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Archive Games Sessions - August/September 2002

27th September 2002

Games Played: Wallenstein

Wallenstein

Players: Nige, John W, Mark K, Mark G, Garry

Wallenstein has been getting some rave reviews as a meaty German-style wargame and we had the opportunity to play it for the first time this week. The author, Dirk Henn, has a fairly good track record but I think this is the first time one of his games has been published directly by a major publisher rather than first appearing on his own dB Spiele label. The subject is the 30 Years War and the essence of the game is about building up forces in the regions you control and attacking new areas to expand your influence. The game is played over just six turns with a housekeeping and scoring phase taking place after the third and sixth turn. Conflict is resolved in a unique way. Your forces (cubes) and those of your opponent are cast into the top of a tower containing a labyrinth like interior. Some of the cubes inevitably get stuck in the tower and only those that emerge from the bottom count in tallying the result. This makes for some unpredictable outcomes and part of the fun comes from watching a seemingly superior force getting overcome by its opponents. The various actions available to players can only be performed in one region per turn and the order in which the actions are carried out is not entirely certain, so a fair degree of planning is needed to best utilise the actions in the right areas.

In our game, Nige got off to a really good start, part of which we reckoned was down to him having a better starting position than some of the rest of us. We used the pre-determined set-up as it was our first game. He also concentrated on buying buildings in the first year and this gave him some good bonuses at the end of the first scoring round. However, that left him as a target. In the second year, I amassed a huge strike force outside his stronghold, which had the most valuable buildings inside. On the final turn, I attacked with what I thought was a reasonably greater force than the defence. However, the worst possible outcome resulted from the conflict: a tie in the number of cubes emerging. This meant that the region was totally devastated - all forces were wiped out. No one ended up controlling the region andthe valuable buildings were destroyed. That single battle killed the result for both Nige and me. Although I did manage to oust him from another good scoring region, Mark K was concentrating on picking off lots of weak regions. This gave him superiority in the number of regions controlled, the buildings acquired and the bonuses at the end of the second year. This enabled him to move from 3rd place at the end of the first year to claim victory at the end of the game.

This was a really enjoyable game, although there is some downtime in the action-planning phase if you finish your plans before the more deliberating players - Nige. However, that aside, it is a game I look forward to playing again soon.

Result: Mark K 40, Garry 38, Nige 36, John W 29, Mark G 25

Ratings: Mark K 8, Garry 8, Nige 8, John W 7, Mark G 7

 

20th September 2002

Games Played: Quandary, Greyhounds

Quandary

Players: Nige, Matt, Mark K, Mark G

I wasn't able to make it this week and so missed a newcomer to the Club. Matt Kruczek saw the club page on the internet and got in touch with me a few weeks ago. I obviously didn't scare him off but I was disappointed not to have been there when he was able to come along for the first time. I hope he enjoyed the experience. Anyway, Mark recorded the results.

Result: Mark G 94, Mark K 92, Nige 87, Matt 80

Ratings: Matt 8, everyone else had rated it previously

Greyhounds

Players: Nige, Matt, Mark K, Mark G

Result: Matt 14500, Mark K 13700, Nige 13200, Mark G 8100

Ratings: Matt 6, Mark K 7, Nige 8, Mark G 6

 

13th September 2002

Games Played: Kings & Castles

Kings & Castles

Players: Nige, Mark K, Mark G, Garry

This is the most recent game by the Ragnar Brothers, whose other claims to fame include History of the World and Sixteen Thirty Something. This game is based on the 400 years following the Norman invasion of England in 1066. The successive kings attempted to extend their influence at home and abroad. Players take turns trying to conquer as many regions as they can using their own and other players' forces. At the end of their turn, they then decide whether they control a sufficient proportion of the available land to tax the people - which generate victory points. However, throughout the game players can only tax the people on three occasions, so they need to pick the turns which are most advantageous to them.

