposed to, say, Antike) is that it's focussing on what
we did and didn't do as players, rather than any design flaws. Dave's
minor point about choosing an area is a sensible house rule, in fact you
could apply it to all the maps.
I don't mind playing it a lot
although my success rate isn't too clever. It is an excellent game.
I think Mike had it right about me.
On the final turn I opened the door to him, but it was a calculated risk
based on my cash in hand and not wanting to pay over the odds for a
plant, and also saving money on raw materials with the Magic Plant. As
it was, I only missed out by 3 electra, not bad considered the hundreds
spent in the game.
I hope they do a UK map one day.
Elasand
– 120 min
bgg
|
|
Score |
Trophy Points |
|
Keith* |
10 |
480 |
|
Steve P |
8 |
180 |
|
Matt* |
6 |
120 |
There is more interaction in this Settlers
variant than in any of the others I have played.
San Juan – 50 min
|
|
Score |
Trophy Points |
|
Matt |
46 |
150 |
|
Steve P |
41 |
75 |
|
Keith |
27 |
0 |
I believe Matt only had 1 production
building throughout the game. As has been noted previously the attraction
of shipping in the 3 player game is less than in the 4 player game.
World Cup Game
– 80 min
bgg
|
|
Score |
Trophy Points |
|
Richard B* |
1st |
720 |
|
Duncan* |
2nd |
400 |
|
Luke |
3rd |
160 |
|
Simon* |
|
110 |
|
Toby* |
|
110 |
|
Chris* |
|
110 |
|
Karen* |
|
110 |
|
Steve G* |
|
110 |
I think this is the most players we have
ever had playing a single game.
Poker – 70 min
|
|
Score |
Trophy Points |
|
Luke |
1st |
420 |
|
Richard B |
2nd |
210 |
|
Chris |
3rd |
105 |
|
Duncan* |
4th |
122 |
|
Karen* |
5th |
96 |
|
Steve G |
6th |
0 |
13th September
06....................................................12 Players
We have been talking about getting some
new tee-shirts. We have to use our club funds for something! I wonder if
giving Barry some money for a decent sets of blinds might be a better idea.
Dave C:
I wouldn't pay Barry any money for
the blinds, he doesn't work there anymore :)
Steve H:
If you want an interior design
suggestion for the room, forget the blinds, let's have a large mural of
a dragon. Or a unicorn...
Matt:
Great idea BTW Steve. To back the
theme up I think we should also invest in a 20 year old stereo system
and Clannad's back catalogue on cassette. New members will soon be
queuing at the door.
Dave D:
I would heartily support the
introduction of Clannad as suggested by Matt, but I fear the
Conservative club may have issues with Steve’s suggested mural.
Dave C:
The mural should be something from
Talislanta, a Skalanx or an Urthrax or possibly even a Vasp
Luke:
.....which is way way beyond my
sphere of fantasy interests. Hell, anything more fantasy than Lord Of
The Rings and I'm outta there (wherever there may be).

Antike – 90 minutes
|
|
Score |
Trophy Points |
|
Luke |
9 |
360 |
|
Keith |
=6 |
90 |
|
Mark S |
=6 |
90 |
|
Gordon |
=6 |
90 |
Do you ever wish you could re-play a few
turns of a game? Normally it is the last turn of a game I most want to
re-take with the benefit of hindsight but this time it was my opening. I
felt I messed thinks up during the first couple of minutes and I never
settled into my play from the off. I started in the centre of the board,
uncomfortably close to Mr Stretch and I opened with a marble temple (gold
and iron openings had been taken). Quiet rightly Mark took it out within a
couple of rounds, quiet rightly I countered taking a territory or two and
quiet predictably we were both taken out of contention for the win from
then on. All this within the opening minutes of the game.
On reflection I could have better defended
the temple but it would never have been left alone by Mark because it was
a dangerous launching point for me to attack into him. There would have
been a draining arms race and in Antike arms races always go in favour of
the attacker because attackers can draw men from several spaces where the
defender can’t. No, the mistake was building the temple in the first
place. Starting in the centre of the board in Antike is tough when you
have a neighbour who is not afraid to kick out, especially when that
neighbour gets to start before you. Maybe I should have gone for a
diplomatic negotiation of boarders before the game even began.
