14-Jul-2000All month
 
Elfenland

Scores: Andy , Boog , Tel , Oggie , Paul , Steve
Ratings: Andy 8, Boog 4, Tel 8, Oggie 7, Paul 8, Steve 7
Winner(s): Paul

Fair Means or Foul

Scores: Andy , Tel , Steve , Oggie , Paul
Ratings: Andy 7, Tel 8, Steve 8, Oggie 5, Paul 7
Winner(s): Tel

Magic the Gathering

Scores: Andy , Oggie , Steve , Paul
Ratings: Andy 10, Oggie 10, Steve 10, Paul 10
Winner(s): Andy, Oggie, Steve, Paul

Modern Art

Scores: Tel , Andy , Steve , Oggie , Paul
Ratings: Tel 7, Andy 7, Steve 7, Oggie 7, Paul 7
Winner(s): Tel

Perudo

Scores: Tel , Steve , Paul
Ratings: Tel 5, Steve 5, Paul 7
Winner(s): Paul

Taj Mahal

Scores: Tel , Andy , Steve , Oggie , Paul
Ratings: Tel 3, Andy 5, Steve 3, Oggie 2, Paul 4
Winner(s): Steve

Vinci

Scores: Steve , Oggie , Boog , Andy , Paul , Tel
Ratings: Steve 7, Oggie 5, Boog 8, Andy 7, Paul 7, Tel 8
Winner(s): Paul


15-Jul-2000All month
 
Democrazy

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 8, Oggie 7, Paul 9, Steve 7, Tel 9
Winner(s): Paul

Ra

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 9, Oggie 7, Paul 6, Steve 7, Tel 8
Winner(s): Tel

Really Nasty Horseracing Game, The

Scores: Andy , Oggie , Paul , Steve , Anne , Tel
Ratings: Andy 8, Oggie 8, Paul 6, Steve 7, Anne 7, Tel 6
Winner(s): Paul

Settlers of Catan

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 4, Oggie 8, Paul 7, Steve 7, Tel 3
Winner(s): Paul

Taj Mahal

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Oggie 6, Paul 5, Steve 8, Tel 5
Winner(s): Steve

Talisman

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 4, Oggie 6, Paul 4, Steve 6, Tel 4
Winner(s): Paul, Steve


16-Jul-2000All month
 
Bohnanza

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Oggie 7, Paul 6, Steve 7, Tel 7
Winner(s): Paul

Democrazy

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 8, Oggie 8, Paul 8, Steve 8, Tel 8
Winner(s): Oggie

Elfenland

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Oggie 7, Paul 6, Steve 7, Tel 7
Winner(s): Steve

RoboRally

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 6, Oggie 6, Paul 5, Steve 6, Tel 7
Winner(s): Andy, Tel

Wiz War

Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 6, Oggie 5, Paul 6, Steve 5, Tel 6
Winner(s): Paul


25-Jul-2000All month
 
Expedition

Scores: Andy , Oggie , Kev , Steve , Paul , Tel
Ratings: Andy 7, Oggie 6, Kev 7, Steve 7, Paul 7, Tel 7
Winner(s): Paul

Expedition

Scores: Andy , Oggie , Kev , Steve , Paul , Tel
Ratings: Andy 6, Oggie 6, Kev 4, Steve 4, Paul 6, Tel 6
Winner(s): Paul


01-Aug-2000All month
 
Courtisans of Versailles

Scores: Tel , Oggie , Andy , Steve , Paul
Ratings: Tel 7, Oggie 7, Andy 6, Steve 7, Paul 7
Winner(s): Tel


08-Aug-2000All month
 
Euphrates & Tigris

Scores: Tel , Steve , Kev , Andy
Ratings: Tel 8, Steve 8, Kev 9, Andy 8
Winner(s): Kev


22-Aug-2000All month
 
Ra

Scores: Tel , Steve , Oggie , Andy , Paul
Ratings: Tel 8, Steve 7, Oggie 6, Andy 8, Paul 7
Winner(s): Andy


03-Sep-2000All month
 
Settlers of Catan

Scores: Tel , Mike , Paul
Ratings: Tel 8, Mike 6, Paul 7
Winner(s): Paul

Settlers of Catan

Scores: Mike , Tel , Paul
Ratings: Mike 7, Tel 8, Paul 7
Winner(s): Tel


05-Sep-2000All month
 
Magic the Gathering

Scores: Tel , Oggie , Paul
Ratings: Tel 9, Oggie 9, Paul 7
Winner(s): Tel


10-Oct-2000All month
 
Magic the Gathering

Scores: Andy , Oggie , Tel , Paul
Ratings: Andy 7, Oggie 9, Tel 9, Paul 9
Winner(s): Andy, Oggie, Tel, Paul


24-Oct-2000All month
 
Elfenland

Scores: Oggie , Andy , Tel , Anne , Paul , Steve
Ratings: Oggie 9, Andy 7, Tel 8, Anne 8, Paul 8, Steve 8
Winner(s): Oggie


30-Oct-2000All month
 
Carcassonne

Scores: Boog , Tel , Paul
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Paul

Carcassonne

Scores: Boog , Andy , Oggie , Paul
Ratings: Boog 8, Andy 7, Oggie 8, Paul 8
Winner(s): Paul

Carcassonne

Scores: Boog , Anne , Oggie , Paul
Ratings: Boog 8, Anne 7, Oggie 8, Paul 8
Winner(s): Paul

Cartagena

Scores: Boog , Tel , Paul
Ratings: Boog 7, Tel 8, Paul 8
Winner(s): Tel

Cartagena

Scores: Boog , Anne , Oggie , Paul
Ratings: Boog 8, Anne 7, Oggie 7, Paul 8
Winner(s): Paul

Tikal

Scores: Tel , Boog , Paul
Ratings: Tel 7, Boog 7, Paul 7
Winner(s): Paul


31-Oct-2000All month
 
Cartagena

Scores: Tel , Andy , Oggie , Paul
Ratings: Tel 8, Andy 5, Oggie 9, Paul 8
Winner(s): Tel, Oggie

Metro

Scores: Tel , Andy , Oggie , Paul
Ratings: Tel 9, Andy 7, Oggie 7, Paul 8
Winner(s): Tel


08-Nov-2000All month
 
Giganten

Scores: Andy , Steve , Oggie , Paul
Ratings: Andy 8, Steve 8, Oggie 7, Paul 8
Winner(s): Steve


11-Nov-2000All month
 
Metro

Scores: Andy , Steve , Anne , Paul , Oggie
Ratings: Andy 7, Steve 5, Anne 6, Paul 7, Oggie 6
Winner(s): Paul


14-Nov-2000All month
 
Magic the Gathering

Scores: Andy , Tel , Oggie , Steve , Paul
Ratings: Andy 8, Tel 9, Oggie 9, Steve 8, Paul 8
Winner(s): Oggie

Through the Desert

Scores: Steve , Andy , Tel , Paul , Oggie
Ratings: Steve 8, Andy 8, Tel 8, Paul 8, Oggie 8
Winner(s): Paul, Oggie


26-Nov-2000All month
 
Lord Of the Rings

Scores: Oggie , Andy , Boog , Paul , Tel
Ratings: Oggie 9, Andy 8, Boog 9, Paul 9, Tel 8
Winner(s): Oggie, Andy, Boog, Paul, Tel


28-Nov-2000All month
 
Lord Of the Rings

Scores: Oggie , Andy , Steve , Paul , Tel
Ratings: Oggie 7, Andy 8, Steve 7, Paul 7, Tel 8
Winner(s): Oggie, Andy, Steve, Paul, Tel


01-Dec-2000All month
 
Kathai

Scores: Tel , Oggie , Paul
Ratings: Tel 8, Oggie 8, Paul 8
Winner(s): Tel


02-Dec-2000All month
 
Carcassonne

Scores: Tel , Paul , Oggie
Ratings: Tel 8, Paul 8, Oggie 8
Winner(s): Tel, Paul


03-Dec-2000All month
 
Torres

Scores: Anne , Tel , Paul
Ratings: Anne 7, Tel 8, Paul 8
Winner(s): Tel


05-Dec-2000All month
 
Can't Stop

Scores: Oggie , Andy , Tel , Paul
Ratings: Oggie 7, Andy 2, Tel 6, Paul 6
Winner(s): Tel

Torres

Scores: Andy , Oggie , Tel , Paul
Ratings: Andy 9, Oggie 8, Tel 9, Paul 8
Winner(s): Paul


12-Dec-2000All month
 
Cartagena

Scores: Andy , Tel , Steve , Paul
Ratings: Andy 7, Tel 7, Steve 8, Paul 8
Winner(s): Tel

Through the Desert

Scores: Andy , Tel
Ratings: Andy 6, Tel 6
Winner(s): Tel

Web of Power

Scores: Andy , Tel , Steve , Paul
Ratings: Andy 8, Tel 8, Steve 8, Paul 8
Winner(s): Tel


19-Dec-2000All month
 
Apples to Apples

Scores: Kev , Steve , Andy , Tel , Paul , Oggie
Ratings: Kev 7, Steve 8, Andy 7, Tel 7, Paul 7, Oggie 8
Winner(s): Steve

Carabande

Scores: Kev , Steve , Andy , Tel , Paul , Oggie
Ratings: Kev 7, Steve 7, Andy 8, Tel 9, Paul 7, Oggie 7
Winner(s): Tel

Democrazy

Scores: Kev , Steve , Andy , Tel , Paul , Oggie
Ratings: Kev 8, Steve 7, Andy 4, Tel 5, Paul 6, Oggie 7
Winner(s): Paul

Great Dalmuti, the

Scores: Kev , Steve , Andy , Tel , Paul , Oggie
Ratings: Kev 6, Steve 7, Andy 6, Tel 6, Paul 6, Oggie 6
Winner(s): Tel

Perudo

Scores: Kev , Steve , Andy , Tel , Paul , Oggie
Ratings: Kev 6, Steve 7, Andy 7, Tel 7, Paul 7, Oggie 8
Winner(s): Paul


24-Dec-2000All month
 
Citadels

Scores: Andy , Anne , Tel , Paul
Ratings: Andy 5, Anne 8, Tel 7, Paul 8
Winner(s): Anne

Metro

Scores: Anne , Andy , Tel , Paul
Ratings: Anne 5, Andy 7, Tel 8, Paul 7
Winner(s): Tel

Metro

Scores: Andy , Tel , Paul
Ratings: Andy 7, Tel 9, Paul 8
Winner(s): Paul

Settlers of Catan

Scores: Andy , Tel , Paul
Ratings: Andy 8, Tel 9, Paul 7
Winner(s): Tel


01-Jan-2001All month
 
Apples to Apples

Scores: Tel , Andy , Oggie , Paul
Ratings: Tel 7, Andy 5, Oggie 7, Paul 7
Winner(s): Tel

Carabande

Scores: Andy , Oggie , Paul
Ratings: Andy 8, Oggie 7, Paul 8
Winner(s): Paul

Citadels

Scores: Andy , Oggie , Paul
Ratings: Andy 2, Oggie 8, Paul 8
Winner(s): Oggie

Sac Noir

Scores: Tel , Andy , Oggie , Paul
Ratings: Tel 5, Andy 6, Oggie 5, Paul 7
Winner(s): Oggie


02-Jan-2001All month
 
Giganten

Scores: Paul , Oggie , Tel , Andy
Ratings: Paul 8, Oggie 7, Tel 8, Andy 8
Winner(s): Paul


09-Jan-2001All month
 
Magic the Gathering

Scores: Oggie , Tel , Andy , Paul
Ratings: Oggie 9, Tel 8, Andy 9, Paul 8
Winner(s): Oggie, Paul


23-Jan-2001All month
 
Acquire

Scores: Oggie , Steve , Paul , Andy , Tel
Ratings: Oggie 7, Steve 7, Paul 8, Andy 8, Tel 8
Winner(s): Oggie

Citadels

Scores: Tel , Oggie , Paul , Steve , Andy
Ratings: Tel 10, Oggie 5, Paul 8, Steve 8, Andy 4
Winner(s): Tel


20-Feb-2001All month
 
Carcassonne

Scores: Andy , Oggie , Paul
Ratings: Andy 8, Oggie 8, Paul 9
Winner(s): Paul

Carcassonne

Scores: Paul , Oggie , Andy
Ratings: Paul 9, Oggie 8, Andy 7
Winner(s): Paul

Carcassonne

Scores: Steve , Andy , Tel , Paul , Oggie
Ratings: Steve 8, Andy 8, Tel 9, Paul 9, Oggie 7
Winner(s): Paul

Castle

Scores: Steve , Tel , Oggie , Paul , Andy
Ratings: Steve 7, Tel 6, Oggie 6, Paul 6, Andy 6
Winner(s): Steve

Castle

Scores: Andy , Tel , Paul , Oggie , Steve
Ratings: Andy 5, Tel 7, Paul 7, Oggie 7, Steve 8
Winner(s): Steve

Expedition

Scores: Oggie , Steve , Tel , Paul , Andy
Ratings: Oggie 4, Steve 3, Tel 4, Paul 5, Andy 4
Winner(s): Paul

Magic the Gathering

Scores: Tel , Steve , Andy , Paul , Oggie
Ratings: Tel 4, Steve 4, Andy 4, Paul 5, Oggie 5
Winner(s): Tel

Magic the Gathering

Scores: Paul , Oggie , Andy
Ratings: Paul 7, Oggie 5, Andy 7
Winner(s): Paul

Magic the Gathering

Scores: Andy , Oggie , Paul
Ratings: Andy 8, Oggie 8, Paul 8
Winner(s): Oggie

Pass the Pigs

Scores: Oggie , Andy , Paul , Anne
Ratings: Oggie 6, Andy 5, Paul 5, Anne 8
Winner(s): Oggie

Ra

Scores: Oggie , Andy , Paul
Ratings: Oggie 5, Andy 5, Paul 6
Winner(s): Paul

Settlers of Catan

Scores: Oggie , Paul
Ratings: Oggie 8, Paul 7
Winner(s): Oggie

Taj Mahal

Scores: Andy , Paul , Tel
Ratings: Andy 7, Paul 7, Tel 6
Winner(s): Andy


06-Mar-2001All month
 
Guillotine

Scores: Oggie , Tel , Andy
Ratings: Oggie 8, Tel 8, Andy 9
Winner(s): Oggie, Tel

Lord Of the Rings

Scores: Tel , Andy , Oggie
Ratings: Tel 6, Andy 6, Oggie 4
Winner(s):

Magic the Gathering

Scores: Andy , Steve , Tel , Oggie , Paul
Ratings: Andy 9, Steve 9, Tel 9, Oggie 8, Paul 8
Winner(s): Andy, Steve, Tel, Oggie, Paul


07-Mar-2001All month
 
Jack the Ripper

Scores: Tel 120, Boog 36, Paul 15
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel


11-Mar-2001All month
 
Carabande

Scores: Abi , Tel , Steve , Andy
Ratings: Abi 8, Tel 9, Steve 7, Andy 9
Winner(s): Tel, Andy

Cartagena

Scores: Steve , Tel , Paul , Andy
Ratings: Steve 4, Tel 6, Paul 5, Andy 4
Winner(s): Tel

Guillotine

Scores: Steve , Andy , Paul , Tel , Anne
Ratings: Steve 9, Andy 8, Paul 8, Tel 9, Anne 9
Winner(s): Steve

King of the Elves

Scores: Anne , Andy , Steve , Paul , Tel
Ratings: Anne 5, Andy 7, Steve 7, Paul 7, Tel 7
Winner(s):

Lord Of the Rings

Scores: Tel , Steve , Andy , Paul , Anne
Ratings: Tel 8, Steve 7, Andy 8, Paul 8, Anne 8
Winner(s):

Metro

Scores: Paul , Andy , Steve , Tel
Ratings: Paul 8, Andy 7, Steve 6, Tel 7
Winner(s): Paul


13-Mar-2001All month
 
Citadels

Scores: Steve , Oggie , Paul
Ratings: Steve 7, Oggie 6, Paul 8
Winner(s): Oggie

Torres

Scores: Steve , Oggie , Paul
Ratings: Steve 7, Oggie 7, Paul 8
Winner(s): Paul


18-Mar-2001All month
 
Carcassonne

Scores: Sally , Tel , Paul
Ratings: Sally 9, Tel 10, Paul 9
Winner(s): Tel

Settlers of Catan

Scores: Sally , Tel , Paul
Ratings: Sally 6, Tel 8, Paul 7
Winner(s): Tel


20-Mar-2001All month
 
Lords of Creation

Scores: Tel , Oggie , Andy
Ratings: Tel 4, Oggie 4, Andy 4
Winner(s): Oggie


27-Mar-2001All month
 
Guillotine

Scores: Tel , Andy , Paul
Ratings: Tel 7, Andy 6, Paul 7
Winner(s): Paul

Modern Art

Scores: Andy , Oggie , Tel , Paul
Ratings: Andy 8, Oggie 6, Tel 6, Paul 7
Winner(s): Paul

Web of Power

Scores: Paul , Andy , Oggie , Tel
Ratings: Paul 7, Andy 8, Oggie 7, Tel 8
Winner(s): Andy


01-Apr-2001All month
 
Caesar & Cleopatra

Scores: Tel , Paul
Ratings: Tel 7, Paul 7
Winner(s): Paul


03-Apr-2001All month
 
Magic the Gathering

Scores: Oggie , Tel
Ratings: Oggie 8, Tel 8
Winner(s): Oggie, Tel


10-Apr-2001All month
 
Magic the Gathering

Scores: Andy , Tel , Oggie , Paul
Ratings: Andy 8, Tel 10, Oggie 9, Paul 9
Winner(s): Andy, Tel, Oggie, Paul


17-Apr-2001All month
 
Magic the Gathering

Scores: Andy , Tel
Ratings: Andy 7, Tel 7
Winner(s): Andy


22-Apr-2001All month
 
Settlers of Catan

Scores: Boog , Andy , Paul , Tel
Ratings: Boog 7, Andy 8, Paul 7, Tel 9
Winner(s): Andy


24-Apr-2001All month
 
Carcassonne

Scores: Oggie , Andy , Tel , Paul , Steve
Ratings: Oggie 8, Andy 8, Tel 9, Paul 9, Steve 7
Winner(s): Tel, Paul

Dragon's Gold

Scores: Steve , Oggie , Tel , Paul , Andy
Ratings: Steve 7, Oggie 6, Tel 6, Paul 7, Andy 6
Winner(s): Oggie