Unfortunately, the game took considerably longer to play, on everyone's first time, than we anticipated. It was clear that we were going to be unable to finish so agreed to stop about half way through and call it a learning game. There are some good ideas in the game. Using opponents' forces to clear the way in regions so that you can then march in and clean up is quite novel. However, it does suffer from a fair bit of downtime if you've chosen to space your turns, which you decide upon at the beginning of the game, a long way apart. Still, I'd like to give it another go because we all thought it was pretty good.

Result: None

Ratings: Nige 7, Mark K 7, Mark G 7, Garry 7

 

6th September 2002

Games Played: Funkenschlag

Funkenschlag

Players: Nige, John W, Mark K, Mark G, Garry

At last got to play this latest game from Friedemann Friese. His past record is a bit hit-and-miss, but I've seen plenty of good reports about this one, so I had high hopes. Players are trying to build an electricity supply network to a pre-determined number of cities. We played the introductory game in which the target is 8 cities. Each game turn is played over a number of phases. Firstly, power plants are auctioned off, followed by the purchase of resources used by your plants. Then you develop your network on the game map and finally you supply the cities you have connected to generate income. These phases work together pretty well and as the order of play differs from phase to phase, being the lead player in one phase turns out to mean you are also the last player in another phase. Also, money is very tight in the game and you never have enough to do exactly what you want to, so you need to plan ahead on what your spending strategy is going to be until you can generate more income. The game seems to work very well and I can only see the longer version adding more interesting decisions, as cities become opened up to more than one player.

It may suffer a bit from the rich-getting-richer syndrome, but I guess that makes the leader a target and, providing other players keep in reasonable touch, it ought not to become too processional. In our game, however, John definitely suffered from poverty. He tarried outside the cities a bit long and found someone else marching in before him. Sorry, John, yes I know it was me. That left him with less income than others in the middle game and hampered his ability to develop his network quickly. Mark K managed a coup in being able to buy a wind plant very cheaply. It suddenly appeared in the active market at a time when only he and Mark G were left in the auctions and only Mark K had the money to pay the minimum price. He took good advantage of that, not needing to buy resources as urgently as the rest of us and so being able to concentrate on his network. Nige saw the danger Mark posed and marched across the map pinching his nearest cities, but Mr Moneybags was still able to pay to get to far-away places. At the end there was nothing we could do to stop him connecting to his 7th and 8th cities and claim the win, with three of us left together on 6 cities.

I liked Funkenschlag a lot and so did the two Marks. Nige, however, felt it a bit repetitive and that downtime was a problem. I hardly noticed any significant downtime (the others might say that may have been because I was the cause of it) and the only real time when you were not involved was when others were drawing their networks on the board - which didn't take long anyway. The big disappointment for me was the board, but you get that with some smaller publishers. Now if Queen or Hans Im Gluck decided to republish it, that would, I'm sure, be phenomenal.

Result: Mark K 8, Nige 6 + 15 cash, Garry 6+11, Mark G 6+10, John W 3

Ratings: Mark K 8, Nige 6, Garry 8, Mark G 8, John W 7

 

30th August 2002

Games Played: Carolus Magnus, Pompeji

Carolus Magnus

Players: Mark K, Mark G, Garry

 As I thought there would only be three of us tonight and I hadn’t played this for a long while, I brought along Carolus Magnus. I think this might be my favourite 3 player game – it’s certainly well up there. Players fight for control of 15 different areas by placing cubes into the areas and their influence banks. By holding the most influence over a particular colour, you control all the cubes of that colour in an area. If you then control most cubes in an area when the King visits that area, you are rewarded by being allowed to build one of your castles in that area. If you have castles in adjacent areas, the areas merge to form one larger area with two castles in. First player to build all of their 8 castles wins.

