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Archive Games Sessions - March/April 2003

25th April 2003

Games Played: Settlers of the Stone Age, Emerald

Settlers of the Stone Age

Players: Mark G, Nige, Mark K, Garry 

This week, we got the chance to try the latest Settlers variant and I was glad to say I was pleasently surprised. I thought that with the number of different versions already available, a further one might seem a bit stale. However, although it is typical Settlers at its core, the new elements make for an interesting 90 minute game of exploration and migration.

The game starts with players establishing three settlements in Africa to make use of the resource hexes available there. The usual die roll at the beginning of a turn determines which hexes produce resources, the active player then trades as normal if he wants, and then he can spend resources. Instead of road building, players send explorers out into Europe and Asia and later on to the Americas and Australia. Players can only build new settlements at the points where their explorers meet local tribes and, as you are limited to just five settlements, you soon have to abandon some of your early settlemets to establish the new ones. This is where the migration comes in because as the game progresses, the hexes in Africa get turned into desert and deserts don’t produce resources so you need to move on to keep your production up. In addition to exploring and settling, you also need to make advances in the civilisation of your tribe. This progress brings advances to your abilities and allows you greater potential to explore outlying reaches and cross the oceans to the Americas and Australia. The outlying reaches reward the explorer with exploration markers, some of which gain you VPs. As well as gaining VPs for each settlement you establish after your initial three, there are bonus VPs for being first to settle on all four continents, having the most exploration markers and being first to advance to the fifth level in four areas of progress. The first person to get to 10VPs wins.

As with most Settlers games, the die rolls can sometimes make or break you. Five was the hot number in our game and Mark K suffered greatly as that was the one number where he wasn’t represented. He got starved of resources on so often that his game was over very quickly. At the start, I struck out to an early lead, managing to grab the 2Vps for most exploration markers, but in the middle of the game, I couldn’t get hold of any Bone resources for love nor money. Meanwhile, Nige struck out for the Americas and Mark G pioneered his way to Australia where he found an abundance of exploration chips and managed to wrest the 2VPs away from me. Nige eventually managed to get to the 10th VP, although it looked odds on that he was going to win, quite a bit before the end.

As I said at the beginning, there was enough different about this version of Settlers to make it a worthwhile game on its own merits. I’m keen to play again and we all enjoyed this experience. Even Mark K thought the game played well even though he suffered all the way through.

Result: Nige 10, Mark G 6, Garry 5, Mark K 2

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

Emerald

Players: Mark G, Nige, Mark K, Garry 

This is a game about knights and dragons and caves and treasure. Each player controls a series of knights whom they despatch from the castle through the countryide to the dragon’s cave. Once inside the cave they can plunder it for gems and gold while trying to avoid the dragon and hopefully reach the back chamber where the most valuable treasure is to be found. From that description, it appears to be a game full of atmosphere whereas it is actually very abstract. Pawns are moved along a common path with movement being dependent upon the number of pawns on the same space  as the pawn being moved. Once inside the cave, each space has a choice of one of four different coloured gems or an amount of gold (between 1 and 5). However, inside the cave a dragon piece moves each time a knight lands within one space of it. If the dragon then lands on a knight, the knight is either eaten or the player bribes the dragon with gold to keep the knight alive. Those knights that reach the end of the cave path get recorded with a treasure card of 5 gold and once all the treasure cards have gone, the game ends and players cash their gems in for gold, with bonuses going to the person with the most gems in each colour. Then the player with the highest gold wins.

The game looks like it works but our game wasn’t terribly exciting. We allowed Mark G and Nige to get a couple of knights past the dragon and each turn they could then pick up gold or gems easily and reach the back of the cave unimpeded. This wouldn’t happen in subsequent games as we would be watching for it. The dragon also didn’t seem very hungry except for knights in my colour and, as I had no low gold cards, I had to sacrifice two of my bold adventurers. Mark G ended up taking the final treasure card and two of the gem bonuses for a pretty convincing win – his first of 2003. Well done, Mark.