01-May-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel

Medici

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 7, Oggie 7, Paul 8, Tel 8
Winner(s): Oggie, Tel

Space Beans

Scores: Oggie , Tel , Andy , Paul
Ratings: Oggie 6, Tel 6, Andy 5, Paul 7
Winner(s): Paul


04-May-2001All month
 
Carabande

Scores: Oggie , Boog , Paul , Tel , Andy
Ratings: Oggie 6, Boog 7, Paul 7, Tel 7, Andy 6
Winner(s): Paul

Cartagena

Scores: Oggie , Boog , Paul , Tel , Andy
Ratings: Oggie 7, Boog 8, Paul 8, Tel 7, Andy 7
Winner(s): Paul

Elfenland

Scores: Oggie , Boog , Paul , Tel , Andy
Ratings: Oggie 7, Boog 7, Paul 7, Tel 7, Andy 7
Winner(s): Tel

Really Nasty Horseracing Game, The

Scores: Oggie , Boog , Paul , Tel , Andy
Ratings: Oggie 8, Boog 7, Paul 7, Tel 7, Andy 6
Winner(s): Oggie


06-May-2001All month
 
Bohnanza

Scores: Andy , Oggie , Tel , Anne , Paul
Ratings: Andy 8, Oggie 8, Tel 8, Anne 7, Paul 7
Winner(s): Oggie

Fair Means or Foul

Scores: Oggie , Andy , Tel , Anne , Paul
Ratings: Oggie 6, Andy 7, Tel 7, Anne 6, Paul 7
Winner(s): Andy

Guillotine

Scores: Anne , Tel
Ratings: Anne 8, Tel 9
Winner(s): Tel

Guillotine

Scores: Tel , Anne , Oggie , Paul , Andy
Ratings: Tel 7, Anne 8, Oggie 8, Paul 7, Andy 7
Winner(s): Tel, Anne, Oggie, Andy

Magic the Gathering

Scores: Tel , Andy
Ratings: Tel 9, Andy 8
Winner(s): Tel

Mille Borne

Scores: Tel , Paul , Andy
Ratings: Tel 7, Paul 7, Andy 7
Winner(s): Andy

Ra

Scores: Anne , Oggie , Tel , Andy , Paul
Ratings: Anne 7, Oggie 6, Tel 8, Andy 8, Paul 8
Winner(s): Paul

RoboRally

Scores: Tel , Paul , Andy , Anne , Oggie
Ratings: Tel 4, Paul 4, Andy 4, Anne 4, Oggie 3
Winner(s): Paul

Through the Desert

Scores: Paul , Andy , Tel
Ratings: Paul 8, Andy 7, Tel 7
Winner(s): Paul, Tel


08-May-2001All month
 
Lost Cities

Scores: Paul , Tel
Ratings: Paul 8, Tel 9
Winner(s): Tel

Magic the Gathering

Scores: Tel , Oggie , Andy , Paul
Ratings: Tel 9, Oggie 8, Andy 8, Paul 8
Winner(s): Tel, Oggie, Andy, Paul


15-May-2001All month
 
Acquire

Scores: Steve , Oggie , Andy , Paul , Tel
Ratings: Steve 7, Oggie 3, Andy 8, Paul 7, Tel 8
Winner(s): Tel

Citadels

Scores: Andy , Oggie , Tel , Paul , Steve
Ratings: Andy 2, Oggie 7, Tel 8, Paul 8, Steve 8
Winner(s): Steve

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul


18-May-2001All month
 
Al Cabohne

Scores: Tel , Paul
Ratings: Tel 6, Paul 7
Winner(s): Tel, Paul

Carcassonne

Scores: Tel , Paul
Ratings: Tel 9, Paul 9
Winner(s): Tel, Paul

Torres

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel


22-May-2001All month
 
Bohnanza

Scores: Oggie , Andy , Paul , Tel
Ratings: Oggie 7, Andy 7, Paul 7, Tel 7
Winner(s): Oggie, Andy

Fair Means or Foul

Scores: Paul , Andy , Oggie , Tel
Ratings: Paul 7, Andy 8, Oggie 8, Tel 7
Winner(s): Oggie

Lost Cities

Scores: Paul , Tel
Ratings: Paul 7, Tel 8
Winner(s): Paul

Medici

Scores: Tel , Oggie , Andy , Paul
Ratings: Tel 8, Oggie 7, Andy 7, Paul 7
Winner(s): Andy


29-May-2001All month
 
Mamma Mia!

Scores: Andy , Oggie , Paul
Ratings: Andy 7, Oggie 6, Paul 8
Winner(s): Paul

Taj Mahal

Scores: Oggie , Andy , Paul
Ratings: Oggie 10, Andy 8, Paul 8
Winner(s): Oggie


02-Jun-2001All month
 
Tikal

Scores: Paul , Andy , Tel
Ratings: Paul 8, Andy 8, Tel 7
Winner(s): Paul


05-Jun-2001All month
 
Magic the Gathering

Scores: Tel , Andy
Ratings: Tel 8, Andy 10
Winner(s): Tel, Andy


08-Jun-2001All month
 
Pass the Pigs

Scores: Andy , Anne , Tel , Paul
Ratings: Andy 6, Anne 7, Tel 6, Paul 5
Winner(s): Andy


09-Jun-2001All month
 
Lost Cities

Scores: Andy , Paul
Ratings: Andy 7, Paul 7
Winner(s): Paul


12-Jun-2001All month
 
Magic the Gathering

Scores: Oggie , Steve
Ratings: Oggie 8, Steve 8
Winner(s): Oggie

Tikal

Scores: Steve , Oggie , Paul
Ratings: Steve 8, Oggie 6, Paul 8
Winner(s): Paul


16-Jun-2001All month
 
Bohnanza

Scores: Tel , Oggie , Boog , Paul , Martin(Boogs Mate)
Ratings: Tel 8, Oggie 8, Boog 8, Paul 8, Martin(Boogs Mate) 9
Winner(s): Tel

King of the Elves

Scores: Martin(Boogs Mate) , Oggie , Tel , Paul , Boog
Ratings: Martin(Boogs Mate) 4, Oggie 6, Tel 8, Paul 8, Boog 9
Winner(s): Tel

Metro

Scores: Boog , Oggie , Tel , Paul , Martin(Boogs Mate)
Ratings: Boog 5, Oggie 6, Tel 7, Paul 7, Martin(Boogs Mate) 6
Winner(s): Paul

Perudo

Scores: Martin(Boogs Mate) , Boog , Oggie , Paul
Ratings: Martin(Boogs Mate) 10, Boog 7, Oggie 8, Paul 8
Winner(s): Martin(Boogs Mate), Paul

Wiz War

Scores: Boog , Martin(Boogs Mate) , Oggie , Paul , Tel
Ratings: Boog 6, Martin(Boogs Mate) 7, Oggie 6, Paul 6, Tel 7
Winner(s): Tel


19-Jun-2001All month
 
Carcassonne

Scores: Oggie , Andy , Paul
Ratings: Oggie 9, Andy 7, Paul 7
Winner(s): Oggie

Perudo

Scores: Paul , Andy , Oggie
Ratings: Paul 8, Andy 10, Oggie 8
Winner(s): Paul, Oggie

Settlers of Catan

Scores: Andy , Oggie , Paul
Ratings: Andy 4, Oggie 8, Paul 4
Winner(s): Oggie


26-Jun-2001All month
 
Magic the Gathering

Scores: Oggie , Andy , Paul
Ratings: Oggie 7, Andy 6, Paul 8
Winner(s): Paul


28-Jun-2001All month
 
Formula Motor Racing

Scores: Anne , Andy , Paul
Ratings: Anne 8, Andy 7, Paul 6
Winner(s): Anne

Ricochet Robot

Scores: Anne , Andy , Paul
Ratings: Anne 5, Andy 8, Paul 8
Winner(s): Andy


03-Jul-2001All month
 
Guillotine

Scores: Paul , Oggie , Tel , Andy , Steve
Ratings: Paul 7, Oggie 7, Tel 6, Andy 7, Steve 7
Winner(s): Andy

Lost Cities

Scores: Tel , Paul
Ratings: Tel 7, Paul 7
Winner(s): Tel

Magic the Gathering

Scores: Steve , Tel , Oggie , Andy
Ratings: Steve 9, Tel 8, Oggie 8, Andy 9
Winner(s): Steve, Andy

Ricochet Robot

Scores: Andy , Tel , Steve , Oggie , Paul
Ratings: Andy 8, Tel 7, Steve 6, Oggie 6, Paul 8
Winner(s): Andy

Through the Desert

Scores: Oggie , Steve , Andy , Paul , Tel
Ratings: Oggie 7, Steve 8, Andy 7, Paul 8, Tel 8
Winner(s): Andy, Tel


10-Jul-2001All month
 
Formula Motor Racing

Scores: Paul , Andy , Oggie , Steve
Ratings: Paul 7, Andy 8, Oggie 7, Steve 7
Winner(s): Paul

Verrater

Scores: Oggie , Andy , Steve , Paul
Ratings: Oggie 5, Andy 7, Steve 7, Paul 9
Winner(s): Oggie


17-Jul-2001All month
 
Carcassonne

Scores: Unknown , Oggie , Steve , Paul , Andy
Ratings: Unknown 7, Oggie 9, Steve 7, Paul 8, Andy 8
Winner(s): Oggie

Cosmic Encounter

Scores: Andy , Unknown , Steve , Paul , Oggie
Ratings: Andy 4, Unknown 4, Steve 6, Paul 6, Oggie 6
Winner(s): Steve, Paul, Oggie

Metro

Scores: Steve , Unknown , Andy , Paul , Oggie
Ratings: Steve 7, Unknown 7, Andy 7, Paul 7, Oggie 7
Winner(s): Oggie


21-Jul-2001All month
 
Carrom

Scores: Anne , Paul
Ratings: Anne 9, Paul 7
Winner(s): Paul

Guillotine

Scores: Anne , Tel , Paul
Ratings: Anne 7, Tel 8, Paul 7
Winner(s): Paul

Verrater

Scores: Tel , Anne , Paul
Ratings: Tel 7, Anne 7, Paul 9
Winner(s): Paul


24-Jul-2001All month
 
Magic the Gathering

Scores: Oggie , Steve , Andy
Ratings: Oggie 8, Steve 9, Andy 8
Winner(s): Oggie, Steve, Andy

Ricochet Robot

Scores: Andy , Oggie , Steve , Paul
Ratings: Andy 9, Oggie 7, Steve 8, Paul 9
Winner(s): Andy

Wiz War

Scores: Steve , Andy , Paul , Oggie
Ratings: Steve 8, Andy 7, Paul 8, Oggie 7
Winner(s): Paul


28-Jul-2001All month
 
Formula Motor Racing

Scores: Tel , Paul , Oggie , Andy
Ratings: Tel 8, Paul 8, Oggie 8, Andy 6
Winner(s): Tel, Paul

Formula Motor Racing

Scores: Andy , Oggie , Paul
Ratings: Andy 6, Oggie 8, Paul 7
Winner(s): Paul


29-Jul-2001All month
 
Kathai

Scores: Tel , Paul , Anne
Ratings: Tel 7, Paul 7, Anne 8
Winner(s): Paul

Perudo

Scores: Tel , Boog , Anne , Sally , Marcus , Paul
Ratings: Tel 8, Boog 8, Anne 7, Sally 7, Marcus 7, Paul 8
Winner(s): Boog, Paul


31-Jul-2001All month
 
Magic the Gathering

Scores: Steve , Andy , Oggie , Paul
Ratings: Steve 9, Andy 6, Oggie 6, Paul 4
Winner(s): Steve, Paul


05-Aug-2001All month
 
Limits

Scores: Tel , Paul , Anne , Boog
Ratings: Tel 9, Paul 8, Anne 8, Boog 8
Winner(s): Paul


07-Aug-2001All month
 
Carcassonne

Scores: Oggie , Andy , Paul
Ratings: Oggie 9, Andy 8, Paul 7
Winner(s): Oggie

Carcassonne

Scores: Andy , Oggie , Paul
Ratings: Andy 7, Oggie 8, Paul 8
Winner(s): Oggie

Torres

Scores: Oggie , Paul , Andy
Ratings: Oggie 7, Paul 8, Andy 8
Winner(s): Andy


14-Aug-2001All month
 
Java

Scores: Paul , Steve , Andy , Oggie
Ratings: Paul 8, Steve 8, Andy 8, Oggie 4
Winner(s): Paul

Ricochet Robot

Scores: Oggie , Andy , Steve , Paul
Ratings: Oggie 6, Andy 8, Steve 7, Paul 7
Winner(s): Andy


19-Aug-2001All month
 
Guillotine

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul

Limits

Scores: Tel , Paul
Ratings: Tel 6, Paul 6
Winner(s): Tel


21-Aug-2001All month
 
Bohnanza

Scores: Oggie , Tel , Paul
Ratings: Oggie 8, Tel 8, Paul 8
Winner(s): Tel

Carcassonne

Scores: Oggie , Tel , Paul
Ratings: Oggie 7, Tel 8, Paul 8
Winner(s): Tel

Web of Power

Scores: Tel , Paul , Oggie
Ratings: Tel 8, Paul 8, Oggie 8
Winner(s): Tel


24-Aug-2001All month
 
Through the Desert

Scores: Tel , Andy
Ratings: Tel 8, Andy 8
Winner(s): Tel, Andy


28-Aug-2001All month
 
Magic the Gathering

Scores: Andy , Tel
Ratings: Andy 8, Tel 8
Winner(s): Andy, Tel

Modern Art

Scores: Oggie , Andy , Tel , Paul
Ratings: Oggie 8, Andy 8, Tel 8, Paul 8
Winner(s): Paul

Through the Desert

Scores: Tel , Paul , Andy , Oggie
Ratings: Tel 8, Paul 8, Andy 8, Oggie 7
Winner(s): Tel, Paul


04-Sep-2001All month
 
Magic the Gathering

Scores: Steve , Tel , Oggie
Ratings: Steve 8, Tel 8, Oggie 7
Winner(s): Steve, Tel


11-Sep-2001All month
 
Bohnanza

Scores: Steve , Tel , Andy
Ratings: Steve 9, Tel 9, Andy 7
Winner(s): Steve, Tel

Guillotine

Scores: Andy , Steve , Tel
Ratings: Andy 7, Steve 7, Tel 7
Winner(s): Andy

RoboRally

Scores: Andy , Tel , Steve
Ratings: Andy 6, Tel 8, Steve 7
Winner(s): Tel

Web of Power

Scores: Tel , Andy , Steve
Ratings: Tel 8, Andy 8, Steve 8
Winner(s): Tel


16-Sep-2001All month
 
Empires of the Ancient World

Scores: Andy , Boog , Tel , Paul
Ratings: Andy 6, Boog 5, Tel 4, Paul 6
Winner(s): Paul


18-Sep-2001All month
 
Elfenland

Scores: Andy , Boog , Steve , Paul , Tel
Ratings: Andy 8, Boog 8, Steve 8, Paul 8, Tel 8
Winner(s): Tel

Limits

Scores: Boog , Steve , Paul , Tel , Andy
Ratings: Boog 9, Steve 8, Paul 8, Tel 8, Andy 8
Winner(s): Boog


22-Sep-2001All month
 
Hell Rail

Scores: Tel , Oggie , Boog , Paul
Ratings: Tel 9, Oggie 3, Boog 7, Paul 7
Winner(s): Tel, Boog


24-Sep-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel, Paul


25-Sep-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul

Vinci

Scores: Steve , Andy , Boog , Paul , Tel
Ratings: Steve 8, Andy 9, Boog 9, Paul 9, Tel 8
Winner(s): Paul


26-Sep-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel


02-Oct-2001All month
 
Courtisans of Versailles

Scores: Steve , Paul , Andy , Tel , Oggie
Ratings: Steve 4, Paul 6, Andy 5, Tel 4, Oggie 4
Winner(s): Steve, Paul

Magic the Gathering

Scores: Tel , Oggie , Steve , Andy
Ratings: Tel 6, Oggie 8, Steve 7, Andy 8
Winner(s): Oggie, Steve, Andy


04-Oct-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Paul


08-Oct-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel


09-Oct-2001All month
 
Euphrates & Tigris

Scores: Andy , Oggie , Tel , Paul
Ratings: Andy 7, Oggie 7, Tel 7, Paul 7
Winner(s): Oggie

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel

Wyatt Earp

Scores: Oggie , Andy , Paul , Tel
Ratings: Oggie 7, Andy 7, Paul 7, Tel 8
Winner(s): Paul


15-Oct-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s):


16-Oct-2001All month
 
Bambuti

Scores: Tel , Paul
Ratings: Tel 7, Paul 7
Winner(s): Paul

Carcassonne

Scores: Andy , Tel , Paul
Ratings: Andy 8, Tel 9, Paul 9
Winner(s): Andy

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel, Paul

Seafarers of Catan

Scores: Paul , Tel , Andy
Ratings: Paul 5, Tel 5, Andy 6
Winner(s): Andy


17-Oct-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 7, Paul 5
Winner(s): Tel


18-Oct-2001All month
 
Carcassonne

Scores: Andy , Paul , Tel
Ratings: Andy 8, Paul 8, Tel 8
Winner(s): Tel

Don

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 7, Paul 8, Tel 8
Winner(s): Andy, Oggie

Limits

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 5, Oggie 6, Paul 7, Tel 7
Winner(s): Oggie, Paul

Lost Cities

Scores: Andy , Tel
Ratings: Andy 8, Tel 7
Winner(s): Andy

Lost Cities

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 6, Oggie 7, Paul 8, Tel 8
Winner(s): Paul, Tel


19-Oct-2001All month
 
Carcassonne

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 7, Paul 8, Tel 7
Winner(s): Paul

Don

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 7, Oggie 7, Paul 8, Tel 8
Winner(s): Oggie, Paul

Liberte

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 6, Oggie 3, Paul 7, Tel 6
Winner(s): Andy

Pass the Pigs

Scores: Andy , Oggie
Ratings: Andy 7, Oggie 7
Winner(s): Andy, Oggie

Pompeji

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 7, Paul 8, Tel 8
Winner(s): Paul

Pompeji

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 7, Oggie 6, Paul 8, Tel 8
Winner(s): Paul

Pompeji

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 6, Oggie 6, Paul 7, Tel 8
Winner(s): Tel

Titus

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 5, Oggie 5, Paul 5, Tel 4
Winner(s): Andy, Paul

Troia

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 5, Oggie 5, Paul 5, Tel 5
Winner(s): Tel


20-Oct-2001All month
 
Alibi

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 6, Oggie 5, Paul 5, Tel 6
Winner(s): Andy

Capitol

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 7, Oggie 7, Paul 7, Tel 7
Winner(s): Tel

Don

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 5, Oggie 7, Paul 7, Tel 8
Winner(s): Tel

Heimlich & co

Scores: Oggie , Paul , Tel
Ratings: Oggie 6, Paul 6, Tel 6
Winner(s): Paul, Tel

Medina

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 8, Paul 8, Tel 7
Winner(s): Oggie

Mulle + Money

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 8, Paul 8, Tel 8
Winner(s): Paul

Mulle + Money

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 7, Oggie 7, Paul 7, Tel 4
Winner(s): Paul

Volldampf

Scores: Andy , Oggie , Paul , Tel
Ratings: Andy 8, Oggie 6, Paul 8, Tel 4
Winner(s): Paul


23-Oct-2001All month
 
Bambuti

Scores: Tel , Paul
Ratings: Tel 7, Paul 7
Winner(s): Tel, Paul

Fabrik der Traum

Scores: Oggie , Boog , Tel , Paul
Ratings: Oggie 7, Boog 8, Tel 8, Paul 7
Winner(s): Boog, Tel


26-Oct-2001All month
 
Don

Scores: Tel , Paul , Anne
Ratings: Tel 8, Paul 7, Anne 7
Winner(s): Tel


29-Oct-2001All month
 
Bambuti

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel


30-Oct-2001All month
 
Nicht die Bohn

Scores: Tel , Oggie , Boog , Steve , Andy
Ratings: Tel 6, Oggie 8, Boog 9, Steve 9, Andy 8
Winner(s): Oggie, Steve

Ra

Scores: Tel , Oggie , Boog , Steve , Andy
Ratings: Tel 8, Oggie 8, Boog 8, Steve 8, Andy 8
Winner(s): Boog


06-Nov-2001All month
 
Perudo

Scores: Andy , Steve , Paul , Boog
Ratings: Andy 9, Steve 8, Paul 8, Boog 8
Winner(s): Andy

Ricochet Robot

Scores: Boog , Andy , Paul , Steve
Ratings: Boog 1, Andy 9, Paul 7, Steve 7
Winner(s): Andy

T Rex

Scores: Steve , Boog , Paul , Andy
Ratings: Steve 7, Boog 7, Paul 7, Andy 7
Winner(s): Paul, Andy


13-Nov-2001All month
 
Castle

Scores: Andy , Boog , Paul , Steve
Ratings: Andy 5, Boog 6, Paul 7, Steve 7
Winner(s): Steve

Mamma Mia!