 There is a lot to watch, and I like the way everything is out in the open, so you don’t have to resort to memory. Keeping control of the colours important in the areas you control is important and you need to watch both your own and your opponents’ influence bank and cube reserve closely. However, it is often not possible to protect everything so you need to weigh up what you are willng to sacrifice. I concentrated on mainly two colours and was able to keep pretty tight control over them, despite only rolling one crown on the dice during the whole game. The two Marks were having a good battle over the red cubes and this helped me as they were less able to struggle in my colours. Eventually, I managed to engineer a situation where I was last to play in one round and could guarantee first in the next round, allowing me to place my seventh and eighth castles and claim the victory.

 Result: Garry 8, Mark K 6, Mark G 5

Ratings: Garry 8, Mark K 7, Mark G 7

  

Pompeji

Players: Mark K, Mark G, Garry

 We followed this up with a game none of us had played before: Pompeji is another of Adlung’s numerous card games, and is about developing the town prior to the eruption of the volcano, which destroys the town and signals the end of the game. Cards are played to a 7x7 grid and you score for each card played by matching the colour and building shown on the card with similar colours and buildings in the same row, column or diagonal.

 It ought to be a fairly simple pattern recognition game but it’s not. Not because of any intricasies of the rules, but rather because the colours and design of the cards are so awful. It is extremely difficult to tell certain buildings and colours apart, because of the background pattern on the card. The pattern was obviously intended to fit in with the game theme but is a nightmare in practical terms. Anyway, the game played o.k. and Mark K and I were neck-and-neck throughout, such that the whole game eventually boiled down to whoever drew the volcano card would win. Mark beat me in the shoot-out.

 Result: Mark K 230, Garry 220, Mark G 168

Ratings: Mark K 5, Garry 5, Mark G 6

 

 

23rd August 2002

Games Played: Top Secret Spies, Quandary

Top Secret Spies

Players: Mark K, Mark G, Nige, Garry

 Nige got hold of this while he was on holiday and, as none of the rest of us had played this latest incarnation of Heimlich & Co, we were keen to see whether it was much different. Not much is the answer but I didn’t feel it improved on the original. The game play is identical with the exception of players also holding action cards that they are free to play on any turn. These gave various effects but mainly involved moving pieces away from the squares they were occupying to other places, or moving the safe. You start off the game with 4 or 5 cards and can acquire additional cards by moving a playing piece onto the graveyard. Once the deck of cards is exhausted, cards already played are shuffled to form a new draw deck. This is all good in theory, but in my view moved an elegant 20 minute bluffing game to a more cumbersome 1 hour plus bluffing game, and at that length it outstayed its welcome. The reason for the extra time is that every time the safe was landed on, it was too easy to prevent a scoring by moving the piece off again or moving the safe. I believe it would have been much better if the action cards were not recycled, so limiting the opportunities to play them. But I feel that the original was great for what it was without the cards and these just act as padding.

Anyway, after many stalled scoring attempts, we eventually got a piece across the finishing line, Mark K’s piece, and with him correctly guessing all the player’s pieces, he extended his lead to win easily.

Result: Mark K 73, Garry 56, Nige 55, Mark G 51

Ratings: Mark K 7 (or 8 with my suggested change to action cards), Garry 6, Nige 8, Mark G 7

  

Quandary

Players: Mark K, Mark G, Nige, Garry

Next up was Quandary, another game in modified form. It’s ancestor was Flinke Pinke, which was a small card game with coloured tiddlywinks for markers. The newer version is a big box game with a board and high quality pieces. Although this production is way over-the-top, it is impressive nonetheless. The only changes in gameplay to the original are that there are six ownership counters per colour rather than 5 in the original, and when you play a  number token in a particular colour, the original prevented you from taking an ownership counter in that same colour on that turn. No such restriction in Quandary.

 Nige played a good game, outscoring me on every round (which some might say isn’t too difficult). There was tension at the end of every round – a good sign – and at the end of the penultimate round, only 6 points separated all the players. Mark G surprised us a bit in the final round by not attacking the leader, Nige, when he had the chance and Nige took full advantage to close out the round and a win for him. Great game, even though I did get stuffed in the last round.