Result: Mark G 44, Nige 28, Mark K=Garry 23

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

 

18th April 2003

Games Played: Amun Re, Fluxx

Amun Re

Players: Nige, Mark K, Garry

The arrival of a new big-box game from Reiner Knizia almost guarantees what we shall be playing at the next session of the club, but when Mark G phoned to say he wasn't going to be able to get to this session, we wondered whether it would play well enough with just three players. However, we decided to give it a go and I'm happy to say it worked really well. Nige had played once before so he took us through the rules and we were off. The game is about acquiring regions of ancient Egypt and building pyramids there to gain victory points. However, you also have to farm the land to gain income for building and buying more land. The game is just six turns long with scoring taking place at the end of rounds three and six. 

Each turn is made of five phases. Firstly the regions available to purchase on that turn are revealed; players then bid for regions; they then spend money on power cards (which give certain benefits later in the game), farms to generate income and stones for the pyramids; the fourth phase involves making a sacrifice of money to Amun Re, in return for which the player will receive gifts from their god; and finally players harvest the land and receive income from their farms. The bidding is a bit different from the norm, because if you are overbid on a particular region, you have to bid on a different region before you can bid again on the original region. And it's possible you can't get back to bidding on the first region because the auction ends as soon as everybody is bidding on a different region. Add to that the fact that there are certain types of power card that alter the normal bidding rules and you end up with auctions being very difficult to judge how to bid.

Scoring points comes primarily from the pyramids you own at the end of rounds three and six. Each pyramid built gets you a VP and each set of pyramids ( a set being one pyramid in each of your  regions ) scores a bonus of 3 VPs. The player with the most pyramids in one region on the East and West of the Nile gains 5 VPs and a player whose regions contain a Temple also get VPs depending on the generosity of the sacrifice to Amun Re. Some of the power cards also give VPs if the player succeeds in fulfilling certain conditions and that's it. After the first scoring, ownership of the regions dies and the same regions come up for auction again during the second three turns. After the second scoring, players may gain up to 6 extra VPs depending on how much money they have left and then the person with the most VPs wins.

In our game, Nige benefited early on from having played before and knowing the relative benefits of the various regions. However, playing with just three players meant that those regions with "camel harvests" were more valuable than in a four or five player game because the sacrifice almost always was less than 13 and so the camel harvest almost always paid out. I recognised this and opted to take Avaris in the first turn rather than increase the bidding on areas that looked more valuable (due to free power cards / stones). By the end of the third turn, Nige had built loads of pyramids in his regions and had the most pyramids on the East and equal most on the West of the Nile. ( I could have denied him a tie in the West but had misinterpreted the rule and thought that only the region with the most pyramids on the whole of the board got the bonus, so I used an action to do something else rather than buy an extra stone to break the tie). What I did do though was gain 33 income in the harvest phase of the third turn to set myself up for the second half of the game. Nige ran away with the lead after the first scoring with 23 VPs to my 13 and Mark K's 3.

In the second half, I used my new-found wealth to seize two of the three regions with the most pyramids and was aiming in the final round to grasp the region with the most pyramids. However, the bidding went against me, a power card messed up my plans and I was forced into the worst region of the three available. The one saving grace was that it meant all my regions were on the West of the Nile and I had the right power card to claim three bonus VPs. They were also all on the banks of the Nile and I subsequently drew that bonus power card as well. Mark K recovered well and scored highly in the second scoring round as well as taking the 6 VPs for most money. I had the second most gaining me 4 VPs to Nige's 2. This brought our total VPs level, which had looked highly unlikely at the end of the first scoring and almost impossible when I had lost out in the final bidding round. However, the tie-break rule of most pyramids led to me securing a very pleasing win, while Nige was gutted at having his convincing lead overturned.

We all felt this to be another great Reiner Knizia game. Whether it has the staying power of some of his other successes remains to be seen but we found it to be very involving, no down-time to speak of and the close finish was nail-biting.

Result: Garry 44 (+most pyramids), Nige 44, Mark K 30

Ratings: Garry 8, Nige 8, Mark K 8

Fluxx

Players: Nige, Mark K, Garry

We finished off with a game of Fluxx, which I usually find to be a bit hit-and-miss. With a larger number of players it can drag on a bit too long, but with just three of us, it seemed to work pretty well. We were all jockeying for position early on and all came to within one keeper of fulfilling the early goal of having five keepers on the table. However, when Mark K failed to draw a keeper on his turn, he chose to change the goal quickly rather than risk me drawing a keeper on my next turn. Eventually Nige managed to draw and play The Mind's Eye goal and, having both the Eye and the Brain on the table, claim victory.

