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Archive Games Sessions - October/November 2002

29th November 2002

Games Played: Clans, Keythedral

Clans

Players: Ben, Mark K, Garry

This week, we had what we thought was going to be the welcome return of an old face, Ben. However, after reading this week’s session, you’ll soon realise that he perhaps won’t be welcomed back too enthusiastically again. Anyway, only Mark K and I were there to witness the event so we kicked off with a brand new game by Leo Colovini, a designer who I like a lot. Clans is all about moving settlers from some prehistoric time around a landscape to form larger groups or clans. All settlers start out isolated and each move brings one or more settlers into contact with another settler or settler group. Once a group becomes isolated from any other settlers, the group forms a village and points are scored. The settlers come in five types (colours) and each player is secretly supporting one colour, so they try to form villages in which their colour settlers score well. Scoring depends on the type of landscape the village is founded in and the number of settlers in the group. If there are five colours present, any colours represented by a single settler are eliminated and only the remaining settlers score. 

As the game progresses, the players’ colour identities become clearer and this makes the choice of moves more critical. At the end of the game, you can be faced, as I was with a number of choices none of which are very appealing but you try to make the one least damaging to your position. Ben managed to engineer things so that his pieces scored the critical points in the final couple of villages. He is very good at games involving visualising positions and connections and he proved this yet again. Good game though, pretty quick and some interesting decision-making to be made.

Result: Ben 50, Mark K 43, Garry 42

Ratings: Ben 7, Mark K 6, Garry 7

Keythedral

Players: Ben, Mark K, Garry

We followed up Clans with the latest instalment in Richard Breese’s Key- series. This time, players are competing to build a cathedral in Keydom and gain the most valuable seats in the new building. It is quite reminiscent of Settlers of Catan in that you are collecting resources which are produced by various terrain types. Rather than hexes though, the terrain pieces are octagons, which when linked together leave square holes into which the players build their cottages. Each round, payers send their workers out from the cottages to a neighbouring terrain and collect the appropriate resources. Then players have the opportunity to spend those resources to advance their cause. They could buy seats in the Keythedral, they could upgrade cottages to houses so that more workers can be accommadated, they can build fences to hamper the progreess of their opponents, they could trade resources and so on.

 

This continues until the final seat in the Keythedral is acquired by someone and then the value of the seats each player has acquired is totalled, the highest being declared the winner. The initial set up of determining where to build your cottages is very important. You need to gain access to the different terrain types and ideally not be in too much competition with others for terrain. I made a mess with my set-up, placing my pieces too close together and I suffered in the first couple of rounds in not getting enough of my villagers out into the fields. Mark K followed a strategy of upgrading cottages quickly and looked pretty strong in the early stages. However, with me lagging behind, Ben and Mark were concentrating on each other’s positions which allowed me to catch up quite a bit. At the end, I had a chance of grabbing the final 4 seat once I had done a trade, but judged that Ben would be able to grab it before me, so I tried to set myself up for picking off one of the 5 seats in the next round. Unfortunately, that round never came as, through the use of a beneficial Law Card, Ben and Mark also picked up both 5s in the same round. Curses. Ben emerged victorious again, so I’m not sure it was such a good idea to allow him to come back to the club after all.

Result: Ben 18, Mark K 15, Garry 13

Ratings: Ben 8, Mark K 7, Garry 8

 

22nd November 2002

Games Played: Industrial Waste, Apples To Apples, Lunch Money

Industrial Waste

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

Unfortunately, I couldn't make it this week so Mark K recorded the scores:

Result: Mark K 40, Mark G 38, Nige 33, John W 31

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

Apples To Apples

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

Result: Mark K 8, John W 7, Mark G 6, Nige 4

Ratings: Mark K 8, John W 8, Mark G 8, No-Fun 5

Lunch Money

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

Result: Mark G, John W, Mark K, Nige

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

 

15th November 2002

Games Played: Age Of Steam

Age Of Steam

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

One of the good things about Essen is catching up with Martin Wallace and the Warfrog crowd; one of the bad things (not really) is having Geoff Brown trying to persuade you to buy the latest Warfrog game. This year was no exception but I was happy on this occasion to give in without too much of a fight, because Age Of Steam looked pretty promising. We got our first chance to try it out this week and I was pretty impressed. This is a train game about developing a rail network in the North East United States and shipping goods between the developing cities to make money. And a tricky job it is too, because money is only available by issuing shares in your company and weighing up how few shares you can issue to provide the working capital you need is finely balanced. Too little cash prevents you from getting the more lucrative special actions and developing your network. Too much and you are paying out too much in expenses at the end of the year, as well as limiting your end of game victory points.