Keith built up in a very solid logical
manor and was perceived as the threat throughout the game. Following our
early tussle, Mark and I left each other alone allowing us to threaten
Keith at least to the extent that he needed to waste actions defending.
Luke was left alone. It was largely my job to keep him in check. I mixed
it up a bit with him but I wanted Luke’s aggression when it came to go
Keith’s way so I didn’t annoy him too much.
When Luke did unleash it was an effective
strike that tumbled two of Keith’s temples giving Luke the points he
needed for the win.
We played at a blistering pace. This is
one of my favourite games at the moment to play on a Wednesday night and
then we went on to play two of my favourite fillers so it was a good night
for me.
Mark Stretch says:
Yes an entertaining game of Antike. I
still don't understand how it normally takes you lot 3 1/2 hours for a
game.
Gordon may have been out of it after
the initial skirmish, but I didn't think that I was. In the mid game I
did after all have more VPs than everyone else (I was the 1st to 6), but
I blundered badly (and got no further). I should have built up to 6
temples and boosted my production. If I was going to build as many men
as I did I should have got the advance that made them fast as they were
worse than useless at slow speed. As a result of the blunders I put
myself out of the running.
Guess I need more practice at this
game.
10 Days in the USA – 15 minutes
|
|
Score |
Trophy Points |
|
Keith* |
Won |
60 |
|
Gordon |
Lost |
11 |
|
Luke |
Lost |
11 |
Dave Dudley has recently put together
lists of the games we have been playing this year and it is notable that
we have not latched onto any one filler in 2006. I suppose Poker is the
exception to this. 10 Days in the USA seems to fill 15 minutes without
upsetting anyone. This game feels like a low key classic to me. I think in
some shape or form it will be played for decades to come.
Poker – 50 min
|
|
Score |
Trophy Points |
|
Matt |
Won |
300 |
|
Luke |
2nd |
150 |
|
Steve P |
3rd |
75 |
|
Gordon |
4th |
38 |
|
Steve H |
5th |
19 |
|
Keith |
last |
0 |
When 2 or more players both go out in the
same hand I believe the eliminated player who put in the fewest chips is
considered first out. This would make me 4th and Steve H 5th. If anyone
wants to speak up against this please do. Two or more players going out in
the same hand occurs quiet often so we need to establish a rule.
Dave D comments:
My problem is that Poker does not
seem to be being used as a filler. As of this week, the average length
of game was 47 minutes, which to me takes it out of that category. Also
when you consider that 5 of the games were played in 2 continuous
blocks, this means that they should be considered 2 games making the
average 70 minutes ahead of (for example) Settlers, Torres and Ra, which
are certainly not fillers but 1 half of a 2 game session. Poker does not
seem to me to fit in any way what the club should be about (to use
Gordon's own expression). This is my personal opinion.
Gordon retorts:
Poker is a lifestyle game
and I think you are right to flag up a warning about it possibly
dominating club nights (I am reading between the lines). Other lifestyle games are; Magic, Diplomacy, Warhammer, Chess, Go, Settlers, PR...
These are games that have the potential to become all consuming and we
certainly don't want the club night to become a single game event.
We are currently way off having Poker or
any other single game stifling the clubs varied appeal. Let us know Dave
if you think otherwise.
Steve H:
Dave's dead right about poker. I am
crap at it, but c'mon it's not really appropriate is it? If we were
doing an open day, would we showcase this? This is a different hobby
altogether. If it's going to be a free-for-all, I'll start bringing my
wargames stuff. Anyone for Korean War?
Duncan:
I’ll do Korean War Steve !
Also, we have an option of NOT
playing Poker don’t we?
Matt:
Absolutely. The options are:
1) Being the dealer.
2) Playing San Juan against me.
3) Painting the HBG fantasy mural
wall.