Result: Nige - winner

Ratings: Nige 6, Mark K 7, Garry 6

 

4th April 2003

Games Played: Bean Trader, Coloretto

Bean Trader

Players: Nige, Mark K, John, Garry

Nige had just got the English version of Bohn Hansa, published by Rio Grande and being a fan of Bohnanza was keen to try it out. The idea of the game is to travel around various European cities, buying the different beans and trading with other players, in order to fulfill orders for certain combinations of beans at a particular city. Fulfilled orders bring a monetary payoff and the aim is to accumulate the most money by the end of the game. You start with a hand of 8 travel cards and 2 order cards. 2 of the travel cards are of a special variety: one requires a toll of 20 thalers (the game's currency) to be paid as the card is played; the other brings more beans into the game at certain cities( the harvest card). In typical Bohnanza style, your hand order must not be changed and the travel cards once played, go back into your hand to be played again later. 

Each player's turn consists of three phases: a travel phase where you play at least one card from your hand to move, the further you move the more cards you spend. The quicker you recycle your hand, the more often the toll card appears and you lose money. However, you need to travel to get your orders delivered to the right city on time. Your order cards are mixed in with your travel cards and orders can be fulfilled at any time during your turn. But if they are played from your hand during the travel phase, you must either deliver the right beans to the right city on that turn or the order is cancelled and the order card discarded. The second phase involves trading with other players and purchasing any beans that are available at the city to which you've travelled. Trading involves inviting another player to the city where you currently are to trade beans. If you can agree a trade, the other player is immediately transported to your city (by playing the next card in their hand) so you can do the deal. This is very useful not only for acquiring the right beans but also for the trading player to move a long distance using just one card. The third phase normally involves just drawing a new order card and placing this at the back of your hand. Once a certain number of harvest cards have been played, the game finishes at the end of the round in which that final harvest card is played. Then beans you have left are sold to the bank for a fixed price and money counted.

We all found the game very good. Players tend to go through phases of having the right beans and being able to fulfill orders and those where you go short. Trading helps but I felt that there wasn't as much incentive to trade as in Bohnanza. It could be useful if the person offering the trade is close to where you want to fulfill an order, but often, you're wanting to travel a different way. Mark K twice used an option early in the game to discard one of his ordinary travel cards for an additional order card. This cost him dear because the order card he obtained wasn't especially useful and the lower number of travel cards meant that he paid the toll more often and his orders needed to be completed more quickly. In one turn he lost two very valuable order cards because of this. John kept his beans pretty close to his chest refusing steadfastly to trade certain of his beans late in the game. He had cashed in orders worth a massive 81 thalers on one turn which set him up quite well for the rest of the game. I managed to cash in pretty regularly but only in lower value orders - I never saw a "3 bean order" until very late in the game. Nige plugged away quite well throughout and benefited from a windfall of high value red beans being deposited at his location from the final harvest. These he bought cheaply without a second thought and was able to cash them in for big money at the end of the game. I made a big mistake in the last round agreeing to trade with Nige on his last turn. He benefited a lot more than me and he ran out a clear winner after cashing in his red beans. A good game that played in around 90 minutes and left us wanting to play again in the near future.

Result: Nige 176, Garry 148, John 136, Mark K 89

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

 