The 5 player game is played over 7 rounds, each of which involves in sequence issuing shares, bidding for player order, selecting a special action for the round, building track, shipping goods, collecting income/paying expenses and resupplying the cities with goods for shipping in future turns. The player order bidding can be critical and with cash being extremely tight, some agonising decisions are required. As you ship goods you are rewarded with an increase in income per turn and it is this earning capacity which translates at the end of the game into victory points, with adjustments for the number of shares in issue and the efficiency of your rail network.

In our game, we had a big competition between four of us in the centre and East. Mark G went it alone west of the Mississippi and benefitted from a plentiful supply of blue goods for shipping between Minneapolis, Des Moines and Kansas City. Meanwhile, around the Great Lakes, I cut Nige off from Chicago and he stopped me from developing North and East of Michigan City. At the end of round 2, Mark K and Nige misjudged their finances and were unable to pay their expenses out of cash. Both lost ground on the income track - definitely not recommended. Running out of time, we agreed to stop at the end of round 4 with me ahead on the income track but behind Mark G when the share issues had been subtracted. Nige was a bit behind but had a nice network in the North which would have benefitted him in later rounds.

All in all, a very good game which we all believe we would play better after this initial learning game. We all made significant mistakes, especially allowing Mark G such a free hand in the West. This could turn out to be my favourite of Martin Wallace's games.

Result: (end of round 4) Mark G 24, Garry 22, Mark K 9, Nige 6, John W 5

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

 

8th November 2002

Games Played: Moderne Zeiten, Virus & Co.

Moderne Zeiten

Players: Nige, Mark K, Garry

Just three of us this week so we started off with this new release from Dan Glimne (a name I know) and Gregorz Rejchtman (who I don't). The game is about gaining control of five growth industries around the world during the boom time of the 1920s. Players acquire shares in these industries and when it comes round to their turn, if they have the majority in a particular industry, they can claim control of that industry in a certain city around the globe. By the end of the game, you will have a number of control markers in each industry and city, and whoever has the most markers in each industry/city gains a number of VPs. There are also points for most money, most shares in each industry and for finishing the game and the player with the most points is the winner.

One of the interesting aspects of the game is that once there are a certain number of shares in issue, there is a market crash and the industry with the most shares in issue goes broke and the shares are lost. This can lead to swings in control as the industry can then be reborn with future shares played by another player. In our game Nige managed to wrest control of a couple of the high scoring cities and managed to end the game before we could react, as he judged (correctly) that he had a decent lead at the time.

Result: Nige 19, Garry 13, Mark K 8

Ratings: Nige 7, Garry 7, Mark K 7

Virus & Co.

Players: Nige, Mark K, Garry

We followed up with this quick new card game from Zoch. Players are trying to protect themselves from getting illnesses using injections and tablets while trying to pass on these viruses to their opponents. Part of the game play is a bit reminiscent of Bausack. You have a choice of picking a virus/injection card to play on yourself, or you can pass a virus card to an opponent who either has to accept it or pay tablets to pass it on. Once you reach a n illness level of 4, you have a further option on your turn: you can pass one of your secret special cards onto another player, who can either accept it or pay you to pass it on. Once somebody reaches illness level 12, they are carted off to intensive care and the round ends. That person gets -13 points and the other players subtract their illness level from the value of tablets they hold and score that number of points (+ or -). The player with the highest score after a set number of rounds wins.

This is not a serious game but there are some minor decisions to be made and the screw your neighbour factor is pretty high, which is appealing to some. After one round, Nige and Mark were ready to give up on it but I persuaded them to play 3 rounds and it did improve as we got used to the cards. Very light, would be good with families if you can get past the text on the cards. Nige doubled up on his win record for the night, proving that he was by far the fittest of us all. I can't believe I said that!!!!