Scores: Boog , Steve , Paul , Andy
Ratings: Boog 7, Steve 8, Paul 7, Andy 8
Winner(s): Steve, Paul

Wiz War

Scores: Steve , Boog , Andy , Paul
Ratings: Steve 6, Boog 7, Andy 7, Paul 7
Winner(s): Boog


20-Nov-2001All month
 
San Marco

Scores: Boog , Andy , Paul
Ratings: Boog 9, Andy 8, Paul 8
Winner(s): Boog, Paul


24-Nov-2001All month
 
6 Nimmt!

Scores: Andy , Paul , Anne
Ratings: Andy 7, Paul 7, Anne 8
Winner(s): Andy, Paul


27-Nov-2001All month
 
6 Nimmt!

Scores: Andy , Tel , Boog , Paul , Steve
Ratings: Andy 8, Tel 8, Boog 9, Paul 8, Steve 9
Winner(s): Boog, Steve

Eschnapur

Scores: Andy , Tel , Boog , Paul , Steve
Ratings: Andy 8, Tel 8, Boog 7, Paul 6, Steve 7
Winner(s): Boog

Lost Cities

Scores: Tel , Paul
Ratings: Tel 7, Paul 8
Winner(s): Tel


30-Nov-2001All month
 
Hattrick

Scores: Anne , Tel , Boog , Paul
Ratings: Anne 8, Tel 8, Boog 8, Paul 7
Winner(s): Tel

Royal Turf

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul


04-Dec-2001All month
 
Nicht die Bohn

Scores: Andy , Boog , Steve , Tel
Ratings: Andy 5, Boog 7, Steve 6, Tel 7
Winner(s): Tel

Pompeji

Scores: Steve , Tel , Andy , Boog
Ratings: Steve 7, Tel 8, Andy 7, Boog 7
Winner(s): Tel

Vabanque

Scores: Boog , Andy , Tel , Paul , Steve
Ratings: Boog 8, Andy 8, Tel 8, Paul 8, Steve 7
Winner(s): Boog, Andy, Paul


07-Dec-2001All month
 
Don

Scores: Boog , Tel , Andy , Paul
Ratings: Boog 7, Tel 8, Andy 8, Paul 8
Winner(s): Boog, Andy

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul


11-Dec-2001All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Paul

Mulle + Money

Scores: Boog , Andy , Tel , Paul
Ratings: Boog 7, Andy 7, Tel 7, Paul 8
Winner(s): Boog


14-Dec-2001All month
 
Hattrick

Scores: Boog , Dispo , Anne , Paul , Tel
Ratings: Boog 8, Dispo 7, Anne 7, Paul 8, Tel 9
Winner(s): Boog


16-Dec-2001All month
 
Nur Peanuts

Scores: Boog , Andy , Paul
Ratings: Boog 8, Andy 7, Paul 8
Winner(s): Boog, Andy

Royal Turf

Scores: Paul , Andy , Boog
Ratings: Paul 7, Andy 7, Boog 7
Winner(s): Paul


24-Dec-2001All month
 
Guillotine

Scores: Tel , Paul , Anne
Ratings: Tel 7, Paul 7, Anne 7
Winner(s): Paul, Anne

Hattrick

Scores: Tel 16, Paul 15, Anne 10
Ratings: Tel 9, Paul 8, Anne 8
Winner(s): Tel


25-Dec-2001All month
 
Apples to Apples

Scores: Tel , Paul , Anne , Abi
Ratings: Tel 8, Paul 7, Anne 8, Abi 8
Winner(s): Tel, Paul, Abi

Carabande

Scores: Tel , Paul , Anne , Abi
Ratings: Tel 9, Paul 8, Anne 7, Abi 7
Winner(s): Paul

Don

Scores: Tel , Paul , Anne
Ratings: Tel 8, Paul 8, Anne 8
Winner(s): Tel, Paul, Anne

Grab

Scores: Tel , Paul , Anne , Abi
Ratings: Tel 7, Paul 6, Anne 8, Abi 1
Winner(s): Anne

Nur Peanuts

Scores: Tel , Paul , Anne , Abi
Ratings: Tel 7, Paul 7, Anne 8, Abi 4
Winner(s): Paul


29-Dec-2001All month
 
6 Nimmt!

Scores: Tel , Steve , Paul , Andy , Boog , Oggie , Anne
Ratings: Tel 8, Steve 8, Paul 8, Andy 8, Boog 8, Oggie 8, Anne 8
Winner(s): Boog

Carcassonne

Scores: Tel , Steve , Paul
Ratings: Tel 9, Steve 8, Paul 8
Winner(s): Tel

Carcassonne

Scores: Tel , Paul , Andy , Boog , Oggie
Ratings: Tel 9, Paul 8, Andy 7, Boog 7, Oggie 8
Winner(s): Tel

Elfenland

Scores: Tel , Steve , Paul , Andy , Boog , Oggie
Ratings: Tel 9, Steve 8, Paul 8, Andy 9, Boog 7, Oggie 8
Winner(s): Andy

Formula Motor Racing

Scores: Tel , Steve , Paul , Andy , Boog , Oggie
Ratings: Tel 7, Steve 7, Paul 7, Andy 7, Boog 8, Oggie 6
Winner(s): Tel, Steve

Gargon

Scores: Tel , Paul , Andy , Boog , Oggie
Ratings: Tel 7, Paul 7, Andy 7, Boog 6, Oggie 6
Winner(s): Andy, Boog

Hattrick

Scores: Tel , Steve , Paul , Andy , Boog
Ratings: Tel 7, Steve 7, Paul 7, Andy 7, Boog 7
Winner(s): Tel, Andy

Limits

Scores: Tel , Steve , Paul , Andy , Boog , Oggie
Ratings: Tel 7, Steve 7, Paul 7, Andy 7, Boog 7, Oggie 7
Winner(s): Andy

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 9, Steve 9
Winner(s): Tel, Steve

Maskenball Venezia

Scores: Tel , Steve , Paul , Andy , Boog , Oggie , Anne
Ratings: Tel 7, Steve 7, Paul 8, Andy 7, Boog 8, Oggie 6, Anne 7
Winner(s): Andy, Boog

Royal Turf

Scores: Tel , Steve , Paul , Andy , Boog , Oggie
Ratings: Tel 7, Steve 6, Paul 7, Andy 6, Boog 6, Oggie 7
Winner(s): Oggie

Web of Power

Scores: Tel , Steve , Paul
Ratings: Tel 8, Steve 8, Paul 8
Winner(s): Tel


03-Jan-2002All month
 
Babel

First playing of this. Paul and Tel took it for a spin checking if itís a train game (its not - needs too much space). Players are trying to build temples in 5 regions drafting workers from these 5 regions. Each race has its own abilities. Not suprisingly for a first play we got it wrong but only because the rules were wrong. The Red peoples ability only allows you to pinch the top set of matching people not all matching people in the column. Good game, just a shame its not a train game so wont see much play. Paul took the game by trashing Tel to below 10 then building to 15.
 
Scores: Paul 16, Tel 7
Ratings: Paul 7, Tel 7
Winner(s): Paul

Piddinghoe

Pauls first attempt at designing a train game. 3 colours with cards 1-17. 7 dealt to each player with 5 placed face up in a row and 2 replacements also face up. Players fight for middle card in usual trick taking way. Winner plants the card played and takes won card to hand. Loser puts one replacement in hand and one to replace the won card. Winner then moves position 1 card either way. If player gets beyond the fifth card its reset to middle but they steal one of opponents planted cards. Play until all cards drawn. Winner is pleyer with biggest planted run + position on 5 cards. Great concept should see plenty of train game play. Terry took this game after winning all bar 4 of the tricks. Now changed.

And changed again.

With a few blank lines ddd fff qqq ff
 
Scores: Tel 6, Paul 5
Ratings: Tel 7, Paul 7
Winner(s): Tel

Pompeji

First try as a 2 player and it played great. Still one of the favourites from Essen 01. Tel pulled out a couple of big scores in the mid game to take the win.
 
Scores: Tel 539, Paul 474
Ratings: Tel 8, Paul 8
Winner(s): Tel


11-Jan-2002All month
 
Lost Cities

The infamous missing 7 white
 
Scores: Paul , Tel
Ratings: Paul 7, Tel 7
Winner(s): Paul


12-Jan-2002All month
 
Hattrick

We were down the pub, wed managed to get a table and Kev mentioned games - what more excuse do we need then to introduce him to Hattrick. After explaining that it was a trick taking game, with each hand playing up to two of the three colours and your score being the number of cards won in one colour minus the number of cards won in the other two we were off.

Beers were drunk and 5 hands were played before we got kicked out of the pub. Kevs good start tailed off with him finishing last scoring just 1 point over the last three hands. A decent last hand by the Boog only just saved him from the wooden spoon. Andys consistent scoring gave him third. Paul managed a couple of big hands in the middle of the game to take second. But Tel won the game thanks to two big scores at the start.

As the scores show a corking game thoroughly enjoyed by all.

Scores by round

Boog 1 1 8 -2 10 = 18
Andy 3 6 8 7 7 = 31
Kev 7 6 1 1 -1 = 14
Paul 6 11 11 3 4 = 35
Tel 14 12 9 7 6 = 48

Tel 9, Paul 8, Andy 8, Boog 9, Kev 9
 
Scores: Tel 48, Paul 35, Andy 31, Boog 18, Kev 14
Ratings: Tel 9, Paul 8, Andy 8, Boog 9, Kev 9
Winner(s): Tel


14-Jan-2002All month
 
Lost Cities

First round of three hands on the train home. Tel won all three hand.

Paul 58, Tel 192
 
Scores: Tel 192, Paul 58
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

second round of three hands just finished before we hit Brighton. This one was a lot closer then the first.Three fairly titgh hands with Tel pinching it by 10

Scores Paul 57, Tel 67
 
Scores: Tel 67, Paul 57
Ratings: Tel 8, Paul 7
Winner(s): Tel


15-Jan-2002All month
 
David and Goliath

And so with six of us we decided to try another new trick taking game for the group. David and Goliath provides a few twists to the usual rules. Firstly although you must follow suit if possible, there is no penalty if you cant. Favour is given to the last card played to resolve ties. The highest card played wins the trick and claims everyone elses card, however the lowest card played claims the winning card. And finally into scoring, for each colour where you have won more then 2 cards you score for the number of cards won. However for the colours where you have on won 1 or 2 cards you score their value.

Into the game, Boog got off to a flier, helped by a handful of low cards and being able to play last for many hands. It was only due to winning the last hand that he didnt score a huge total having to make do with 90. A lot of the fun of this game is seeing people expressions as they realise their 2 cards worth 30+ points is now 3 cards worth 3 points. Oggie seemed to struggle with this during the middle of each hand but a special mention has to go out to Kev by managing to perfect the art of ruining his score by winning the last hand on a few occasions.

As the game progressed 3 battles emerged. Tel trying to claw back the Boog, Paul and Oggie battling for mid table supremacy, and Kev and Steve fighting to avoid the wooden spoon. The final scores came through and Steve won his battle with Kev, Oggie overtook Paul on the last hand to claim third and after a re-count Boog held on to the lead hed held throughout the game by a single point.

Given that the group are fans of Hattrick it was no real surprise that this one was also a hit. However since we played the suggested 6 rounds (1 round per player), the game did take just under 2 hours to play. In future well probably restrict it to a couple of rounds.

Final Scores
Boog 345, Tel 344, Oggie 261, Paul 220, Steve 198, Kev 168

Ratings
Boog 9, Tel 9, Oggie 8, Paul 7, Steve 8, Kev 7
 
Scores: Boog 345, Tel 344, Oggie 261, Paul 220, Steve 198, Kev 168
Ratings: Boog 9, Tel 9, Oggie 8, Paul 7, Steve 8, Kev 7
Winner(s): Boog

Pompeji

While we we waiting for Paul and Kev to turn up we decided to have a four player game of Pompeii. Since we had all played the game before we knew that we were trying to build a network of roads, scoring for matching monuments and colour in the road, but being unable to place identical colours or monuments orthogonally next to each other.

The game produced the usual mutterings as players realised that great scores were missed due to someone else pinching their spot or an orthogonal colour prevented them playing where they wanted. The score remained close throughout the game with the lead changing hands during every round. At one point about half way through the game there was only an 11 point difference between 1st and last. However the Boog started to drop back and by the end of the game was 51 points behind (but having had 1 less scoring round then everyone else). Tel clinched the game but only because he drew the last volcano.

This is a great little game that does require some amount of thought. Luckily our group usually plays it quite quickly preventing too much downtime. Pompeii goes down as one of my better buys from Essen 01.

Scores
Tel 219, Steve 201, Oggie 184, Boog 168

Ratings / 10
Tel 8, Steve 8, Oggie 7, Boog 7
 
Scores: Tel 219, Steve 201, Oggie 184, Boog 168
Ratings: Tel 8, Steve 8, Oggie 7, Boog 7
Winner(s): Tel


17-Jan-2002All month
 
Bohnanza

And to end the night a game of Bohnanza. The game where players are Bean farmers trying to trade, plant and harvest beans in their two fields. This one hasnt hit the table for a while. With three we thought there may be a lot less trading. While there was a reduction in trading since less players wanting the cards on offer, there was still enough to make the game work.

After Diversifying in the previous game of the session, Tel had a change of tactics by Specialising in Cowboy Beans. He had Cowboys in one field for most of the game and they provided him with over half his score. Of course they take so long to score that while he was collecting these both Paul and Boog were steadily harvesting the more profitable beans. Both Paul and Boog managed to harvest 3 of the lucrative Angry beans for 3 coins. Interestingly despite there being only three of us nobody bought a 3rd field showing that there was enough trading going on to avoid too many unwanted harvests.

In the final tally Boog claimed the game from Paul with Tel getting the wooden spoon. We all enjoyed bohnanza but it was no match for the other two games of the night.

Final Scores
Boog 24, Paul 21, Tel 19

Ratings
Only 7s for everyone.
 
Scores: Boog 24, Paul 21, Tel 19
Ratings: Boog 7, Paul 7, Tel 7
Winner(s): Boog

Medici

Second game to hit the table was Medici one of the Knizia auction games. There are 5 types of commodities and on each of the 3 turns you are trying to buy 5 items. At the end of each turn there are points for the two people who have bought the most of each commodity so far and possible bonuses for collecting large amounts of a commodity. Each card has a value
and points are also available for the highest total value each turn. Wed never played it with three so gave it a try.

During the first turn items were bought fairly evenly with Boog only getting one card for free to complete the round. He had gone for a majority on Furs, Paul had picked up 3 cloth while Tel had bought most of the 5s as they came out giving him 4 of the 5 commodites along the way. At the end of turn one Tel had a bit of a lead over the Boog with Paul trailing.

Onto the second turn and the Boog picked up the Gold quite early to take the highest value. Tel bought his 5 cards quickly closely followed by Boog filling his ship leaving Paul to take the top 5 cards for free. And what a draw, 5 high cards so that he almost caught the Boogs total and in the commodities he was collecting. This brought everyone back together with Tel still just leading from Paul and Boog.

The third day and Paul picked up the Gold early this time. Boog then bought out quickly, followed by Paul, leaving Tel with 5 freebies. These turned out to be 5 different commodities with a total value lower then Paul or Boog. In the final reckoning Paul and Boog had both managed to max out on one commodity scoring the 20 bonus points but had low to middling amounts on everything else, Tel had middling values for all commodites. Paul took the game by 5 from Tel with Boog a further 12 behind.

After playing the game Im not sure what the winning strategy is for this with 3. With more players you need to try and specialise, however with three players my unintentional tactic of diversifying almost won me the game. Another enjoyable game.

Final Scores
Paul 147, Tel 142, Boog 130

Ratings
Another round of 8s.
 
Scores: Paul 147, Tel 142, Boog 130
Ratings: Paul 8, Tel 8, Boog 8
Winner(s): Paul

Web of Power

Just three of us at this impromptu games session so we decided to hit some of the old favourites and Web of Power hit the table first. We needed a quick recap of the rules for the Boog.