Coloretto

Players: Nige, Mark K, John, Garry

I quite like Michael Schacht's little card games. Coloretto is his latest addition and although very simple, it presents a constant "do I cash in now or wait a bit longer" element. We played a Shrewsbury Club variant, as I didn't study the rules closely enough, and we played with one more column of cards than number of players whereas the columns should equal the player number. With four players, four column cards (or five in our game) are placed in the middle of the table. The rest of the cards are placed in a draw pile and these consist of 63 colour cards (9 each of 7 different colours), 3 jokers which count as any colour, 10 "+2" cards, which give 2 VPs at the end of the game, and a last round card which is placed on top of the last 15 cards in the draw pile. On your turn you either draw a card and add it to one of the columns or you draw all the cards already played on a column. If you do the latter, you then drop out of the current round. Each column can only contain  a maximum of 3 cards but you can draw a column with fewer than 3. Once everyone has taken a card column, a new round begins with the remaining cards and once the last round card is revealed the current round is completed and the game ends. Scoring is based on the number of cards in each colour you take. In your three longest suits you score positive points (1 card gives 1 point, 2 cards 3 points, up to 6 or more cards giving 21 points). In any other colours you score negative points using the same formula. Add 2 points for each +2 card, and the person with the highest total wins.

The game is very quick although it allows a fair degree of thought as to where to place a drawn card (do you help yourself but risk someone else pinching the column you had your eye on, or do you spoil a column that currently looks attractive to one of the other players); and when to call it quits and take a column. Our variant also gave scope for a last player standing having a choice of two  remaining columns whereas in the official rules, the last player just gets what's left. Nige got lucky in gathering pink cards a plenty, but came unstuck by having too many colours. I managed to grab a joker and some +2 cards early and kept to only four different colours. This enabled me to claim victory, much to Nige's disgust. He sees victories in these lighter games as much less fulfilling than in meatier affairs, but I am happy to add naother victory wherever it comes from. He'll just have to concentrate a bit more on the 15-30 minute end a bit more.

Result: Garry 31, Nige 27, Mark K 18, John 14

Ratings: Garry 6, Nige 5, Mark K 5, John 6

 

28th March 2003

Games Played: New England, Feuerschlucker

New England

Players: Nige, Mark K, Mark G, Garry

No John this week, so we got the chance to try out the latest Alan Moon / Aaron Weissblum release by Goldsieber. The game is set in the time of the Pilgrim Fathers and the players are attempting to settle and develop the area where they first landed more effectively than their opponents. Each game turn is played in three phases: firstly, plots of new land and development rights for existing land become available on the market; players then bid for the order in which they can choose to buy/develop land; and finally they actually purchase/develop the land and draw income. Only 9 items are available for purchase in each round (although this can be increased by the player who has the most ships on the board). Going first, therefore, gives a player greater choice over what he can purchase but he has to pay more for it – and money is pretty tight, particularly in the early rounds of the game. Each player has three types of land: settlements, fields for crops and pastures for grazing livestock. The board and the plots of other players restrict how tou can expand your land and you can only develop areas of a land type in certain configurations. The more land spaces you develop in one go, the more victory points you gain. Developing land is the main way of gaining victory points but you can also get points by spending money on pilgrims, barns and ships – which give the player other advantages. At the end of the game, there are also bonuses for whoever has the most of each of these, so you have to balance developing land with acquiring other items.

In our game, it was difficult to see who was doing better than their opponents. We all seemed to be able to progress our causes quite well initially. A couple of 10 point developments came out and these are obviously very valuable. However, these only occur in the one land type, which none of us knew in advance. So although I set myself up for a potential 10 pointer in a different land type, this never appeared leaving this area undeveloped and costing me dear. The final turn came down to Mark K and I both having choices which could have deprived Nige of 6 vital points but would have handed the win instead to someone else. So we both played to give ourselves the most points but this allowed Nige to claim his extra 6 points and the win. This was a very nice, solid game, with some difficult choices. The board and bits were nicely produced as usual from Goldsieber. We used the standard set-up for this first game, but it will be interesting to see whether the initial placement round adds an extra dimension.

Result: Nige 29, Mark K 27, Mark G=Garry 26

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

 

Feuerschlucker

Players: Nige, Mark K, Garry

Mark G had to leave at that point so the rest of us tried this new card game from Reiner Knizia. The circus is in town and the players are aiming to play cards, representing the individual attractions such as acrobats and fire-breathers, to tempt more spectators to their part of the circus than other players’ parts. Each player gets a hand of five cards and on your turn you play a card and take a number of spectator tiles, dictated by the card. Most of the cards show spectators being drawn from a common pool, but playing a candy floss card allows you to take two spectators from one of your opponents, and a Lion card forces your opponents to return spectators to the pool. Once all 60 spectators have been taken from the common pool, the round ends and players record the number of spectators they have gained. Three rounds are played and the person with the highest total of spectators wins.