Result: Nige -5, Garry -9, Mark K -11

Ratings: Nige 4, Garry 5, Mark K 5

 

18th October 2002

Games Played: Fische Fluppen Frikadellen, Zoo Sim

Fische Fluppen Frikadellen

Players: Nige, Mark K, Mark G, Garry

After my lightning trip to Essen the previous day, I had returned with about 20 new games for us to try. Unfortunately, a fair number of them didn't have English rules but we still had quite a few to pick from. We started with this new one from Friedemann Friese, who had given us the excellent Funkenschlag last year. This time, his game was expandable so that it could accommodate up to 15 players playing over three tables, and players had the option of switching tables during the turn. An interesting gimmick if you were willing to buy three copies of the game. However, as we rarely get above five players at our sessions, I limited myself to a single copy.

The essence behind the game is that you are travelling around a Finnish fjord buying, selling  and trading 5 different kinds of commodities with a variety of merchants, to accumulate the right combination of goods to purchase 3 fetishes from the fetish salesman (...don't ask!) The first person to get 3 fetishes wins the game. When you deal with a merchant, other actions happen such as more of a type of good becomes available for sale, or the price of a good increases. Money is quite tight in the game and you have to be careful not to get too low on cash (like I did) or you spend too many turns trying to recover.

Unfortunately some of the merchants are more powerful than others and repeated visits to that particular merchant was an obvious course of action. There didn't appear to be a way of countering that and Nige managed to take advantage more often than the rest of us, so enabling him to win. A bit disappointed really. It's ok but nothing to make it stand out. Even with more boards, I don't think there is enough here to make it to the table regularly.

Result: Nige = winner

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

Zoo Sim

Players: Nige, Mark K, Mark G, Garry

Last year's Titicaca was a very interesting game that we enjoyed a lot, except Nige couldn't get to grips with the spatial awareness requirements of the game. This year's Cwali release is basically an auction game, but again spatial awareness/pattern recognition is a major element in determining the value of the pieces being auctioned off.

Essentially, the players are competing zoo managers who are trying to develop their zoos to attract customers away from their opponents. Each turn a tile is auctioned off representing a section of zoo. The tile shows the animals that live there, a pathway structure and possibly some trees. Each tile won has to be placed immediately into your zoo and, importantly all the paths have to join up with existing pathways. Once placed, if this gives you a better display for a particular animal type than your opponents (or second best), visitors are diverted to your zoo. The same is true if you have more trees than other players and, if you are able to complete a circular path a new visitor will come to your park. The game is played over five rounds of five auctions and, at the end of each round VPs are awarded according to how many visitors you have in your zoo. Most VPs collected at the end of the game wins.

Money is pretty tight in the game but you really do need to spend early to do well as further income is linked to the number of tiles you have in your zoo. I didn't win any auctions in the first round and so was playing catch-up all game. Nige built early and then concentrated on getting circular pathways because visitors attracted in this way can't be tempted away from your zoo. It proved the winning strategy as Nige won, despite the spatial awareness thing. I enjoyed Zoo Sim a lot and am keen to play again and as the zoos become more developed the play area is very nice to look at. The only fiddly bit I wasn't that keen on was the constant recalculation of who had the best displays of animal type and the consequent movement of visitors. However, that aside, another nice Cwali game for the collection.

Result: Nige 118, Mark G 93, Mark K 79, Garry 66

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

 

11th October 2002

Games Played: Quandary, Filthy Rich, Palmyra

Quandary

Players: John W, Mark K, Mark G

A second week with me being a no-show, so Mark again noted down the results.

Result: John W 87, Mark G 84, Mark K 67

Ratings: John W 8, others already recorded

Filthy Rich

Players: John W, Mark K, Mark G

Result: Mark K 33, Mark G 16, John W 7

Ratings: Mark K 6, Mark G 7, John W 7

Palmyra

Players: John W, Mark K, Mark G

Result: Mark K 155, John W 127, Mark G 107

Ratings: See last week

 

4th October 2002

Games Played: The Really Nasty Horse Racing Game, Palmyra

The Really Nasty Horse Racing Game

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

I couldn't make it this week so Mark K recorded the results.

Result: Nige £810K, Mark G £410K, John W £385K, Mark K £20K

Ratings: Nige 5, Mark G 8, John W 7, Mark K 6

Palmyra

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

Result: Nige 141, Mark K 126, John W 125, Mark G 88

Ratings: Nige 7, Mark K 7, John W 6, Mark G 5

This page was last updated on 22 November 2004