The game is about placing monastries and advisors on a map of medieval Europe to capture influence. Cards representing each of the European countries are used to place influence pieces.You can play up to 3 cards to play up to 2 pieces into 1 country. You can play two types of piece - cloisters which go on the printed spaces or advisors where there can only be as many advisors in a country as the number of the most common cloister. Scoring occurs for cloisters, advisors and for chains of clositers.

Into the game and all of us were trying to playing advisors but Paul was struggling with the cards hed got. (though he did gain sole control of Aragon). Tel and the Boog were able to play more advisors. In a departure from the norm Paul opened France up very early and at the end of a mad scramble Tel had got contol of the advisors and joint most cloisters for France with Paul. At the first scoring phase Tel and Paul were on the same score some way ahead of the Boog however Tel
and the Boog were both in a good position with advisors.

Into the second round and Tel was trying to gain advisors near France, Boog was looking to tie up advisors around Bayern and Paul trying to get advisors adjacent to Shwaben and that Aragon. Once again Tel seemed to be close to running out of
pieces towards the end, having played quite a few wild cards. On the last play of the game Boog managed to get both a cloister and an advisor into Italy gaining sole control of the country and depriving Paul of points. And it proved important as he pipped Paul to 2nd place by a single point. Tel won the game 12 points clear.

As always a tremendous game of Web Of Power. I really wish this one could hit the table more often.

Final Scores
Tel 74, Boog 62, Paul 61

Ratings 8s all round
 
Scores: Tel 74, Boog 62, Paul 61
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel


18-Jan-2002All month
 
Lost Cities

A hand full of middling cards in the last hand ruined this game for Paul
 
Scores: Tel , Paul
Ratings: Tel 8, Paul 6
Winner(s): Tel


21-Jan-2002All month
 
Lost Cities

Scores: Paul 110, Tel 59
Ratings: Paul 7, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 135, Paul 59
Ratings: Tel 7, Paul 7
Winner(s): Tel


22-Jan-2002All month
 
David and Goliath

And to end the evening a quick hand of David and Goliath - the low takes high, high takes rest trick taking game. 20 mins of fun later and Paul by keeping a low profile during the game had stormed it. A very close battle for 2nd, 3rd and 4th. Boog grabbing 2nd by a point from Kev who in turn beat Andy by a point. Tel emphatically won the wooden spoon.

Scores
Paul 52, Boog 41, Kev 40, Andy 39, Tel 16

Ratings / 10
Paul 7, Boog 8, Kev 8, Andy 5, Tel 7
 
Scores: Paul 52, Boog 41, Kev 40, Andy 39, Tel 16
Ratings: Paul 7, Boog 8, Kev 8, Andy 5, Tel 7
Winner(s): Paul

En Garde

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Paul

En Garde

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel

Mississippi Queen

We started the evening off with a first play of another game picked up at Essen last year. In Mississippi Queen each player takes the role of a Steamboat Captain racing down the meandering Mississippi River. Players have a limited amount of coal to try and fight the effects of momentum to avoid islands and riverbanks while charging down the river as fast as possible. The aim is to be the first to come to a controlled stop at the docks at the end of the river having picked up 2 passengers en route.

And we were off, Kev immediately chucked some coal into the boiler to try and get an early lead. However as he was heading left the river suddenly took a turn to the right and he had to pile on more coal to get round the turn. He did make it to the approach of the first pick up point first but was twice rammed out of the way before eventually getting the first of his two passengers but by this time was trailing the pack. Boog ignored the first two pick up points to pull open a lead. He was swiftly overtaken by Andy who decided to charge down river to gain clear water after missing out in the battle at the first pick-up point. Paul and Tel had a slight collision as they both picked up their 2nd passengers, but then put the boats acceleration to the test.

Andy had pulled out a big lead but not having any passengers was forced wide and into a long braking move to pick up at the last two pick up points. However Paul, Boog and Tel were steaming towards the finishing line. An island just in front of the dock provided some high spped tension. Tel made it into the mouth of the channel first but was barged out of the way by an aggressive Boog. Paul pulled in just behind playing for river position. Boog sped to the brink of victory, getting to within spitting distance of the dock. Tel was cranking along at high velocity and narrowed the gap to pull alongside him

Paul then pulled the master stroke by charging straight at Boog and viciously bumping him aside. He was now alonside Tel but moving faster and steaming towards the dock like a man posessed. By dumping half of the annual coal production of Yorkshire onto his brakes he managed to slow down enough to pull into the docks however the tidal wave must have swamped those on the docks.

Tel and Boog were just behind with Andy last seen ploughing full steam towards the river bank and Kevs passengers obviously insisted on a relaxing trip down the river as he was last seen taking the scenic route at a leisurely pace.

A thoroughly enjoyable game playing at about an hour. Enough thought needed to make it interesting but not too much to cause any noticeable downtime

Ratings / 10
Paul 7, Tel 8, Boog 7, Andy 6, Kev 7
 
Scores: Paul , Tel , Kev , Boog , Andy
Ratings: Paul 7, Tel 8, Kev 7, Boog 7, Andy 6
Winner(s): Paul

Web of Power

Launched into my game favourite of the moment next - Web of Power. None of us had played this with 5 before so werent sure how to approach the game. It played totally different to any game weve played so far and not in the way expected. Usually the game is very tight with countries only being opened as a last resort. Not tonight. Countries were being opened up all round
the board. The only real scramble to close out a country occurred for France.

In the final reckoning Tel had only pieces in 4 countries but had cornered the market it Italy having 4 cloisters and 3 of the 4 advisors. Having enough advisors in a couple of neighbouring countries to make these Italian advisors score plus scoring for a couple of cloister chains he acquired enough points to take the game. Andy and Boog both played less targetted strategies and picked up points for cloisters in most countries and a couple of advisors to tie for second. Paul was some way behind these two in foruth, with Kev one his first playing bringing up the rear.

Another great game of this.

Final Scores
Tel 50, Boog 43, Andy 43, Paul 32, Kev 23

Ratings / 10
Tel 8, Boog 8, Andy 7, Paul 8, Kev 7
 
Scores: Tel 50, Andy 43, Boog 43, Paul 32, Kev 23
Ratings: Tel 8, Andy 7, Boog 8, Paul 8, Kev 7
Winner(s): Tel


23-Jan-2002All month
 
Lost Cities

Scores: Tel 162, Paul 70
Ratings: Tel 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 82, Tel 49
Ratings: Paul 8, Tel 7
Winner(s): Paul


24-Jan-2002All month
 
Battle Line

Scores: Paul , Tel
Ratings: Paul 6, Tel 7
Winner(s): Tel

Caesar & Cleopatra

Scores: Paul , Tel
Ratings: Paul 7, Tel 7
Winner(s): Tel

Dvonn

Scores: Paul , Tel
Ratings: Paul 7, Tel 7
Winner(s): Tel

Dvonn

Scores: Paul , Tel
Ratings: Paul 7, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 142, Paul 129
Ratings: Tel 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 108, Tel 54
Ratings: Paul 8, Tel 8
Winner(s): Paul


25-Jan-2002All month
 
Lost Cities

Scores: Tel 195, Paul 139
Ratings: Tel 7, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 90, Tel 45
Ratings: Paul 8, Tel 7
Winner(s): Paul


29-Jan-2002All month
 
Lost Cities

Scores: Paul 127, Tel 62
Ratings: Paul 8, Tel 8
Winner(s): Paul

Lost Cities

Scores: Tel 153, Paul 70
Ratings: Tel 8, Paul 8
Winner(s): Tel

Starfarers of Catan

Andy bought the 5-6 player expansion for Starfarers from Essen 18 months ago but we had never got round to playing it. Tonight was the night. Neither Kev nor Steve had played the original and the rest of us had only played it a couple of times. The aim of the game is to explore the Galaxy colonising profitable planets and creating trading partners of the alien races you meet.

Into the game. We all started to slowly explore the local planets looking for some where to colonise except Kev who almost immediately draws one of the better event cards and suddenly found himself alone at the far side of the galaxy. Due to the proliferation of 6s and 9s being rolled Andy quickly beefed up the speed of his mother ship and got a trade ship out to befreind one of the alien races. Tel, also drawing more than his fair share of resources, was pumping out colony ships and colonising the local planets, regardless of their value. Paul and Steve were struggling for resources, Paul being able to do little more then make his ship a mean fighting machine, with Steve pumping all his resources into a trade ship, only to immediately capture another one from Pirates. Kev was wandering round the outer reaches of space desperatly trying to find an habitable planet. As the game progressed Tel and Andy pulled away from the crowd with Paul and Kev battling away for last place. The intergalactic hooter sounded at 11pm with no-one having hit the required 15 points. Andy picked up 3 VPs in his last turn to take the win by gaining the most VPs, with Tel one point behind. A late surge from Kev drew him level with Steve tying for 3rd. Paul won the intergalactic carbon based wooden spoon.

The major complaint of this game was the speed of the game, we hit the 2.5 hour time limit before anyone had hit the 15 point winning condition although Andy wasnt too far away. This may have been due in part to 2 players new to the game but there was a definite feeling of downtime between turns despite having a building phase in each turn. The game was very unkind to Paul and to a lesser degree Steve. Throughout the whole game the 8 only came up twice while the equally likely 6 came up on numerous occasions. This is a criticism that our group has had on occasions with sister game Settlers. From a personal perspective Im not keen on the random event cards, they slow the game down and increase the luck element.

It is however not all doom and gloom. The majority of the group did enjoy the game, and all of us would play it again preferably at a quicker pace. Tel and Andy who finished first and second adopted very different strategies showing that there is not just one winning formula.

Final Scores
Andy 11, Tel 10, Steve 8, Kev 8, Paul 6

Ratings / 10
Andy 7, Tel 6, Steve 7, Kev 7, Paul 4
 
Scores: Andy 11, Tel 10, Kev 8, Steve 8, Paul 6
Ratings: Andy 7, Tel 6, Kev 7, Steve 7, Paul 4
Winner(s): Andy


04-Feb-2002All month
 
Lost Cities

Scores: Paul 126, Tel 65
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 103, Tel 45
Ratings: Paul 8, Tel 7
Winner(s): Paul


05-Feb-2002All month
 
Perudo

Scores: Tel , Andy , Steve
Ratings: Tel 7, Andy 7, Steve 7
Winner(s): Tel

Perudo

Scores: Paul , Tel , Andy , Steve
Ratings: Paul 7, Tel 7, Andy 8, Steve 7
Winner(s): Andy

Princes of Florence

Another new game to the group as we try another of last years Essen buys. Paul had gone to the effort of printing out translation slips for the cards and the phase summary on the board and this really did helped the game flow.

Each player starts the game with a choice of 3 from 4 artists, 3500 florins and an empty estate. By the end of the 7 turns of the game they will have built buildings and landscapes, employed architects and entertainers and allowed artistic freedom so that their artists have got the ideal conditions to produce pieces of work. Each turn is split into two phases and auctions phase and a building phase. In the auction phase there are 7 items that can be bid upon but only one of each is allowed to be sold each turn. Also each player is only allowed to buy 1 item each turn. In the second phase each player then gets two actions to perform which can include building buildings, hiring more artists, buying bonus cards ( which increase the value of works) or producing a piece of work. The work is worth points depending on whether the players estate matches the artists preferred environment. These points can then be converyted into cash, VPs or a combination of the two.

As you would expect with a new game the start was a little slow with nobody being really sure of what was worth buying or doing. The first round passed uneventfully with nobody producing any works at all. Into the second round and we got our first works out from 3 of the players. Into the third round and we were all wondering what Paul was up to, he hadnt built anything, only had a couple of entertainers on the board but had a handful of cards and was still on no score with everybody else having built and scored. Steve was going into building frenzy filling his estate up with buildings and landscapes. Kev had been caught out a couple of times trying to push the price up at auction and had bought 2 very early prestige cards which wouldnt score until the end game. As the game entered the late phase Paul was starting to catch up with some big works thanks to his entertainers, Tel and Andy were pushing for the lead having both produced 5 works during the game. However neither of them had got any Prestige cards and this was to lose them the game. Both Paul and Kev scored for 2 completed prestige cards with Steve completing one. This gave Paul the game by quite a margin. Tel, Andy and Kev were all quite closely bunched in 2nd,3rd and 4th with Steve bringing up the rear.

A great game thoroughly enjoyed by all and resulting in Andy giving it an extremely rare rating of 10. As with most good games you just havent got enough time to do everything you want so have to make some fairly difficult decision. The game came in at just under 2 hours but didnt seem anywhere as long as this. Everyone wants to play this one again soon.

Final Scores
Paul 54, Tel 47, Andy 44, Kev 42, Steve 34

Ratings / 10
Paul 9, Tel 8, Andy 10, Kev 9, Steve 8
 
Scores: Paul 54, Tel 47, Andy 44, Kev 42, Steve 34
Ratings: Paul 9, Tel 8, Andy 10, Kev 9, Steve 8
Winner(s): Paul


12-Feb-2002All month
 
Carcassonne

From the old favourite to the new with Carcassone. We decided to use the river expansion which replaces the original starting tile with a collection of tiles that build up a river.

Tel and Andy had had a few battles on BSW recently and so it continiued with both trying to fight there way into each others cities. Steve seemed content on drawing cloister after cloister at the start of the game. The river provides an extra barrier to fields and hence tends to produce more fields for the farmers to populate. Both Tel and Steve used there meeple early and neither could get any back for the last 6 or 7 rounds. Andy however had a couple of meeple left and managed to convert these into farmers in the end game.

Andys late farmers gave him the game quite comfortably. As always an enjoyable game.

Scores
Andy 89, Steve 74, Tel 66

Ratings / 10
8s all round
 
Scores: Andy 89, Steve 74, Tel 66
Ratings: Andy 8, Steve 8, Tel 8
Winner(s): Andy

Pompeji

Only three of us tonight so we decided on a few shorter games. Pompeii hit the Table first. As with previous games of this the game had a running commentary of curses as we realised great scoring moves were illegal due to the rule of not playing same colours or symbols orthogonally. Next to each other.

Tel got off to a flyer largely due to both Andy and Steve both being unable to score with an early placement. However some good scoring brought everyone close again with a one point three quarters of the way through everyone was on the same total. However some big scores in the end game and Tel took the win.

Pompeii is a tremendous little game, playing in just under 1/2 hour.

Final Scores
Tel 288, Steve 231, Andy 222

Ratings / 10
Tel 8, Steve 7, Andy 7
 
Scores: Tel 288, Steve 231, Andy 222
Ratings: Tel 8, Steve 7, Andy 7
Winner(s): Tel

Ricochet Robot

To end the night we thought wed give the brain aching puzzle game Richocet Robot a go. 4 robots start randomly distributed around the board. The aim is to be the quickest to find the least number of moves to get a robot to a position on the board, determined by a random tile. However robots can only move in a straight line and will keep moving until somethings stops them. This game requires thought and concentration and lots of it.

Andy, who was trying to maintain his 100% record at Ricochet Robot, got off to a flyer taking 3 of the first 4 tiles. Tel and Steve shared the next few tiles. Probably due to it being the end of the evening things got a bit scrappy, with incorrect calls and people forgetting the moves however it remained close with Tel stumbling over the line by being first to collect 6 tiles.

As long as you donít mind thinking quickly this is a gem of a game. Some in the group hate this game but all there last night thoroughly enjoyed it.

Scores
Tel 6, Andy 5, Steve 4

Ratings / 10
Tel 8, Andy 9, Steve 8
 
Scores: Andy 9, Steve 8, Tel 6
Ratings: Andy 5, Steve 4, Tel 8
Winner(s): Tel

Settlers of Catan

Its rare for there to be less then 5 of us, so with only 3 it was a rare opportunity to bring out Settlers. In a change from recent games the starting layouts did not have obvious strong start positions and made for a very close game.

The game got off to a very slow start with Andy not picking up brick, Tel not getting any wood and Steve only seeing brick and ore. An early road building card allowed Tel to beat Andy to a 3 for 1 port. Steve was still struggling hoping to roll 11/12s for a couple of resources but they were not coming up, in fact neither was rolled in the whole game, and on numerous occasions was forced to build a road with 5 brick. The middle game saw Tel and Andy buying Cards like theyd gone out of fashion, with Andy getting the Largest Army in the process, Steve had managed to craft the longest road out of his bricks. Andy then connected all his towns taking the longest road, giving him 8 visible points and a card he seemed reluctant to play. Tel had 6 visible points with 3 cards to one side. Steve had 5 points on display. After a couple of turns of both Andy and Tel buying cards and both increasing the size of their armies, Steve managed to extend his road to take the longest road back. Then Tel with 10 resources in his hand managed to trade in a couple of fields worth of wheat to build a town, revealed his 3 victory points and won the game.

The was one of the closest games of this weve played in a long time. The winner was not clear at any point with Steve catching fast at the end even though half his numbers never came up.

Scores
Tel 10, Andy 8, Steve 8

Ratings / 10
Tel 8, Andy 9, Steve 8
 
Scores: Tel 10, Andy 8, Steve 8
Ratings: Tel 8, Andy 9, Steve 8
Winner(s): Tel


13-Feb-2002All month
 
Lost Cities

Scores: Tel 96, Paul 72
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 116, Paul 46
Ratings: Tel 8, Paul 6
Winner(s): Tel


14-Feb-2002All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul , Tel
Ratings: Paul 8, Tel 8
Winner(s): Paul


19-Feb-2002All month
 
Babel

Long game at 2hrs. Cards didnt come out very nice. Played through deck.
 
Scores: Paul 13, Tel 12
Ratings: Paul 5, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 91, Tel 34
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 128, Tel 50
Ratings: Paul 8, Tel 6
Winner(s): Paul


21-Feb-2002All month
 
Don

With about 1/2 hour left we decided on a couple of rounds of Don. This was the game that Paul was so impressed with at Essen he bought two copies. Players as gangsters are trying to buy control of the various areas of Chicago. Each player starts with 12 carrots ( well they are orange and look like sliced carrots). The districts of Chicagos are shown by the colour of the card, each card also has a number ( 0 - 9). The cards are auctioned off, first 1 then 2,3,1,2,3... etc. The highest bid wins the cards paying the relevant number of carrots split between each player who shares a majority in the number matching the bid. Eg a bid of 12 would go to whoover had the most 2, 15 to 5s, 18 to 8s etc. Players are not allowed to make a bid that ends in a number they own.