Gordon concedes:
I accept that Poker is taking us away
from our core activity. I think the "If we were doing an open day would
we showcase this" test is a good one and yes Poker fails that test. It
is a shame because it has become a favourite of mine and I know Luke,
Steve G and Chris are all well into it. We should probably use other
outlets to play the game other than club nights.
I will go a month without bringing Poker
just to peg back the plays. There are other card game fillers out there
that we could latch onto such as "Poison", “6-Nimmt”, "Coloretto" and
"Great Dalmuti"
Mike:
I don't personally have any problem
with Poker as a Club game with the amount of play it currently gets, as
long as it's for points not money, any more than I have a problem with
anybody playing DC's FRP stuff with the kids in the hols. If the FRP
became a regular, taking up a table every week, then perhaps we'd have
to reconsider, but as it currently stands I think what Dave does is
great.
Luke:
Agreed. If such things (including
poker - which of course as games guru I have to stand up for) continue
to be played casually, from time to time, then surely it's not a problem
as long as there are plenty of other options. The second we get there on
a Wednesday and all there is to play is poker, then something's gone
wrong...
Dave D:
I seem to have started something here
don’t I? To clarify, I took issue with Gordon’s suggestion that Poker
was being used as a filler, when it clearly is not. I also suggested
that I didn’t think that it wasn’t really a game that fitted in with the
club, which I stated was a personal opinion. Steve agreed and others did
not. I did not mean to say this should never be played, but I do think
it a bit unfortunate that since May when the game was introduced only 3
games (excluding Talislanta*) have had more table time and in terms of
games played there are no games ahead.
*I exclude Talislanta because it is a
seasonal thing for the younger members and I echo Mike’s comments
regarding the great job Dave has done in this regard.
Tempus – 120 min
|
|
Score |
Trophy Points |
|
Steve P |
22 |
480 |
|
Steve H* |
20 |
360 |
|
Duncan* |
17 |
240 |
|
Matt* |
14 |
120 |
Steve is doing a good job pushing this
game. Most of us have now played it once. Now the learning games are done
it will be interesting to see how it stands up to more testing play. I
think it is an elegant game but I can see how it might fall the wrong side
of the elegant / sterile line for some.
Duncan says:
Having played Antike, Tempus and
Vinci I want to play them all again. I enjoyed them all (in different
ways). An Advanced Civ-lite athon ?
Steve H’s comments:
While we're on comments on first
tries at games, I really enjoyed Tempus. Martin Wallis is right up there
with Knizia as far as I'm concerned. This takes the ever popular theme
of Civilisation development, but importantly has a turn limit and
therefore removes the stalemate difficulties I've experienced with
Antike. You influence your development and to add a spark you can duff
up your neighbours when the conditions demand it, or when you feel like
it. Matt will tell you there's a "going last" problem, but I think
that's only a minor difficulty exacerbated by first-playing. I look
forward to playing Tempus a few times.
Matt’s comments:
hmm. I think with a slight rules
modification it can be mitigated a bit:
The problem:
You all build a board of hexes (10 in
a 4 player game) Different hexes have different terrain. Advancement
during the game depends upon control of different types of terrain. Once
the board is built the randomly determined first player gets to place
his/her pieces first. This is an advantage, as the last player gets the
worst position as long no one picks poorly. In other placement games
there are mitigating factors (eg: Settlers, where the first player also
places last).
A solution?:
Each player places 2 tiles. Determine
who goes first. The last two players have a tile each they can look at
and place before they position their pieces.
Hows about that then?
Dave D retorts:
Admittedly I've only played once
(like Matt) but I didn't see this problem. When I played I went last and
with everyone trying to grab areas for the first advance, I ended up
with a lousy position, I then compounded this by screwing up the first
turn. In retrospect I should have picked another area and there was a
much better one available even after everyone else had placed, this was
my fault and not the game's. Despite this I was able to recover to
second (and I wonder if I might have won had I been a little less
conservative on the last turn). I think Matt's key phrase is that
advancement during the game depends on DIFFERENT types of terrain. You
cannot hope to be first to every advancement, but this is not vital as
everyone catches up after one turn (this is, I think, a wonderful
mechanism), so the key is to plan in advance at what points to make your
move, rather than competing for everything.