This is not the most complex Reiner Knizia game you are ever going to play. It is more of a children’s game and the age guide of 7+ is probably stretching things a bit (5+ is probably closer to the mark). Your success depends pretty much on the cards you draw and on the other players making sure they peg back an obvious leader. So it was no real surprise to find that our scores on the first two rounds were 19,20,21 and 20,20,20. In the final round I managed to grab a bit of a lead at the expense of Nige, although this was not through any tremendous play on my part. We did play all three rounds although we were inclined to call it a day after one, but it’s not going to be making any regular appearances at the club. It is ok as a children’s fun game though, which I’m sure is where it was aimed at.

Result: Garry 64, Mark K 61, Nige 55

Ratings: Garry 4, Mark K 3, Nige 3

 

21st March 2003

Games Played: Fresh Fish, Edel Stein & Reich

Fresh Fish

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

Five of us this week, so we started off with the latest reprint of Friedmann Friese’s long sought after game, Fresh Fish. When it came out, this was rated very highly by those that played it, but it was a limited edition and I never got to see, let alone, play it. So I was very keen to see how it played. The idea of the game is to set up retail outlets in close proximity to the distribution warehouse in each of four different industries: oil, nuclear waste, fishing and, of course, games!?? The board depicts a number of plots available for building on and the distribution warehouses are placed on four of these plots. On a player’s turn, they can either reserve a plot or build something. You would like to build your retail outlets close to the warehouses but if a shop tile comes up to build, an auction takes place for the right to build it. And even if you win the auction and place it on a reserved plot near to a warehouse, that doesn’t necessarily mean success. This is because the path from warehouse to outlet nedds to be along roads which do not appear until forced later in the game by the placement of other things. Besides the outlets, there are other buildings and parks that could come up for building and these also have to be played on previously reserved lots. Once all the plots have been built upon, each player works out the distances between their outlets and respective warehouses, subtracts their remaining cash, and the person with the lowest total wins.

This sounds pretty simple but our game turned out to be anything but. The problem is, being able to visualise when roads need to be placed is extremely difficult. I managed better than most but it was still pretty brain-burning and Nige couldn’t manage it at all. He has difficulty with spatial awareness at the best of times, but this game takes it to new levels. John and Mark G were also very quiet and I think left it to Mark K and me to work out how and where the roads appeared. As a result,  Nige did not enjoy it one bit and the others also had pretty negative reactions. I quite enjoyed it, but wouldn’t rave about it, although I did at least have some idea of how the board was developing. Mark K made one mistake with one of his retail outlets, thinking he could force a road where it wasn’t legal, and this cost him several points. I got forced wide with one of my retail outlets but the remainder were well placed and I managed the shortest route. We didn’t, in fairness, adjust for cash retained but as we all played it that cash didn’t matter at game-end, I don’t think this mattered too much. I would say it will be interesting to see how it plays with the cash adjustment but I doubt it will get back to the table anytime soon. Shame.

Result: Garry 11, John 13, Mark K 17, Mark G=Nige 18

Ratings: Garry 7, John 6, Mark K 5, Mark G 4, Nige 1

 

Edel Stein & Reich

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

This is a revamp of Basari without the board and substituting event cards for the movement option. It also adds another exchange option in the five player game but the mechanics are very close to the original. The game is played over three rounds with scoring at the end of each. The person with the most gems in each of the four colours gets rewarded with a cash payment. In addition, players may get bonuses for certain event cards collected during the round, and the player with the most and second-most certificates collected also get cash. The player with the most cash at the end of the third round wins.

Each round contains between 6 and 8 turns depending on the number of players and on each turn, every player receives a gem card and an event card is turned over. The gem cards show an amount of cash and an assortment of gems and players choose which action they wish to pursue from taking cash, taking gems, taking the event card or exchanging gems. If you are alone in choosing that action you get to carry it out; if 3 or more players choose the same action, nobody gets to do it; but, if two players choose the same action, they barter with their gems for the right