Despite playing this quite a lot no-one has determined a winning strategy yet. Everyone seems to win their fair share of games. Yet the game certainly has strategy to it.

Tel won the first game by having enough carrots to ensure getting the last 5 cards. The second was moire interesting as Paul quickly got 1-5 and Boog collecting 6-0, things tended to very expensive ealry. Boog eventually won through with Paul grabbing 2nd place

Great filler for the end of the night ( or down the pub) playing a round in about 15 mins.

Final Scores
Tel 21, Boog 18, Paul 13
Tel 11, Boog 21, Paul 17

Ratings / 10
all scored it 8
 
Scores: Tel 21, Boog 18, Paul 13
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel

Don

Scores: Boog 21, Paul 17, Tel 11
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 102, Paul 60
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 129, Paul 77
Ratings: Tel 7, Paul 7
Winner(s): Tel

San Marco

A temporary change of night meant a low turn out this week of only three. This gave us chance however to pull out another 3-4 player game this time being San Marco. Both Paul and Boog had played it once before but Tel hadnt so a quick run through of the rules was needed. The board shows the 6 districts of Venice divided by the canals. The aim of the game is to have the most influence (wooden cubes) in a district when the Doge comes to visit. There are cards which allow players to put cubes into an area, build bridges over the canal, swap a cube in any district for one of their own, remove a number determined by a dice roll of cubes from a district or to move the Doge and hence trigger a scoring of one district. To determine what cards each player gets one player draws a combination of the action cards described above and number cards. He then splits them into three piles, with the other two players getting first choice of these piles. The number cards detremine the length of the game. There are three passages to a game, each passage ends when someone collects cards worth 10 points.

As is becoming traditional within the group, about 3/4 of the way through the game we discovered that we were playing it wrong. On the initial read through of the rules the concept of rounds and passages became confused and we played the game with one player splitting the cards for all rounds of a passage, in reality this should change every round.

Tel got to split the piles for the first passage and as he hadnt played the game before immediately shot himself in the foot by bad splitting of the cards. By the time hed worked out what was going on Paul and Boog had gained control of the board between them. Not many Doges came visiting in the first passage so at the end of the first passage Paul had only had a small lead from Boog with Tel trailing but he had bettrer board position after a good roll on a banishment.

Into the second passage and Paul had the task of splitting the cards. Boog was unlucky rolling a 1 on a banishmnet roll after taking a big hit to get it. Tel managed to gain complete control of 1 area and managed to score quite heavily on it for a couple of rounds. Paul having last choice managed to maintain control over much of the board but was not scoring as big. By the end of the second passage Paul still had a small lead but now from Tel with Boog languishing in third.

Onto the third passage and Boog splitting the cards. Paul was getting first pick each turn and it was at this point we realised we were playing it wrong. With Paul guaranteed to get first pick he could comfortably ensure that nobody could do too much to disrupt his control. With the proper rules this would not have been the case and made for a more exciting finish. As it was the Boog managed to wrest contol of a couple of areas away from Paul but it was not enough and Paul took a comfortable win, with Tel bringing up the rear.

A nice game that causes much gnashing of teeth as players try to firsat split the cards well, and then try and decide which pile to take. The game played at just under two hours but that was with references to the rules. We are all keen to play this again with the proper rules.

Final Scores
Paul 80, Boog 72, Tel 65

Rating / 10
Paul 8, Boog 7, Tel 7
 
Scores: Paul 80, Boog 72, Tel 65
Ratings: Paul 8, Boog 7, Tel 7
Winner(s): Paul


26-Feb-2002All month
 
Carcassonne

This game is a great game to play but a pig to write up. Tel spent most of the game building two big cities, one got finished but not before everyone except Paul had found a way in, the second one was never going to finish. Paul scored a few small towns and roads and 1 clositer that scored him 9 points as soon as it was played. Steve and Boog seem to grab most of the cloisters between them, with Boog also going early and heavily for the Farmer strategy. Despite playing the River expansion which splits the fields up, it was his farmers that eventually won the game.

Final Scores
Boog 80, Steve 75, Paul 69, Tel 57

Ratings / 10
8s all round
 
Scores: Boog 80, Steve 75, Paul 69, Tel 57
Ratings: Boog 8, Steve 8, Paul 8, Tel 8
Winner(s): Boog

David and Goliath

Finished the evening with the, low wins highest card, highest card wins the rest, trick taking game. Because you only score face value for cards where you have only won one or two cards in that colour, it is often very difficult to determine who is likely to win, as a bad last hand can ruin a score.

Possibly because this was the last game of four in a busy session, this was not as vicious as previous games. In previous games everyone seemed intent on ruining everyone elses score often at the expense of their own score. The game didnt play this way with only a couple of hands getting nasty ( Boog has threatened to spend the whole of the next game in a vendetta against Steve - which should be fun). Tel managed to quietly accumulate a reasonable score in the first round. Everyone complained of a bad hand in the 2nd round. Paul looked favourite for the round going into the last hand, however the fates transpired against him as he won the last round spoiling his score, Steve also won with the lowest card taking a high card he didnt want. This gave Boog the round but Tel won the game by a large margin from Steve, Paul and Boog all close together.

Paul scored the game down due to the lack of nastiness, but it didnt seem to detract from the game for everyone else.
Scores
Tel 57 + 38 = 95
Steve 37 + 26 = 63
Paul 35 + 27 = 62
Boog 19 + 40 = 59

Final Ratings
Tel 8, Steve 8, Paul 6, Boog 8
 
Scores: Tel 95, Steve 63, Paul 62, Boog 59
Ratings: Tel 8, Steve 8, Paul 6, Boog 8
Winner(s): Tel

Mississippi Queen

The night was started with Mississippi Queen, the race game where players are allowed gentle acceleration, braking and turns for free but need to decide when to use the limited amount of coal to make those more aggressive moves.

It immediately became clear that Steve had never driven one of these steamboats before when his first move was a sideways one. Everyone else steamed into the distance leaving Steve gently cruising round the first few bends. Tel who was trail blazing was having problems navigating the river with 6 right turns on the trot. This gave Paul and Boog the chance to catch up as they had more time to plan ahead for these tight turns.

As the three leaders slowed down to pickup their passengers a speeding Steve, who already had his full compliment of passengers, shot past them full pelt. It was now just a case of whether the bends of the river could defeat him. Tel piled the coal on in vain to try and catch, with Paul trying to slingshot his way round one of the larger islands. Steve came home by the proverbial country mile, with Tel comfortably in second from Paul. Boog decided to end it all by causing carnage at the last pickup point by ramming the passengers.

This played much quicker than our first attempt coming in around the 40 minutes mark. Although the Boog is still not convinced about this game the rest of us thoroughly enjoyed it.

Positions
Steve , Tel, Paul, Boog

Ratings / 10

Steve 8, Tel 8, Paul 8, Boog 7
 
Scores: Tel , Steve , Boog , Paul
Ratings: Tel 8, Steve 8, Boog 7, Paul 8
Winner(s): Steve

Web of Power

After discovering that we had been playing this wrong so far we decided to try it with the correct rules. We had been playing that a player had to declare all the cards he was re-stocking his cards with before actually taking the cards, however this is not in the rules. The correct ruling allows for more tactical selection of cards producing more wild cards.

Franken and Bayern were the first two countries to be opened up. Bayern eventually falling under the influence of Tel with Franken being claimed by Boog with a little help from an open wildcard most turns. As the first round drew to a close the first scoring phase saw a very close contest with the four of us having consecutive scores. The second round opened with a scramble for Frankriech. Steve managed to grab the last cloister and advisor, which cost Paul 15 points and ultimately the game. Boog continued to specialise in the northeast of the board, with everyone alse spread across the whole board, and it the advisors in this area that won him the game. Despite trailing after the clositer scoring he came through strong on with his advisors, plus a 4 point chain and the victory was his. Steve and Paul tied for second with Tel languishing in last having scored no advisors.

The game was quicker using the correct rules as you get through the deck quicker but it did produce a much lower scores. Everyone still enjoys this game which is the groups 2nd most played game bought at Essen 2000 after Carcassone.

Final Scores
Boog 49, Paul 42, Steve 42, Tel 39

Ratings / 10
8s all round
 
Scores: Boog 49, Steve 42, Paul 42, Tel 39
Ratings: Boog 8, Steve 8, Paul 8, Tel 8
Winner(s): Boog


01-Mar-2002All month
 
Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel


05-Mar-2002All month
 
Carcassonne

This was a very strange game. Kev who was amazingly playing his first game of Carcassone seemed to be drawing all the city tiles he needed. Steve seemed intent on building the road to nowhere as he laid road tile after road tile. Tel finished a couple of small cities and roads early on but then got over ambitious trying to build a couple of monster cities, that never finished. Paul built a couple of early cities and roads then invested heavily in Farmers. But Andy had the strangest experience. Despite getting plenty of meeple on the board early on roads, cities and cloisters, he didnt score any points or get any men back until laying his very last tile when he completed a city. Kev had built a considerable lead as we went into the final scoring, but Pauls multitude of Farmers dragged him back and won him the game. Kev comfortably held onto second with Tel, Steve and Andy fairly closely bunched at the back.

Im a huge fan of Carcassone and play it whenever possible with whoever possible. However a two player game plays vastly different to a 5 player. Where the two player version has attack and counter attack, with lots of spoiler tactics, the 5 player sees players more interested in furthering their own cause rather than spoiling other players scoring chances. The game today was as usual highly rated with Kev in his first game giving a rating of 9/10

Final Scores
Paul 56, Kev 50, Tel 44, Steve 43, Andy 40

Ratings / 10
Paul 8, Kev 9, Tel 8, Steve 8, Andy 7
 
Scores: Paul 56, Kev 50, Tel 44, Steve 43, Andy 40
Ratings: Paul 8, Kev 9, Tel 8, Steve 8, Andy 7
Winner(s): Paul

Lost Cities

Scores: Paul 80, Tel 78
Ratings: Paul 7, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 67, Tel 41
Ratings: Paul 7, Tel 7
Winner(s): Paul

Perudo

Scores: Paul , Andy , Tel
Ratings: Paul 7, Andy 7, Tel 7
Winner(s): Tel

Taj Mahal

Taj Mahal received awful scores from all of us the first time we played it, but over the 3 or 4 plays its had the ratings have steadily increased. The board is split into 12 territories, all of which contain room for 4 buildings. 1 of the territories also contains Agra allowing for a 5th building and this territory is the last to be played for. Tiles numbered 1-11 are then randomnly distributed amongst the first 11 territories with the 12 tile going to Agra. These tiles show the order that the territories will be resolved, they also contain 1 or 2 commodities that are used for scoring.

Each player starts with 6 cards. These cards contain 2 from 6 symbols Elephants, Vizier, and 4 different people. The cards are also coloured. Play goes clockwise round the table with each player having the choice of playing a card or dropping out. If they play a card it must match the colour of the cards they have already played this round. When a player decides to drop out they compare their cards with everyone still left in the auction. If they hold more of any of the 6 symbols then anyone else they have won influence in that spehere for this territory. The four people allow them to build a building on one of the 4 unoccupied sites it also wins them a token of that person, the Vizier allows them to build on any of the four sites even oif its occupied and the Elephants wins the tile and commodities on it. The 2 tokens of the same person are swapped at the end of that turn for a special card which the player can use once per territory while they hold the card.

There are 4 ways of scoring, whenever a player wins a commodity they score 1 point for each instance of that commodity they own. At the end of the turn when a player placed a building they score for any chain made. A chain is a unbroken collection of like coloured buildings along a road. It scores for the number of territories passed through minus 1. One of the special cards grants a 2 points whenever played. Some of the building sites contain bonus chits claimed by whoever builds there , these chits can either grant the player 2 points an extra card or be a commodity. Lastly, at the end of the game each player scores for the number of cards in his most common colour. **When a player builds in a territory they score 1 point for that territory however we discovered this after the game, so not suprisingly, for our group, we were playing the game wrong.**

Kev was at a disadvantage having never played the game before. Weve found that its takes at least half a game before the mechanism of the game becomes clear. Despite the rest of us having played the game before nobody was confident of knowing how to win the game. Steve got off to an early lead building a chain of buildings. By the 4th round Andy and Steve had the 4 special cards split between them. Paul was struggling, frequently withdrawing immeditaly for an extra card or having to drop out of auctions for no gain. Half way through the game he had only 1 building on the board. After a slow start, Andy was managing to get palaces on the board but couldnt manage to link them into chains. He did manage to pull off an inspired bluff at one point though, convincing Kev that he had a hand full of yellow cards after having actually played his last one. This netted him most of the goodies on offer that round. Steve maintained his lead throughout the game, due in part to him maintaining the +2 point special card for most of the game. Tel made a break from the pack in an attempt to catch Steve, by building a chain of his own and winning a couple of commodities along the way. Andy claimed the +4 point chit in Agra with Steve taking the elephants. This, and frequently playing a card to allow him to play the +2 card, had depleted Steves hand down to 2 cards of different colours hence only 1 point for the cards. Tel had 9 cards of the same colour bringing the scores to 40 to 39, Steve had managed to hang on by a single point. Paul scored 10 for the cards in his hand, more than doubling his score to 18, Andy also scored 18. Despite numerous calls of At least Im not last during the game, Kev finally came in last with 15.

When I first played Taj Mahal I hated it so much I only rated it a 3. But the game has grown on me. I still dont have much of a clue as to how to play the game properly, but at least I can now see what the game is about. The game played in 90 minutes with 5 of us, and with ratings of 8s all round everyone thoroughly enjoyed the experience.

Final Scores
Steve 40, Tel 39, Paul 18, Andy 18, Kev 15.

Ratings / 10
8s all round
 
Scores: Steve 40, Tel 39, Paul 18, Andy 18, Kev 15
Ratings: Steve 8, Tel 8, Paul 8, Andy 8, Kev 8
Winner(s): Steve


07-Mar-2002All month
 
Lost Cities

Scores: Paul 151, Tel 148
Ratings: Paul 8, Tel 8
Winner(s): Paul

Lost Cities

Scores: Tel 135, Paul 82
Ratings: Tel 8, Paul 7
Winner(s): Tel


11-Mar-2002All month
 
Lost Cities

Scores: Tel 145, Paul 43
Ratings: Tel 7, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 136, Paul 112
Ratings: Tel 7, Paul 7
Winner(s): Tel


12-Mar-2002All month
 
Dragon's Gold

The aim of Dragons Gold is to end the game with the most valuable horde of treasure claimed from killing dragons. The game starts with four dragons. Each dragon has a strength (5 - 10), a visible number of treasures and a hidden number of treasures. Each player has four characters they use to defeat the dragons. Each turn, he lays one character next to a dragon. Each character has a strength from 1-4, once there are characters with a combined strength larger than the dragons, it is dead. The hidden treasure is now produced, then all players involved in the killing have 1 minute to agree on how the treasure will be divided. If they cant agree the treasure is lost.

If a wizard is involved in the killing, and its players owner receives a red treasure then they also get a special power card (magic item). If a thief is involved in a killing then the owning player gets to randomly steal a treasure from any player involved in that killing, if there is a wizard and thief from the same player then that player gets to look and decide which treasure he wants to steal. The treasures score in different ways, some score per piece (red,gold,silver), others only if you have the most of that colour (blue,green,purple,white,yellow) or a set of colours. However, owning the black treasure at the end of the game renders this 2nd group worthless but is worth 15 points itself.

This was only our second playing of Dragons Gold and nearly a year since the first game. The group seemed to be in a very generous mood with no treasure being lost. Despite it being on the play screens most of us missed that there is a different distribution of the treasures, so no one batted an eyelid when Andy picked up 2 of the very rare white treasures early on. Because every dragon was divied up everyone was getting their fair share of treasures. Everyone seemed happy with the treasures to the extent that when the market came up and we got one minute of free trading - nobody used it. The Black diamond came up fairly late in the game but did come bundled with a few gold and silver tokens. Tel took the Black diamond and all the gold and silver that came with it.

In the final reckoning Andy had the majority in two colours, Paul and Boog in 1 each and Oggie having to make do with half a share of the fifth colour. The two colour majority only just won the game from Paul who tried to claim a win after miscounting.

The game seemed more fun this time around and although coming in at just under 90 mins seemed quite quick in playing.

Final Scores
Andy 42, Paul 41, Tel 39, Boog 37, Oggie 32

Ratings / 10
Andy 8, Paul 7, Tel 7, Boog 7, Oggie 7
 
Scores: Andy 42, Paul 41, Tel 39, Boog 37, Oggie 32
Ratings: Andy 8, Paul 7, Tel 7, Boog 7, Oggie 7
Winner(s): Andy

Formula Motor Racing

We ended the night with 2 races of the Knizia card game Formula Motor Racing. Each player has two cars in the race and plays cards to alter the order of the cars with the ultimate aim of winning the race. Unlike true motor racing the strategy (at least in our group) is not to try and hit the front too early. Players are looking to try and jockey for position to be in as strong a position as possible without looking like a threat and attracting the negative effect cards.

In the first game Paul managed this best, not taking the lead until the last card of the race. In the second race Oggie and Pauls first cars crashed out early, despite only having 1 car to concentrate on Oggie soon found himself at the rear of the pack. Desperate to reduce the field size he played a spin out card. He rolled the dice and rolled his own car, luckily for him he was allowed 1 re-roll which of course he used to roll the same number again. As Oggie trudged disconsolately back to the pits cheering on the non-player, the rest of us got down to the effort of trying to win the race. Oggie got some satisfaction in seeing the non-player win the race, but Paul finished high enough to secure the championship.

Final Scores
Paul 14, Boog 9, Tel 8, Andy 7, Oggie 2

Ratings / 10
Paul 7, Boog 7, Tel 7, Andy 7, Oggie 6
 
Scores: Paul 14, Tel 8, Boog 8, Andy 7, Oggie 2
Ratings: Paul 7, Tel 7, Boog 7, Andy 7, Oggie 6
Winner(s): Paul

Lost Cities

Scores: Tel 96, Paul 61
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 142, Paul 73
Ratings: Tel 8, Paul 7
Winner(s): Tel

Metro

Another game that hadnt hit the table for a while. Players are building the Paris underground but with an agenda to try and ensure the longest routes start at their own stations.

The Boog declared before this game that although he enjoys the game he is hopeless at it. Andy started as he meant to continue by diverting a number of other peoples tracks for low scores. Oggie scored a reasonably big track early on so everyone made sure he didnt score too many more. Everyone started to catch up as their tracks were finished except the Boog who managed to keep his stations open. As we went into the last round of tile placement Boog was 20 points behind the next player and 30 behind the leader, but the tiles were kind to him and he scored 70 points from the last 5 tiles, to take the game in emphatic style, hopeless indeed.