Back to Matt:
Right. If that sorts out the board
position problem that only leaves the 'random draw deck problem' and the
'pieces that move too slowly to stop an unchallenged player on the other
side of the board problem'. Further constructive comments as I think of
them. It reminded me of Settlers crossed with Railroad Tycoon.
Dave D Retorts:
“Board position”
Again I didn't see this as a problem,
the key seemed to be that it was vital to have cards as not having them
was to paint a target on your back. If you did have them, then I didn't
see any as vastly overpowered so you adapt your strategy to what you've
got.
“Pieces that move too slowly to stop
an unchallenged player on the other side of the board problem”
I think all area control games have
this problem, in Tempus it is at least mitigated by the early game lake
movement and the later game sea movement, which essentially makes all
areas accessible.
I will play Tempus again sometime, it
is worth another go and I do like the advancement mechanic, although it
is an area control game, which is a type that I tend to dislike.
My advice to Matt is don't play
again, consign Tempus to the compartment containing St. Petersburg,
McMulti and Fury of Dracula. We all have games we don't like, but the
reason we don't like them is probably the reason other people do, so
unless the "fix" is just a very minor tweek don't do it. The 3 games
above which Matt quotes as his 3 least favourite games are all ones that
I like to a lesser or greater extent and it may be that Matt (if he were
so inclined, which I suspect he would not be) could find fixes to what
he sees as the problems with them, but if he did, I suspect that this
would destroy the very things that I like about them.
To sum up "If it ain't broke don't
fix it, if it is don't play it"
A slightly Peeved Matt says to Dave:
I'm sorry you think that. I was
trying to be constructive rather than 'just not playing it'- that's the
easy option isn't it? I the same way I posted my favourite 10 games
rather than my worst 3 I don't want to come across as totally negative,
despite probably being more vocal about the games I dislike than those I
enjoy. At least I can say WHY I don't like a given game rather than just
'it's rubbish' and not playing any more.
I didn't mean to offend anyone. I'll
shut up.
And finally back to Steve Hilton:
Yet again I am very entertained by
the banter on a Monday morning. Matt, don't shut up, I like your stuff.
Dave's email as usual was very
interesting. Observations: no offence intended, but the man with the
longest veto list in England is suggesting tolerance for giving certain
games a second chance. Hmmm...
Also, I think house rules can work
particularly if you smell that a certain game hasn't been playtested
properly. But you generally need several plays to find that out I
suppose.
Canal Mania
– 130 min
|
|
Score |
Trophy Points |
|
Dave D |
69 |
520 |
|
Mike* |
66 |
390 |
|
Paul* |
65 |
260 |
|
Richard B* |
61 |
130 |
There are not many UK boardgame club web
sites (there are not many UK boardgame clubs). One site I like to visit is
run by the Piddinghoe Gamers. The games they play are a close match to the
games we enjoy. They recently played Canal Mania for the first time.
See here.
Mike’s comments:
Quick thoughts on Canal Mania : it
takes an embarrassingly Thurn und Taxis-like route building mechanism
and bolts on to it an Age Of Steam-like goods transport mechanism. Now
if the result had been a game with the skill quotient of AoS but the
brevity of TuT then we're talking of a potential classic, unfortunately
we get a dull game with the luck quotient of TuT and the length of AoS,
with no other mitigating factors.
I gained an early lead by a lucky
streak of Surveyor cards, lost it due to an unlucky streak of Stretch
cards (even the 'refresh available cards for selection' special option -
sound familiar? - couldn't save me), and lost the game on the last turn
due to an unlucky blind card draw, but frankly after over two hours I
was past caring. Perhaps if TuT hadn't appeared I'd have been more
willing to see this as 'Age of Steam lite', but as it is I found it very
disappointing considering it's a Ragnar game (any chance that Backpacks
and Blisters may turn up at a Club night again?).