Result: Nige 81, Mark K 79, Mark G 70, Garry 66

Ratings: Nige 9, Mark K 8, Mark G 8, Garry 8

 

16th August 2002

Games Played: Nautilus

Nautilus

Players: Mark K, Mark G, Garry

This week, I brought along a new Kosmos game from Brigitte & Wolfgang Ditt, names that are new to me. If this is their first game, then they have a lot to live up to with future releases as this is a very good first attempt. The game is about undersea exploration and players aim to balance research and exploration to gather the most valuable treasure. As the game progresses, the undersea station where the research takes place grows, and players compete to be the best in five different types of research. At the same time, they send submarines to uncover the treasures that are littered about the ocean floor. Some are more valuable than others and scanning the area before retrieving treasure will ensure you don't waste your time digging up worthless specimens too often. However, everything costs money and your finances are pretty tight so you need to make sure you spend money wisely. At the end of the game, your treasures are multiplied by your research capability to give victory points and, obviously, whoever has the most VPs is the winner.

The game board is very attractive once the research station is well developed, but it is sometimes difficult to identify researchers who are free to move around the station. Twice, I added research laboratories to the station, thinking I was setting myself up to move researchers in and claim the lead in a research type, only to find I hadn't seen an opponents free researcher who was able to move in before me. As both of these were very near the end of the game, the result might have been different if I had concentrated a bit more and spotted those pesky researchers. However, it didn't stop Mark K taking advantage of only him having  submarines in the deepest waters, where some of the most valuable treasure was, for 4 or 5 turns. This proved to be critical and gave him a deserved win. Pesky researchers.....

Result: Mark K 20 discoveries x 7 research = 140; Garry 14d x 8r = 112; Mark G 10d x 9r = 90

Ratings: Mark K 8, Garry 7, Mark G 8

 

2nd August 2002

Games Played: Pueblo, Wiz War

Pueblo

Players: Mark K, Mark G, Garry

I had a few reservations about this game before playing it, as it looks very abstract and I'm not a great fan of this type of game. However, as it was by Kramer and Kiesling and I had read some good reports, I got myself a copy and we decided to give it a try. I need not have worried because it is in fact very good. The aim is to add pieces of your colour to a central shared structure, the Pueblo, in such a way as to minimise the amount of your colour that is visible from the perimeter and from above. Having played a piece, you then get to move the Building Supervisor piece to a position where he can see opponents' pieces, giving them penalty points, and not your own. Once all the pieces have been added to the Pueblo, the supervisor does one more tour of the building and then the person with the least points wins.

Quite a bit of thought went into where people should best place their pieces but as the game becomes more familiar, it should speed up a bit. I was determined to keep my pieces as low on the structure as possible, because the higher you build the more penalty points you are liable to get. Thankfully, I was able to cover quite a bit of my colour to minimise my penalties and give me the win. The two Marks seemed to be battling to get the highest score they could. Good game for three. It will be interesting to see how it plays with four.

Result: Garry 32, Mark G 70, Mark K 71

Ratings: Garry 7, Mark G 5, Mark K 7

 

Wiz War

Players: Mark K, Mark G, Garry

We then opted for an older game that I have never played. Wiz War is all about racing around a dungeon trying to capture two of your opponents' treasures while trying to protect your own. This is done by casting spells, that are represented on a set of cards you hold. Mark K quickly captured one treasure, closely followed by me. However, Mark K managed to grab a second treasure and neither Mark G nor I had the right spells to prevent him slipping away and back to his home base for victory.

It plays very quickly and is pretty simple to pick up, but it didn't really grab me like I hoped it might. It was ok and the others rated it more highly than me, but there are plenty of other games of that type I would rather play, so I'm not sure it will get played again anytime soon.

Result: Mark K - winner

Ratings: Mark K 7, Mark G 7, Garry 5

This page was last updated on 22 November 2004