We play Metro as a very light game that plays in about 30 minutes regardless of how many are playing.

Final Score
Boog 73, Tel 44, Oggie 43, Paul 40, Andy 33

Ratings / 10
Boog 7, Tel 8, Oggie 8, Paul 8, Andy 6
 
Scores: Boog 73, Tel 44, Oggie 43, Paul 40, Andy 33
Ratings: Boog 7, Tel 8, Oggie 8, Paul 8, Andy 6
Winner(s): Boog


15-Mar-2002All month
 
Lost Cities

Scores: Paul , Tel
Ratings: Paul 7, Tel 7
Winner(s): Tel

Lost Cities

Scores: Paul , Tel
Ratings: Paul 8, Tel 7
Winner(s): Paul


19-Mar-2002All month
 
Don

The evening started with a quick game of Don. The auction game where players are trying to amass cards of the same colour, but are not allowed to bid any numbers that end in a number they already own.

The game started with the first three auctions being won by different players. Steve and Boog had both won their second auctions before either Tel or Andy had bought anything. As the last auction came up the colours matched Boogs - if he could win this auction the game was his. Both he and Tel had a stack of cash in front of them. Boog started with a conservative 10 , Tel then bet the lot, all 24. Boog quickly counted his pile to find that he also had 24 so couldnt beat the bid. Tel had won, but only just because Andy had the majority of 4s he got all the winning bid,this gave him 2 extra VP to finish just a point behind Tel with Paul just one point back from Andy.

A gentle introduction in to the evening with a game that doesnt cause too many headaches but is good fun.

Final Scores
Tel 13, Andy 12, Paul 11, Boog 6, Steve 5

Ratings / 10
Tel 8, Andy 7, Paul 7, Boog 7, Steve 7
 
Scores: Tel 13, Andy 12, Paul 11, Boog 6, Steve 5
Ratings: Tel 8, Andy 7, Paul 7, Boog 7, Steve 7
Winner(s): Tel

Lost Cities

Scores: Paul 162, Tel 146
Ratings: Paul 8, Tel 8
Winner(s): Paul

Lost Cities

Scores: Paul 128, Tel 93
Ratings: Paul 8, Tel 7
Winner(s): Paul

Nicht die Bohn

We finished with one hand of Nicht de Bohn. A great little filler of a game that allows people to try to really screw up other players. Each of the 4 colours has the same 15 cards and at the end of the game a player scores for each colour. The numbered cards (1 - 10) score at face value, the zero card cancels this players score in this colour, the x2 card doubles the score and each -1 card multiplies the score by -1. Play starts in each round with the starting player playing a card face up. All the other players then simultaneously play a card. The starting player takes whichever card he wants apart from the starting card. The Player who played the card chosen, gets to choose next, and so forth. The last player gets the starting card and becomes the starting player for the next round.

The secret of winning this game in our group is to not score too heavily unless you can be certain that your scores cant be negatived or zeroed by the rest of the crowd. While everyone was busy trashing each others scores, Boog managed to quietly acquire a reasonable score spread over the 4 colours.

A fun game even for Tel who would have got a bigger score by not playing.

Final Scores
Boog 59, Paul 38, Andy 34, Steve 11, Tel -15

Ratings / 10
Boog 9, Paul 7, Andy 7, Steve 8, Tel 7
 
Scores: Boog 59, Paul 38, Andy 34, Steve 11, Tel -15
Ratings: Boog 9, Paul 7, Andy 7, Steve 8, Tel 7
Winner(s): Boog

Vinci

We then launched into the big game of the evening. Vinci is a civilisation building game that usually plays in between 90 mins and 2 hours. Each civilisation has 2 abilities, players expand their civilisations scoring points for the number of territories they control. Once they think a civilistion has outlived its usefulness they can put it into decline and choose a new civlisation to start. The abilities of the civilisations include giving more people, increasing attack or defense and scoring more points for certain territories. This was our first play with the 2nd edition rules. The cleaned up rules highlighted a few things wed been doing wrong.

From the initial setup of civilisation tiles there was a peach of a combo in postion 1. For the first time in as long as we can remember, Paul got a high dice roll to win the honour of going first. He took the strong combo and got off to a flyer. Steve went into decline after just one turn and with his second civ wiped Tel off the board forcing him into decline. Eventually Pauls civ drew too much attention and everyone turned on him and trashed his civ, but not before hed got himself over a third of the way to the target score of 100. Andy had acquired a civ with specialised fortification, this allowed him to quickly make each territory he owned more difficult to capture. He conquered the South West corner of the board with this combo. Since the fortification survived when the civ went into decline this area scored heavily for him. Andy looked certain to win, so the rest of the players trashed his civ. This allowed Steve to catch up. Hed been been alternating his civs in the North West and South East of the board.

The Score lay at Steve on 98 and Andy on 97. Andy was in decline so was able to come onto the board with a new civ, whilst Steves civ had been split up and suffering loss of cohesion. Andys new civ came on the board to score him 10 points. Steve now had 1 last turn to win the game. However his scattered civ was in disarray and the best he could do was to go into decline to score just 3 points. Boog managed a big score on his last turn, but not enough to drag him out of last place.

I thoroughly enjoy this game. Because every civ has different strengths each game is different, players have to employ different strategies during each game. Tonights game took 2 hours to play.

Final Scores
Andy 107, Steve 101, Tel 97, Paul 92, Boog 87

Ratings / 10
Andy 9, Steve 8, Tel 9, Paul 8, Boog 8
 
Scores: Andy 107, Steve 101, Tel 97, Paul 92, Boog 87
Ratings: Andy 9, Steve 8, Tel 9, Paul 8, Boog 8
Winner(s): Andy


24-Mar-2002All month
 
Medina

Our last game of the day was Medina. A clever game and again the product of last yearís trip to Essen where the aim is to rebuild the city of Medina. The point scoring system is varied with no obvious dominant strategy to winning the game. Each player can occupy each of four building types (one time only) and bonus points are awarded for building sections adjacent to the city walls and the meeple trail within. Bonus points are also awarded for having the largest building of each type, or by having the last building joined to one of the four corner towers via a wall section.

The final scores & ratings were:

Tel 49 (8/10), Paul 20 (8/10), Oggie 34 (7/10) and Andy 41 (8/10)
 
Scores: Tel 49, Andy 41, Oggie 34, Paul 20
Ratings: Tel 8, Andy 8, Oggie 7, Paul 8
Winner(s): Tel

Tenjo

Another new game and one that we had been waiting to play since purchased at Essen in 2001. Tenjo is a war game set in feudal Japan where players vie with each other to become Shogun. The game utilises a large game board and has some very high quality components. I should say before going any further that we are not experienced with games of this type so we spent a lot of time interpreting the rules. We also made a couple of mistakes when playing but just accepted the end result as it would have been too complicated to go back.

So where to start, this is a big ambitious game that promises a number of strategies with a fairly small number of rules. Each player starts with two castles, 3 family members (used to secure alliances with other players), two generals (or Diamyos), 100,000 Samurai, two shadow warriors worth 25,000 Samurai each Ė highly mobile reserve troops if you like, 25,000 money (Koku) and a number of element and ring cards (powerful cards used to manoeuvre troops, or affect combat by destroying generals/troops etc.).

Troops are manoeuvred around the board in an attempt to capture resource points, opponentsí castles, gain access to new provinces and of course destroy enemy troops. A 1D10 dice roll defines the number of moves and/or attacks you have available in any given turn (a turn is one month). Combat is again resolved using a dice role (1D20), but it is possible to weight the outcome in your favour by adding combat factors to the rolls. Troop losses could be harsh and at one point I managed to roll a 1 three times in succession much to my annoyance.

All of the castles are located around the edge of the board, so players can be spread apart initially. This did mean that it took several months before the first battle occurred as players were simply trying to gain position and hopefully also claim one or more of the 5 resource points in the middle of the board.

Occupying the resource points provided a regular monthly income (or additional Samurai). Failure to do this early on could mean that you would not have enough Koku to pay your castle maintenance at the end of the year (causing troops to desert/starve in proportion to the shortfall). However we found that combat over these was almost non-existent.

Every 12 months, there is an end of year sequence to run through. In truth we only achieved this once before ending the game. We had planned on playing the game for 1.5 hours but we had only completed the first 7 month of play by then, so we decided to end the game after 12 months (after 4 hours of play!!!).

We found that the Element/ring cards to be generally game altering in magnitude and cause several amusing moments during play. If anything they could be very harsh on the players and one player went from launching a devastating attack a castle to losing both his Diamyos (and as a result losing both his castles and all his wealth) in the space of a few minutes. The end of year event cards could also be just as harsh.

Generally itís hard for us to assess the game overall, and a lot of the mechanics were compressed into the last few months (in fact 3 out of the 4 players became Ronin as a result of playing the element/ring cards). Timing would seem to be everything in Tenjo, attack too soon and you could lose a Diamyo or even a castle in the long run. All of us felt that the game was way too slow, but we also felt that we would give it another go since some of the mechanics were quite enjoyable.

Too much down time gave this game a low score in the end and everyone scored it 5/10. Final results were:

Tel 540,000, Paul 818,000, Oggie 642,000 and Andy 72,000
 
Scores: Paul 818000, Oggie 642000, Tel 540000, Andy 72000
Ratings: Paul 5, Oggie 5, Tel 5, Andy 5
Winner(s): Paul

Very Clever Pipe Game

This was the first game of the day to hit the table and also the first time it had been played by the group. Recently republished (we were playing the republished version), the game is a pipe-laying game but with a couple of variants both as a two or four player game.

We played the most complicated version of combined pipes and fields with each player choosing one of the following: black pipes, white pipes, light fields or dark fields. The mechanism for this is interesting with the each player being dealt nine cards, and then each player in turn openly chooses one of the four pipe/fields to go for. They then discard four of their nine cards (these were reshuffled into the draw pile). Of course the last player has no choice of what to go for but they still get to choose which cards to keep.

The cards are oblong in shape and are played into a Ďvirtualí grid either horizontally or vertically. The only rule for this is that when placing cards adjacent to each other that like colour pipes must be joined. At no time are you forced to lay cards next to each other but they must be placed in such a way that they could later be joined to other groups of cards.

Play proceeds in the usual way with each player placing a card into the grid in turn and drawing a replacement card from the draw pile. Once all the cards are drawn, play continues until all cards have been played. The aim of the game is to either:

Complete a pipe system in the chosen colour.
Enclose a field with the field of the opposite colour (pipes are ignored for this purpose and that orthogonal enclosure is the norm).

Completed pipes/fields are removed from the board and count as one point/card at the end of the game. The person with the most points wins. Because of how the cards are placed itís possible to have a square enclosed by the cards. If this occurs then this is considered to be a pillar and counts as closure for pipes or as an enclosure for fields.

A very tactical game and one that typically appeals to us as by removing completed pipes/fields you can really upset your opponentsí plans. File scores/ratings were as follows:

Tel 14 (7/10)
Paul 7 (7/10)
Oggie 6 (4/10)
Andy 8 (7/10)
 
Scores: Tel 14, Andy 8, Paul 7, Oggie 4
Ratings: Tel 7, Andy 7, Paul 7, Oggie 6
Winner(s): Tel


26-Mar-2002All month
 
Euphrates & Tigris

Since there were four of us tonight it was the perfect opportunity to dust off E+T. This tremendous game does not get played anywhere near enough, mainly due to our one foray as a three player being a big disapointment, hence we only play this with four.

Each player is trying to amass influence along the banks of the rivers Tigris and Euphrates. There are 4 spheres of influence in the game represented by different colours and the winner is the player at the end of the game with the most complete sets of VPs ie 1 in each colour. Each player starts with a leader in each of the 4 colours and 6 random tiles. On their turn a player has two actions comprised of: playing a tile, playing/moving a leader, playing a catastrophe or exchange someof there tiles. Whenever a tile is played into a kingdom containing a leader of the same colour, the owner of the leader scores 1 VP in that colour. Whenever two leaders of the same colour are in the same kingdom a battle occurs resulting in one of the leaders being removed from the board. Battles are resolved by comparing influence on the board plus support made from a players 6 tile hand. The victor also gains victory points. If a tile is placed to produce four similar tiles in a square then these four tiles can be converted into a VP generating temple. There are 10 treasures scattered throughout the land when captured these are worth a VP in any colour. When there are only two of these left the game ends.

Paul, Tel and Steve each started in a corner of the board, with Andy setting up base in the middle of the board. Steve and Tel spent most of the game expanding their little kingdoms, not venturing too far from their respective first tiles, to the extent that Tels Black leader never moved after being the first piece he put on the board. Andy and Paul spent more time moving there Leader trying to exploit the board. Andy played an early catastrophe tile to prevent Paul building an early temple. Andy seemed to be winning many small skirmishes and picking up a lot of red VPs on the way. Pauls tactics seemed to backfire at one point when all his leaders were sat by the board waiting to get back on, without leaders on the board he couldnt score any VPs.

Into the endgame and Andy and Tel were both picking up plenty of VPs from temples but only in 3 colours. Steve put on a late surge grabbing a VP in each colour 2 turns running, while Paul seemed to be regularly picking up a single black but little else. Andy made a bid to end the game by joining Tels and Steves kingdoms together. Despite being favourite to win the battle, Tel let Steve take the win forcing the kingdoms to be re-split continuing the game. Tel then grabbed a couple of blues tokens ( his weakest colour) on his turn. Andy tried to finish the game again on his turn by again connecting the same two kingdoms, this time Tel won the battle to ensure the kingdoms remained connected and claiming the treasure that ended the game. The 2 blues on his last turn won Tel the game, Steve late surge had pulled him into second with Andy taking third.

Although the game took 2 hours to play the time seemed to fly by. The game does require plenty of thought to especially when decide the consequences of initiating battle. A very enjoyable game reflected in the marks given.

Final Scores
Tel 8, Steve 7, Andy 6, Paul 5

Ratings / 10
Tel 9, Steve 8, Andy 8, Paul 8
 
Scores: Tel 8, Steve 7, Andy 6, Paul 5
Ratings: Tel 9, Steve 8, Andy 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Tel 87, Paul 65
Ratings: Tel 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Tel 138, Paul 72
Ratings: Tel 8, Paul 7
Winner(s): Tel

Wyatt Earp

Finished the night with two hands of Wyatt Earp. One of the mystery rummy type games. There are 7 outlaws to be caught and pleyers play cards to either add capture points to that outlaw, or Sheriff cards which usually increase the value of the reward for an outlaw. At the end of the hand ( triggered by someone running out of cards) the capture points for each outlaw are totalled to determine if they were caught. If they are then the reward money is split between the players making significant contibutions towards the capture.

The game was not as vicious as our previous playing. One of the cards, Hideout, allows a player to cancel the effects of another player towards one outlaw. Throughout the two hands only one of the were successfully played and I think only 1 other was attempted to be played. Similarly a card was stolen from another player (via another Sheriff card) only twice. Steve appeared to have the monopoly on Wyatt Earp cards allowing him to regularly draw extra cards. Hence it was no surprise to find Steve leading after the first hand. Into the 2nd hand and this time it was Andy drawing the Wyatt Earps, however Steve got a kind draw with allowed him to finish the game quite early.

Steve stormed the game almost managing to double Pauls and Tels score who tied for second. We did play this slightly wrong (no surprise there) not playing the Wyatt Earp card to its full potential. The game played at about 15 mins a hand once wed go the rules sorted out.

Final Scores
Steve 17, Tel 9, Paul 9, Andy 7

Ratings / 10
Steve 7, Tel 7, Paul 7, Andy 6
 
Scores: Steve 17, Paul 9, Tel 9, Andy 7
Ratings: Steve 7, Paul 7, Tel 7, Andy 6
Winner(s): Steve


02-Apr-2002All month
 
6 Nimmt!

We werent sure who was going to turn up so decided to start with a quick game of 6 Nimmt. The cards are numbered 1 - 104 and score depending on how many bulls heads they have. Four cards are laid face up in the middle of the table, these start the 4 rows which will be played ascending from these start cards. Each player then plays a card face down which are all turned face up together. The cards are played in ascending order. There are 3 rules regarding placement. 1- If the card is lower then the end card in all 4 rows, that player takes all the cards in any row replacing the row with their card. 2- The card must be played adjacent to the highest card that is lower then this card. 3- If the placement of this card takes a row above 5 cards, the player takes the whole row replacing it with their card. The first player to score 65 bulls heads ends the game with the lowest score winning.

Kev and Susan hadnít seen this before, but thatís no big disadvantage in 6 Nimmt as Susan quickly showed. While Paul and Andy, both veterans of the game, averaged about 18 a hand over the 4 rounds (72 and 74), Susan averaged less then 8 to finish with 31, a score matched by Tel. Kev finished in third on 64.

6 Nimmt is not a game for the deep thinker. Your random draw of 10 cards can win or lose a game but then again so can your opponents actions. This said the game is good fun.

Final Scores
Susan 31, Tel 31, Kev 64, Paul 72, Andy 74

Ratings / 10
Paul 7, Tel 7, Kev 7, Susan 8, Andy 7
 
Scores: Andy 74, Paul 72, Kev 64, Tel 31, Susan 31
Ratings: Andy 7, Paul 7, Kev 7, Tel 7, Susan 8
Winner(s): Tel, Susan

Carcassonne

First outing for the new expansion (however Paul, Tel and Andy have played a few games on Brettspielwelt). The expansion adds 18 new tiles to the game, lap counters for the scoreboard, a large meeple for each player and the pieces to allow a 6th player. The new tiles add extra city pieces to try and finish those awkward cities. It also introduces pieces that increase the value of roads and cities but only if they are finished, rendering them worthless if left incomplete at the end of the game. The large meeple is worth two small meeple when played.

We also added the river tiles. Andy played his large meeple into the main field about half way through the game, and despite trying no-one else managed to get into the same field. Added to a couple of cloisters and a share in one of the big cities, he won the game at a canter.

Because the new tiles have slightly lighter backs than the originals we split the tiles into piles and introduced a die roll to determine which pile the next tile was coming from. This made the game very cumbersome, next time all the tiles will be drawn from a bag.

The new tiles do bring a little variety to the game but for me the big advantage is that there are more tiles available in a 5 player game giving players a few more turns and options. A few of the tiles, especially those with a Cathedral on, introduce more screw your neighbour options, always welcome when playing in a cut-throat manner.