Dave D retorts:
For a less jaundiced view please see
the Piddinghoe gamer’s comments. I find it interesting that Mike is so
keen to compare this game to Thurn & Taxis, because the only similarity
I see is in the ability to discard all the build cards on display. The
route building mechanism is basically an AoS/TtR hybrid using hexes
instead of fixed routes (AoS) and cards instead of money (TtR). It is
certainly true that the use of cards does introduce a luck element, but
as is evident from Mike's comments in this case it balanced out over the
game. We were close at the end, unlike Mike I didn't see a surveyor card
all game, but maybe benefited at the end due to being able to position
goods in the right places. The stretch cards affected everyone and if
you're relying on a blind card draw then you must expect to be unlucky
some of the time (I was on the last turn as well so again things balance
out).
My attraction to the game was as a
sort of AoS lite that would not present the problems of RRT's size (I
can't see this being played too much because it needs 2 tables to set
up). I can see the game length reducing with familiarity and I believe
that it is the best Ragnar game I have played. I also find it refreshing
to be able to play an English game set in England for a change.
20th September
06....................................................10 Players
Dave D’s Report:
We had 10 tonight with Steve P and Luke
managing to make it in Gordon’s absence.
Tempus – 90 minutes
|
|
Score |
Trophy Points |
|
Steve P |
23 |
450 |
|
Dave D |
22 |
225 |
|
Luke |
21 |
113 |
|
Dave C* |
+16 |
147 |
|
Paul |
16 |
0 |
I thought I was doing pretty well being
ahead in cities but I had only a small number of occupied hexes, where
Steve had spread over the map. After 2 games played and 2 second places,
both from being the last to select. I’ll say I quite like the game and
would certainly be willing to play in future, that being said there are a
number of games I’d always tend to go for in preference to this.
Dave C’s Comments:
My first playing of Tempus and I
enjoyed it, despite making a few basic errors (first game nerves). I
thought Paul was ahead of me, apparently he threw it on the very last turn
trying to get to the Air age.
Amun-Re – 100 minutes
|
|
Score |
Trophy Points |
|
Matt |
47 |
500 |
|
Steve H |
40 |
250 |
|
Julian |
37 |
125 |
|
Mike |
32 |
63 |
|
Richard B |
30 |
0 |
Great Wall of China – 45 minutes
bgg
|
|
Score |
Trophy Points |
|
Matt* |
26 |
270 |
|
Luke* |
24 |
158 |
|
Dave D |
19 |
57 |
|
Steve P* |
15 |
74 |
|
Paul* |
12 |
45 |
I bought this because, having looked at
the rules on line, it looked like an interesting filler. Many of Reiner
Knizia’s card games seem very light to me, but this has managed to pack a
great deal into a small package and it seemed to go down well (other than
with Paul) despite some initial confusion and head scratching regards
strategy. The game took longer than the suggested 30 minutes, but I would
think that our 45 was probably artificially extended due to being a first
play.
Cartagena – 30 minutes
bgg
|
|
Score |
Trophy Points |
|
Mike* |
Won |
180 |
|
Steve H |
2nd |
75 |
|
Julian* |
3rd |
68 |
|
Richard B* |
4th |
49 |
|
Dave C* |
5th |
30 |
This looked very interesting over on the
other table
Dave C’s Comments:
Interesting game, sort of 'Hare and
Tortoise' lite. A good filler, seems to go slowly then suddenly finish
within a turn or so (which caught me by surprise).
27th September
06....................................................12 Players
We had a first time visit from Edward who
came over from Stourbridge to see us. Edward is ostensibly a war gamer
though he did not seem too adverse to a bit of peaceful canal building.
 
Canal Mania
– 70 minutes
|
|
Score |
Trophy Points |
|
Dave D |
68 |
280 |
|
Edward* |
52 |
210 |
|
Simon* |
+41 |
140 |
|
Gordon* |
41 |
70 |
Dave built a neat route between two
“capital” cities which he was actually unlucky not to get more points
from. To me this game was a straightforward Age of Steam lite and I see
nothing wrong with that.