Final Scores
Andy 97, Paul 63, Tel 61 Kev 34, Susan 28

Ratings / 10
Andy 9, Paul 7, Tel 8, Kev 8, Susan 8
 
Scores: Andy 97, Paul 63, Tel 61, Kev 34, Susan 28
Ratings: Andy 9, Paul 7, Tel 8, Kev 8, Susan 8
Winner(s): Andy

Lost Cities

Scores: Tel 140, Paul 73
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 173, Paul 125
Ratings: Tel 8, Paul 7
Winner(s): Tel

Pit

This game can be summarised in one word - Chaos. We played the advanced version, using the bull and bear cards. A set of 9 cards for each player are shuffled together along with a bull card and a bear card. These are then dealt out so that 2 players have 10 cards and the others have 9. After a couple of seconds to assess your hand the market begins with a ring of the bell. Chaos ensues as players frantically try to trade cards with other players. The aim is to try and collect a set of cards. Trades must be between 1 and 4 cards of an undisclosed set and must be made for a like number of cards with another player. Once someone has a set they end the market by another ring of the bell. Scoring then occurs, the player gathering the set scores the value of that set. Whoever is left holding the bear scores -20. The bull can be used as a wild card to make up a set, or if the player has 10 cards doubles the value of the set if it is held in addition to a 9 card set. However, it scores -20 in a non winning players hand. No player can close the market if they have the bear card.

Id like to tell you what happened in the game, but all I can remember is being made deaf by Kevs constant shout of TWO!, and not wanting to trade with Andy after giving him the bear.

A very light, fun and VERY loud game which gets a rave review from all.

Final Scores
Susan 205, Paul 75, Tel 65, Kev -20, Andy -40

Ratings / 10
8s all round.
 
Scores: Susan 205, Paul 75, Tel 65, Kev -20, Andy -40
Ratings: Susan 8, Paul 8, Tel 8, Kev 8, Andy 8
Winner(s): Susan


05-Apr-2002All month
 
Lost Cities

Scores: Paul 83, Tel 49
Ratings: Paul 7, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 142, Tel 68
Ratings: Paul 8, Tel 7
Winner(s): Paul


09-Apr-2002All month
 
Don

Kev was running late so we played a quick game of Don while waiting for him.

Paul adopted his usual tactic of buying the first card. There seemed to be two tactics at play in this game. Andy and Tel seemed intent on buying cards, while Steve and Paul seemed intent on acquiring as much money as possible. So with about 3/4 of the game gone Andy and Tel were both struggling for cash but had most of the numbers covered between them while Paul and Steve had plenty of cash but were thin on the ground with cards. However things quickly changed, both Steve and Paul needed cards, so had to bid big to try and get the last few cards. These big bids found there way to Andy and Tel. Tel had enough to win the last set of cards with all the cash going to Andy. Tel won the game with a respectable 24, Andy finished in second ending the game with about 2/3 of the cash. Steve won the battle of the money hoarders ending with less cash but more points than Paul.

A great filler playing in about 20 minutes.

Final Scores
Tel 24, Andy 13, Steve 7, Paul 5

Ratings / 10
7 for everyone
 
Scores: Tel 24, Andy 13, Steve 8, Paul 5
Ratings: Tel 7, Andy 7, Steve 7, Paul 7
Winner(s): Tel

Showmanager

This game shall be forever remembered as the game that Andy cheated at. In Showmanager each player takes on the role of a Producer trying to put on four shows. This is done by hiring actors to fill the roles required for each of the four shows, and in Andys case by cheating.

Everyone is aiming to put the same 4 musicals on, each of which has certain roles that need filling by actors. The actors are hired from an agency who always has 4 available, costing 0,1000,2000 and 3000. Once an actor is hired a new actor is unveiled in the 3000 slot pushing the rest down in price. Instead of hiring an actor a producer may decide to put on a show. This is done by using exactly the same number of actors as a show requires - did you hear that Andy? - exactly the same number. Each actor is adept at playing certain roles and scores if they are playing one of these roles. The show can then be rated by adding the value of the actors used. At the end of the game each show is ranked compared to the other players version of the same show and points scored accordingly.

During the explanation of the rules to everyone, the rule about a show requiring exactly the correct number of actors was missed. The first few rounds played relatively quickly as players took their required actors. Tel was the first to put on a musical (Queenie) using exactly the correct numer of actors. This was quickly followed by Kev and Paul producing King Lear again using the correct number of actors. Then the villian of the piece, Andy, put on his first show (Wolf). Now Wolf only needs 3 actors, but Andy decided that this was not enough so decided that in addition to the regular 3 (high scoring) actors he was going to miscast an additional 3 actors into roles that didnt even exist. Not content with cheating once, a couple of turns later he pulled a similar scam again. The game continued for another round before frantic reading of the rules discovered the incorrect ruling that Andy was merrily exploiting. We were nearing the end of the night after a late start so decided to continue with the game despite Andys clear advantage. The later shows scored lower than the first few as a rule. At the end of the game we all had to wait for Andy to draw enough actors to complete his last show because of his earlier blatant disregard for the rules. Unsuprisingly Andy won the game by a huge margin from Kev, Paul and Tel with Steve claiming the wooden spoon.

This game does have potential but the rules misinterpretation - oops sorry Andys cheating - did detract from the game for everyone. Yet again the Piddinghoe Gamers play a game completely wrong on its first play, I cant wait to play this one again. Oh did I mention that Andy Cheated.

Final Scores
Cheat 58, Kev 42, Paul 38, Tel 34, Steve 26

Ratings / 10
Andy 7, Kev 8, Paul 8, Tel 7, Steve 7
 
Scores: Andy 58, Kev 42, Paul 38, Tel 34, Steve 26
Ratings: Andy 7, Kev 8, Paul 8, Tel 7, Steve 7
Winner(s): Andy


16-Apr-2002All month
 
Carcassonne

First outing for Carcassonne with 6 players, as the new expansion provides a 6th set of meeple in gray. Once again we started with the river expansion.

Boog after his dramatic late big score in Vabanque was obviously hoping for a similar result here with his first 4 meeple in play all being Farmers with more joining later. Of course this meant he missed out on other scoring opportunities. In fact he hadnt scored at all as the last tile was played. Oggie set out on the most ambitious city planning project of all time. It quickly attracted a Cathedral, and hence would score nothing if not finished. Andy was soon drawn to the potential big score and found a way in as did Boog. Tel was the next to be afraid of being left out closely followed by Kev. Only Steve resisted the urge to get into the city. At one point it was only 2 end tiles from completion, but a couple of tiles from Steve ensured it would never finish. The other Cathedral scored in a joint venture for Steve and Tel. Kev was amassing points by building a number of smaller cities. His last tile finished him a road with an Inn on it scoring 10 plus he put a man on a city edge. And that 1 point city won him the game. Tel and Steve tied for 2nd a point behind. Boogs farmer only strategy failed as he scored only 29 (24 from farmers) however this was enough to beat Andys 27.

Personally I prefer Carcassonne as a two player game and was a little skeptical at the downtime that would be involved in a 6 player version. We do alleviate this to an extent by allowing everyone to draw their next tile as soon as theyve played the previous one. This speeds the game up as it allows for some planning during the downtime. I was pleasantly surprised at how quickly the game seemed to be being played there was only a couple occasions where the game got bogged down during a round.

Final Scores
Kev 71, Steve 70, Tel 70, Oggie 34, Boog 29, Andy 27

Rating / 10
Kev 8, Steve 8, Tel 8, Oggie 8, Boog 7, Andy 8
 
Scores: Kev 71, Tel 70, Steve 70, Oggie 34, Boog 29, Andy 27
Ratings: Kev 8, Tel 8, Steve 8, Oggie 8, Boog 7, Andy 8
Winner(s): Kev

Guillotine

While we were waiting for everyone to turn up we played 2 quick games of Guillotine. The card game where the aim of the game is to execute the most influencial nobles. As games go they donít get much simpler. Each players turn consists of playing an action card (optional), execute the front noble card, draw an action card. There are 12 nobles in the line on each of the 3 days, each noble has a value. Whoever has the biggest total of points from the nobles at the end of the third day wins.

For the first game there was only 3 of us. The first day got prolonged a couple of times with cards being added to the end of the line. Things were fairly close at the end of the first day. Tel took the front noble on day two, Andy then played the Scarlet Pimpernel to end the day after drawing his card. On day 3 he immediately moved Robespier to the front to end the day and game. Boog didnt get to take a noble in either of the last two days.

Andy won by 5 point from Boog with Tel 2 point further back.

Steve joined for the second game. The first day played out as normal but again the 2nd and 3rd days were cut short. This time Steve had acquired enough nobles to win the game, with Andy 2nd, Tel 3rd and Boog last.

Ideal start game as each game was finished in about 10 minutes.

Final Scores (Game 1)
Andy 19, Boog 14, Tel 12

Ratings / 10
Andy 7, Boog 8, Tel 8

Final Scores (Game 2)
Steve 16, Andy 10, Tel 9, Boog 6

Ratings / 10
Steve 8, Andy 8, Tel 8, Boog 7
 
Scores: Andy 19, Boog 14, Tel 12
Ratings: Andy 7, Boog 8, Tel 8
Winner(s): Andy

Guillotine

Scores: Steve 16, Andy 10, Tel 9, Boog 6
Ratings: Steve 8, Andy 8, Tel 8, Boog 7
Winner(s): Steve

Lost Cities

Scores: Tel 121, Paul 104
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel 110, Paul 54
Ratings: Tel 8, Paul 7
Winner(s): Tel

Nicht die Bohn

We ended the night with a couple of hands of Nicht die Bohn. The Card game where the aim is to maximise your scores across four colours, trying to avoid the -ve and zero cards.

Neither Boog nor Tel had managed a win so far on the night but both scored big in the first round. Boog scoring the higher. Kev hadnt quite worked out the tactics for the game so was bemused at one point to discover he had the choice of 5 -ve cards after starting the round with an 8. Into the second round and Oggie amassed a big score but was 5 points short of catching Tel who claimed the victory. Despite only scoring 4 in the second round Boog hung on for third from Kev then Steve. Andy had the honour of the wooden spoon.

An entertaining way to end the evening, as the game does not require too much thought - although Kev tried.

Final Scores
Tel 103, Oggie 98, Boog 76, Kev 64, Steve 55, Andy 38

Ratings / 10
Tel 8, Oggie 8, Boog 8, Kev 7, Steve 8, Andy 6
 
Scores: Tel 103, Oggie 98, Boog 76, Kev 64, Steve 55, Andy 38
Ratings: Tel 8, Oggie 8, Boog 8, Kev 7, Steve 8, Andy 6
Winner(s): Tel

Vabanque

6 players for the first time in a long time. We decided on Vabanque as it plays with 6 and only takes about 40 mins to play. There are 12 casino tables which become more lucrative as the game goes on. Each player has 3 cards, a bluff card that does nothing, a doubling card that increase the value of the table and a cheat card taht will steal another players winnings. Each of the four rounds play the same way. Firstly players distribute the chips for this round between the 12 tables, then they distribute their cards face down between the tables, finally they move their playing piece and the tables are scored. Each player at a table wins the value at that table. If there are any doubling cards then the table value is multiplied by 1+number of cards . However if there is a cheat at the table then the cheat gets the money for each of its opponents at the table.

After the first round everyone had managed to win either 20 or 40 except Boog who didnt win anything. In the second round Andy got a huge win for both his player and cheat card amassing 320 points, Tel got 90, Steve 30 with Boog, Oggie and Kev failing to score. Into the third round and some of the tables were getting very inviting and attracting many cards. For the third round running Boog failed to win anything this time joined by Tel. Going into the final round Boog was 425 points behind the leader Andy, but he is starting to gain a reputation for a dramatic last round big score, and he didnt fail tonight. Despite winning 260 on the last round Andy slipped from 1st to 3rd, Boog managed an impressive 750 but had to settle for second as Oggie claimed victory taking 600 from the last round. Kev and Steve failed to trouble the banker in the last round.

Somebody remarked half way through the game that the game appeared to just involve putting chips and cards randomnly on the board, and seeing what happens. Whilst this is one approach, there is certainly scope for plenty of bluffing and the opportunity to attempt to lure someone to your cheats. A clever game that is very entertaining.

Final Scores
Oggie 840, Boog 750, Andy 685, Tel 630, Kev 200, Steve 150.

Ratings / 10
Oggie 7, Boog 8, Andy 8, Tel 8, Kev 8, Steve 7
 
Scores: Oggie 840, Boog 750, Andy 685, Tel 630, Kev 200, Steve 150
Ratings: Oggie 7, Boog 8, Andy 8, Tel 8, Kev 8, Steve 7
Winner(s): Oggie


19-Apr-2002All month
 
Lost Cities

Scores: Tel 111, Paul 70
Ratings: Tel 7, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 129, Tel 47
Ratings: Paul 8, Tel 7
Winner(s): Paul


22-Apr-2002All month
 
Lost Cities

Scores: Tel 105, Paul 46
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Paul 126, Tel 62
Ratings: Paul 8, Tel 8
Winner(s): Paul


23-Apr-2002All month
 
Citadels

No other game has polarised our group more than this one. Three of us love the game, we each have a copy of the game, whereas the other four members of the group absolutely hate it. Im one of the three that loves the game but will attempt to reflect the opinions of the others.

We tried the game last night for the first time with the new English edition. This introduces 10 new characters to the game. Eight are potential replacements for the existing characters with the other two allowing for a 9th character to be introduced. The new characters have similar abilities to the cards they replace but different enough to affect gameplay. The rules suggest changing no more than 2 characters. We replaced the Assasin with the Witch, the Warlord with the Diplomat and introduced the Queen.

The major complaint of the original version was that the player to the right of the king, gets little choice on his turn and could be stuck there for a few turns if the king got assasinated. This has been addressed with a change to the new version in that the crown still moves even if the king is assasinated.

Another complaint of the dissenters is the downtime involved in the game. This was an issue in last nights game with players taking longer than usual to select their character, but to be fair we did have somone whod never played the game before, the rest of us havent played the game in almost a year and we were playing with new characters. I agree that with 6 of us there is going to be some downtime while players choose there characters but as with all games this should decrease the more the game is played and becomes familiar.

A final complaint of the game is that it is possible to have no action on a turn if you are assainated/bewitched. Since the crown was moving around a lot more last night due to the new rules, most players had a choice of a few characters most of the time, so nobody got picked on all the time, though Boog did seem to have more bad luck than the rest of us.

As to the game, Steve and Andy set an early pace which they maintained right to the finish, Since most of the players were obviously not enjoying the game we all marked it down.

From a personal perspective I think the new characters do add to the game and have improved an already great game. Unfortunately within our group I can only see this being played again in the near future as a three player game.


Final Scores
Steve 29, Andy 26, Oggie 24, Tel 22, Kev 19, Boog 12

Ratings / 10
Steve 6, Andy 4, Oggie 5, Tel 7, Kev 2, Boog 2
 
Scores: Steve 29, Andy 26, Oggie 24, Tel 22, Kev 19, Boog 12
Ratings: Steve 6, Andy 4, Oggie 5, Tel 7, Kev 2, Boog 2
Winner(s): Steve

Once Upon a Time

Introduction of a new game to group with Once Upon a Time. Everyone is dealt a number of cards, 5 in a 6 player game, which contain items, places, characters, aspects and events that often appear in fairytales. Each player also receives an ending card which contains the last words of a fairytale. The aim of the game is for the group to tell a fairytale with each player trying to incorporate their cards into the story whilst also pushing the story towards an ending that meets their end phrase.

Now the most important thing about this game is that winning is fairly unimportant. If players were trying all out to win the game would probably be over in a couple of minutes and be a very dry experience for all. Instead everyone should try and enter into the spirit of the game and an entertaining game should ensue.

Oggie is obviously a master storyteller for at one point in the game he managed to progress the story for about 5 minutes unfortunately not managing to play a card at all in that time. Just for interest our first story was an action packed affair with kidnapping, rescues, fights and illicit affairs, whereas the second story seemed to involve somone blind permanently running either through a forest or down a road (without getting hurt).

Certainly not a game to be taken too seriously but if played in the right spirit can provide some entertaining moments and could provide light relief after a heavy game.

Just for completeness Kev and Steve completed our two stories.

Ratings / 10
Kev 7, Steve 6, Boog 4, Andy 8, Oggie 4, Tel 7
 
Scores: Tel , Oggie , Andy , Steve , Kev , Boog
Ratings: Tel 7, Oggie 4, Andy 8, Steve 6, Kev 7, Boog 4
Winner(s): Steve, Kev

Pit

We started the night with a few hands of the noisiest game of the lot - Pit. The trading game that involves everyone simultaneously trying to swap cards with other players trying to collect all 9 cards of one commodity.

Ill need to re-read the rules to determine if there is a penalty for falsely closing the market without having the required cards, not that it would have made much difference as I think we all tried it at some point. The game is supposed to be the first to 500, but after about 8 rounds we decided to call a halt on proceedings as the highest score was only 180. Im not sure if there are any tactics to this game other then being able to shout louder than everyone else and being prepared to trade whenever possible, but it is certainly a great deal of fun.

Final Scores
Tel 180, Steve 60, Boog 35, Oggie 25, Andy 20, Kev -40

Ratings / 10
Tel 9, Steve 8, Boog 9, Oggie 8, Andy 8, Kev 8
 
Scores: Tel 180, Steve 60, Boog 35, Oggie 25, Andy 20, Kev -40
Ratings: Tel 9, Steve 8, Boog 9, Oggie 8, Andy 8, Kev 8
Winner(s): Tel


26-Apr-2002All month
 
Lost Cities

Scores: Tel 93, Paul 73
Ratings: Tel 7, Paul 7
Winner(s): Tel


30-Apr-2002All month
 
Through the Desert

Its been too long since the pastel camels saw the table. The board represents a desert and is made up of Hexagons. Four of these hexagons are filled with palm trees and then a lot more are covered with tokens worth 1,2 and 3 points. Each player takes a camel in each of the pastel colours, and places the rider of his colour onto it. Players take it in turns to play these riders onto the board. Play then starts in earnest, on his turn a player may play any two camels onto the board, such that each camel is adjacent to a camel of the same colour which in turn is part of a caravan of like coloured camels including one with that players rider. The same coloured caravans of 2 players may never be connected. As a caravan touches a tree that player gains 5 points and the player collects tokens from the board as they cover them. Once all the camels of any colour are played the game is over. Players then score for any enclosed areas formed and for the longest caravan of each colour.