San Juan – 40 minutes
|
|
Score |
Trophy Points |
|
Gordon |
35 |
120 |
|
Dave D |
28 |
60 |
|
Edward* |
15 |
40 |
I built an early poor house which seemed
to push me down a route of building lots of small value buildings to run
me low on cards to get the poor house bonus. I later managed to build a
guild hall which was conducive to me finishing off with a run of low value
production buildings. The selecting of the builder every round made for a
short game with Dave unable to build up the cards he needed to round off
his end game building strategies.
10 Days in the USA – 15 minutes
|
|
Score |
Trophy Points |
|
Edward* |
Won |
60 |
|
Dave D |
Lost |
12 |
|
Gordon |
Lost |
12 |
Dave and I were a whisker off winning when
Edward called house. I think this is a good 3 player filler especially
when played with new players, it is so easy to teach.
Elasund
– 105 minutes
bgg
|
|
Score |
Trophy Points |
|
Mike* |
10 |
525 |
|
Luke* |
8 |
315 |
|
Chris* |
7 |
210 |
|
Steve P |
4 |
0 |
I
would be interested in everyone’s views on this game. I got to play it
once and that was at the Mayfair booth at Essen last year. I have also
only played Candamir once. Both games are beautifully produced and I
enjoyed them the one time I played. Normally I get stressed over first
plays of all but the simplest games and then with repeat plays I get
comfortable and enjoy myself more. In the case of the Settlers variants I
tend to get a ton of enjoyment from the first playing with my pleasure
fading after several games. Neither Cities & Knights or Settlers of the
Stone Age really do it for me these days.
Mike’s comments:
I liked it. I was initially dismayed
about losing the trading element of Settlers, but replacing it with a
demolish-your-neighbours mechanism gave this a real edge, and there was
some quite fiendish gameplay and brinksmanship at the end. I would need
repeated plays to see if the nasty feeling that stragglers would find it
very difficult to catch the early leaders is mistaken. Perhaps I was
wrong but I never felt like Chris and Steve P were going to catch me after
about an hour of the game, and Luke was going to be the only real threat
for the win until the end (though they could still hurt my position, as
Chris did right at the death). The decisions on placement of permits and
buildings adds real strategic depth, some of which I think we were only
just starting to cotton on to as the game closed out, this really is
Settlers-on-steroids!
Guillotine – 25 minutes
|
|
Score |
Trophy Points |
|
Mike |
26 |
100 |
|
Luke |
21 |
50 |
|
Chris* |
20 |
50 |
|
Steve P* |
19 |
25 |
High Society
– 20 minutes
bgg
|
|
Score |
Trophy Points |
|
Steve P |
+14 |
80 |
|
Luke* |
14 |
60 |
|
Chris* |
4 |
40 |
|
Mike* |
Bust |
20 |
This is the first time this game has been
played at the club and I gather it was well received.
Mike’s comments:
We have played High Society at the Club
before, but it was years ago.
Struggle of Empires – 140 minutes
|
|
Score |
Trophy Points |
|
Matt* |
36 |
700 |
|
Julian* |
33 |
420 |
|
Steve H |
32 |
140 |
|
Dave C |
24 |
0 |
Another game of “Struggle to Finish” was
called before the final turn. I understand Dave is going to give it a go
next week with all experienced players in the hope that they complete all
the turns.
Dave’s comments:
Yes, Struggle is going to hit the table
again next week and by hook or by crook we are going to finish it! I was
really sorry this one didn't; we've played several games now and this was
by far the best one. There was the final War (6 rounds) to go; the points
and positions were fairly close and those last few rounds would have been
really something. It goes to show that this is not a wargame as such;
Julian was doing well (better than I think he thought) and yet was the
weakest in terms of military strength overall. This game is definitely in
my Top Ten games.
Matt
takes the trophy this month with notable wins at Amun-Re, Struggle of
Empires, Great Wall of China, Poker and San Juan. Honourable mention must
go to Mike who led the month right up till tonight’s little game of High
Society which he needed to win to hold his number one slot but it was not
to be.
Trophy point table
Games played
this month
Average attendance this
month 12.25
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