Initial placement got rather aggressive as 3 of the four pink camels were all clumped together in one corner of the board, allowing Oggie to steam through with another coloured camel and pick up all the 3 pointers in that area. Elsewhere Andy was concentrating on his blue while managing to work his pink camel out of the corner, Steve was picking up plenty of tokens and connecting to plenty of trees. Tel enclosed a small area in one corner and set of after the opposite corner. Into the end game and Tel had a slight advantage in one of the colours from Steve but was forced to place just this colour each turn to maintain this lead. Andy was pushing his two main colours and Oggie claiming a couple of areas. In the fnal analysis Oggie had scored enough points to claim victory, Steve claimed a surprise second despite only sharing a single longest caravan. Andys 2 longest chains was enough to take third with Tel taking his first wooden spoon of the evening.

The big draw of this game is that each game plays in about 30 mins. Granted it also takes a few minutes to setup/put away with the many pieces. It does play well with any number of players and always scores well when played by the group.

Final Scores
Oggie 64, Steve 59, Andy 58, Tel 56

Ratings / 10
8s for everyone.
 
Scores: Oggie 64, Steve 59, Andy 58, Tel 56
Ratings: Oggie 8, Steve 8, Andy 8, Tel 8
Winner(s): Oggie

Vinci

After conquering the desert in our first game we decided to try and conquer Europe in the second. In Vinci players try and introduce new civilizations into Europe. Since each civilization is detemined by two tiles they each have different abilities. The knack of the game is to be able to determine when to put a civilization into decline and start a new one.

This was the first playing of this with 6. It was also the first time Ive ever seen anyone (Paul) put his first empire into decline before it had actually got onto the board. The second edition rules state that each time a pair of tiles is passed over it gets 2 VP, the first civ was pased over 3 time making it worth 6 VP to Paul. It didnt do him any harm as he and Tel opened up an early lead, Tel scoring big due to a specialised Weapon civ that allowed him to claim an early large territory. As is traditional in Vinci the early leaders get trashed, and Boog obliged by almost wiping Tel of the board. Andy was apparently supposed to do the same to Paul but decided that Oggie looked a better target. After some very nice combos of tiles at the start of the game the rest of the game produced some real junk. Hence people were trying to hold onto dying civs for longer in the hope of seeing better tiles turn up. No one achieved this better than Andy who somehow managed to go through the whole game with only 2 Civs. Granted after 2 hours of play we called a halt to proceedings before anyone had reached the 100 point barrier. Despite being frugal with his civs Andy managed to claim a comfortable victory with Boog being his closest challenger 10 points adrift. Paul claimed 3rd from Oggie and Steve with Tel again taking last place.

The game was rated slightly lower then usual for this excellent game, this was due to excessive downtime. Most turn based games that play with 6 players are going to suffer from downtime and this was no exception. Although some planning could be made during other players turns, things often changed dramatically during the course of one round. This was still an enjoyable game but the consensus within the group seems to be that the ideal number of players is definitely less than 6.

Final Scores
Andy 90, Boog 80, Paul 76, Oggie 75, Steve 72, Tel 69

Ratings / 10
Andy 9, Boog 8, Paul 8, Oggie 6, Steve 7, Tel 7
 
Scores: Andy 90, Boog 80, Paul 76, Oggie 75, Steve 72, Tel 69
Ratings: Andy 9, Boog 8, Paul 8, Oggie 6, Steve 7, Tel 7
Winner(s): Andy


06-May-2002All month
 
Babel

Scores: Oggie 15, Tel 9
Ratings: Oggie 7, Tel 7
Winner(s): Oggie

Carcassonne

Scores: Paul 97, Tel 60, Andy 53, Steve 47, Oggie 18
Ratings: Paul 8, Tel 8, Andy 8, Steve 8, Oggie 7
Winner(s): Paul

Citadels

Our second outing with the new English cards. We broke the rules a little by replacing 3 of the originals using the Witch (we definitely prefer this to the Assasin), the Emperor, the Abbot and introducing the Artist as the ninth card.

Andy, who seems to have a bad streak of luck with this game, got off to a bad start losing a turn to the witch and losing his early 2 districts to the warlord (they were the only 1 pointers in the game at the time). He claimed vengence on one and all when he got the crown. He somehow managed to deal the Emperor face down 3 deals running to keep hold of the crown while selecting either the Warlord, or the Witch who enchanted the Warlord, and destroyed some BIG buildings. Having claimed his revenge he then knuckled down to some building. While this was going on Oggie was repeatedly given what shall be forever termed Ogdens Choice of the last 2 cards. The new cards were obviously popular as only the artist of the new cards ever made it that far.

Steve with the advantage of having second pick for a large chunk of the game managed to be the first to complete 8 districts after building 2 small districts ( with the Architect) in the last hand. Although his districts were all relatively small the bonuses for 8 districts and for all 5 colours was enough to win him the game. Paul just beat Tel for second with Andy close behind in 4th. Oggie claimed the wooden spoon.

The game seemed to play in just over the hour and was enjoyed by most, though Andy is still not keen. The new cards do add more variety to the game.

Final Scores
Steve 27, Paul 24, Tel 23, Andy 21, Oggie 18

Ratings / 10
Steve 7, Paul 7, Tel 8, Andy 5, Oggie 7
 
Scores: Steve 27, Paul 24, Tel 23, Andy 21, Oggie 18
Ratings: Steve 7, Paul 7, Tel 8, Andy 5, Oggie 7
Winner(s): Steve

Die mauer

Scores: Steve -5, Paul -41, Andy -55, Oggie -58
Ratings: Steve 5, Paul 5, Andy 5, Oggie 5
Winner(s): Steve

Don Pepe

6 mafia bosses each with 4 members of their gang are sat round a table. One member of each gang is armed with a knife and another with a gun. Situated on the table are more knives and guns, drinks, business rights and a cash register. Each player takes control of one gang and is trying to earn more money than everyone else. To achieve this they aim to keep their leader alive as long as possible, occupy the seats containing the business rights and to occupy the income doubling cash register. Each player holds five cards that can be played to do such things as shoot the character across the table, knife the character sat next to you, poison 3 drinks, place an exploding cake, move a cake, explode the cake or move a character.

Into the game and after initial placement most of the gang leaders were clustered around the two ends of the table. So not suprisingly a cake (which wipes out 3 characters around the bomb) was soon attracted to one end of the table. After a bit of juggling and Oggies leader legging it down the other end of the table it blew up taking a couple of henchmen with it. On more than one occasion carefully placed bombs found their way back to their owners before blowing them to bits. Amongst all this mass carnage Anne and Steve were amassing plenty of cash. However Steve was also attracting more than his share of the hits, and was in the end the only player to be eliminated a couple of minutes before the end of the game. This left Anne a clear run to mop up despite taking a couple of late hits and Oggie finishing strongly.

A game that got a mixed reception, Steve was not too impressed while Anne loved it. It is possible in Don Pepe to eliminate players from the game, and while in our case Steve only had to sit out about 5 minutes it is possible with a chunk of bad luck for someone to get killed off early and be sat out for the majority of this 30 mins game.

Final Scores
Anne 15, Oggie 14, Steve 10, Tel 10, Paul 7, Andy 4

Ratings / 10
Anne 8, Oggie 7, Steve 6, Tel 7, Paul 7, Andy 7
 
Scores: Anne 15, Oggie 14, Tel 10, Steve 10, Paul 7, Andy 4
Ratings: Anne 8, Oggie 7, Tel 7, Steve 6, Paul 7, Andy 7
Winner(s): Anne

Dragon Delta

This game has been described as a cross between Chinese Checkers and Roborally and it sums the game up perfectly. 6 players try to cross the middle of the board by using a program of five moves made from a set hand of cards. Having bought the German version of the game at Essen and being unable to find English rules anywhere we had to resort to translating the French Rules using one of the Web based automatic translation tools. The rules came out on the whole readable, of course this doesnt mean they were correct. However we were able to play the game according to the rules wed got.

The game started with each of us having our playing counter located in our home village. Each village is on an island, with lots of small islands between them. The aim of the game is to place stones on these small islands,connect to these stones via planks then using these bridges cross to the village opposite yours. Of course everyone is trying to do the same, so the middle of the board can get a bit frantic. To confuse matters more, each stone may only support 3 planks, there are planks of different lengths and the islands are different distances apart and the are cards that allow a player to remove a stone/plank and cards to force a player to miss a turn. If a player tries to make a move which they cant (due to pre programmed moves) they fall in the water and return to their home village.

Andy got off to a flyer getting about 2/3 of the way across on turn 1. This just meant that everyone else ensured he got no further. In the ensuing madness Steve almost got home, but again everyone conspired to ensure he couldnt finish. Andy was then forced into the water as Tel made a push for home. As he was stopped, Anne got within a whisker of winning she somehow managed to grab defeat from the jaws of victory by forgetting to step of the plank. This allowed Paul to charge through and claim the victory. After an early dunking Oggie seemed reluctant to leave the comfort of his starting village.

While I dont think this will ever make my top 5 games list (before you ask I donít know !) it certainly provided enough entertainment and required enough thought in the hour it took to play that i cant wait to play it again.

Ratings / 10
Paul 8, Tel 8, Andy 7, Anne 7, Oggie 7, Steve 6
 
Scores: Andy , Tel , Paul , Steve , Anne , Oggie
Ratings: Andy 7, Tel 8, Paul 8, Steve 6, Anne 7, Oggie 7
Winner(s): Paul

Guillotine

Scores: Steve 24, Andy 23, Oggie 18
Ratings: Steve 7, Andy 6, Oggie 6
Winner(s): Steve

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 9, Steve 9
Winner(s): Tel

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 9, Steve 9
Winner(s): Steve

Magic the Gathering

Scores: Steve , Tel
Ratings: Steve 9, Tel 9
Winner(s): Steve

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 8, Steve 9
Winner(s): Steve

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 9, Steve 8
Winner(s): Tel

Magic the Gathering

Scores: Tel , Steve
Ratings: Tel 9, Steve 9
Winner(s): Steve

Magic the Gathering

Scores: Tel , Steve , Andy
Ratings: Tel 9, Steve 9, Andy 8
Winner(s): Steve

Magic the Gathering

Scores: Tel , Oggie
Ratings: Tel 9, Oggie 7
Winner(s): Tel

Magic the Gathering

Scores: Tel , Oggie
Ratings: Tel 8, Oggie 7
Winner(s): Tel

Maskenball Venezia

A game that is absolutely in the party game genre. Up to 10 people sit around a table. There are cards depicting certain hand signals and gestures. Enough sets are used so there is one per player. One of each card is shuffled and one card is dealt to each player. Then follows a period where players try to make their gesture so that no more than two other players see it. Bluffing is allowed but if more than two people believe the same bluff then you lose points. Once a player thinks he has identified a gesture they take a matching card from the center of the table. Once a player has identified 4 people they can call a halt to procedings. Points are scored for correctly guessing a players gesture, and if upto 2 players correctly guess your gesture. Points are lost if you incorrectly guess someones signal or if more than 2 people guess the same incorrect signal for you. Multiple rounds are played until someone has hit 10 points.

Now Im not a big fan of this game, probably because Im absolutely hopeless at it. Despite spending the whole game desperately watching for even the slightest move I just dont seem to see anything. But people were obviously making the signs as Steve managed to acquire the required 10 points after only 2 hands. In the first game. After much staring and more bluffing we finished a second game, this time in 3 hands and won by Oggie.

A party game that plays in about 15 minutes. Ideal for some light relief in the middle of a games day and definitely a game where the more players the better.

Final Scores
Game 1 - Steve 10, Anne 8, Oggie 5, Andy 4, Tel 3, Paul 2
Game 2 - Oggie 11, Anne 6, Andy 3, Steve 2, Tel 2, Paul 2

Ratings / 10

Paul 8, andy 7, Anne 7, Steve 6, Tel 6, Oggie 6
 
Scores: Steve 10, Anne 8, Oggie 5, Andy 4, Tel 3, Paul 2
Ratings: Steve 6, Anne 7, Oggie 6, Andy 7, Tel 6, Paul 8
Winner(s): Steve

Maskenball Venezia

Scores: Oggie 11, Anne 6, Andy 3, Steve 2, Tel 2, Paul 2
Ratings: Oggie 7, Anne 6, Andy 7, Steve 6, Tel 6, Paul 6
Winner(s): Oggie

Mulle + Money

Scores: Steve 46, Anne 43, Paul 33, Andy 32
Ratings: Steve 7, Anne 7, Paul 8, Andy 8
Winner(s): Steve

Pit

Scores: Tel 430, Andy 60, Anne 0, Steve -40, Paul -80, Oggie -80
Ratings: Tel 8, Andy 8, Anne 8, Steve 7, Paul 7, Oggie 8
Winner(s): Tel

Ra

Scores: Oggie 46, Steve 33, Paul 31, Tel 31, Andy 20
Ratings: Oggie 7, Steve 8, Paul 8, Tel 8, Andy 7
Winner(s): Oggie


14-May-2002All month
 
Bohnanza

Despite having bought the expansion ( which allows up to 7 players) to Bohnanza 18 months ago tonight was the first time any of the cards had been used. There are a couple of minor tweaks to the rules when playing with 6. Firstly a 3rd field only costs 2 gold, the players have different size starting hands (3,4,5,6,6,6) and players draw 4 cards at the end of their turn.

Play started slowly as we were aqll jostling for position to setup our fields as we wanted. But once the game got going there was plenty of trading going on, with Oggie regularly having to skip his planting phase due to having traded all the cards from his hand away. The game was played very courteosly with gifts often repaid with gifts or trades later in the game. As is usual in our group once it bacame obvious that the game was nearly over every turn became a trading frenzy for the active player, desperately trying to trade away those useless cards in his hand for anything useful. Tel claimed the win, now some would say this was because he had both the first and last turns, but I of course believe it was down to other factors.

A good humoured fun game where it is often to your advantage to gift a bean away which is useful to an opponent.

Final Scores
Tel 15, Steve 13, Boog 12, Oggie 12, Andy 11, Paul 10

Ratings / 10
Tel 7, Steve 8, Boog 7, Oggie 8, Andy 8, Paul 7
 
Scores: Tel 15, Steve 13, Boog 12, Oggie 12, Andy 11, Paul 10
Ratings: Tel 7, Steve 8, Boog 7, Oggie 8, Andy 8, Paul 7
Winner(s): Tel

Guillotine

Andy turned up 15 minutes early so the 2 of us played a quick game of Guillotine. 12 nobles are layed out in a line for each of the 3 days. Each player starts with a hand of 5 action cards. On his turn a player may play a card from his hand, then must take the front noble from the line and then draw an action card. Each noble is worth VPs from -3 to 5. Whoever has the most VPs at the end of the third daya wins.

There were most of the big scorers out on the first day, but Andy didnt think he was going to get any of them so ended the day using the scarlet pimpernel very early. The second day produced mainly middling cards, Tel did manage to acquire a 4 point card only for Andy to immediately force him to place at the end of the line and get it himself on the following turn. Day three brought 4 palace guards into play but these were split two each. The deciding move of the game was Tel managing to give Andy the 2 -ve cards in the line.

Excellent filler that plays great with 2 players and finishes in about 10-15 minutes.

Final Scores
Tel 29, Andy 26

Ratings /10
both rated it a 7.
 
Scores: Tel 29, Andy 26
Ratings: Tel 7, Andy 7
Winner(s): Tel

Lost Cities

Scores: Tel 95, Paul 63
Ratings: Tel 7, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 175, Tel 100
Ratings: Paul 8, Tel 7
Winner(s): Paul

RoboRally

Once everyone arrived we continued the evening with another WOTC game this time roborally. Since we didnt want to playing this all night we picked two of the easier boards and started with 3 checkpoints (this was reduced to 2 later in the game). We started with 1 option card each.

Boog got of to a flyer using his option card to speed his way across both boards, while Steve didnt draw a movement card so remained at the start, Paul misunderstood the board and got crushed on turn 1, and Oggie despite jumping on the conveyer belts managed to end the turn back on the start square, neither Tel or Andy made great progress but they did manage to escape the starting square. Boog drew only one movement card in round two so managed to step of the conveyor belt before it threw him from the board, but didnt get too far. Steve managed to use an option card to make good progress down the board. Oggie set about travelling down the alleyways and back streets to avoid trouble and managed to end the game without taking a point of damage. Tel and Paul got into a shooting match travelling down a conveyor both taking damage and both ending the turn next to a bomb which forced them to play the next round randonmly. Boog also got caught in the blast of this bomb. Steve meanwhile managed to find his way to the first checkpoint. While the three random robots wandered aimlessly around the board taking damage, Andy almost made it to the checkpoint. He finished his movement on the right square, only for Oggie to fire his tractor beam at him dragging him kicking and screaming onto a conveyor belt and ultimately his doom. Tel awoke from shutting down on a conveyor belt facing into a pit, he managed to back up and end the turn adjacent to the start square. Oggie did make it to the first checkpoint just before Steve finished the game by gaining the 2nd checkpoint.

I was a big fan of Roborally when I bought it many moons ago and am delighted to give it an occassional airing. However it can suffer from analysis paralysis, often a runaway leader cannot be caught and if the boards are make too tricky the game can last far too long. Tonights game didnt luckily didnt suffer from any of these, though Steve did always look favourite once he got the helicopter option card (which we played wrong). The game lasted 90 minutes and a good time was had by all, but Paul did complain that we didnt have the opportunity to be nastier to each other. Perhaps next time well start with 2 option cards.

Winner
Steve

Ratings /10
Steve 8, Tel 8, Andy 8, Oggie 8, Boog 7, Paul 6
 
Scores: Andy , Tel , Boog , Steve , Oggie , Paul
Ratings: Andy 8, Tel 8, Boog 7, Steve 8, Oggie 8, Paul 6
Winner(s): Steve


17-May-2002All month
 
Lost Cities

Scores: Tel 107, Paul 94
Ratings: Tel 7, Paul 8
Winner(s): Tel

Lost Cities

Scores: Paul 136, Tel 86
Ratings: Paul 7, Tel 7
Winner(s): Paul


21-May-2002All month
 
6 Nimmt!

The second game of the night also took about an hour to play and is another game where luck is more useful than skillful play. 6 Nimmt is one of the favourites within the group for providing fun, and tonight was no exception.

Anne got off to a really bad start claiming 49 points in the first hand. The second hand proved a little better with her taking 16 to put her within a point of ending the game, Paul meanwhile pulled in more than his share of the points in this hand claiming 35 points. Hand 3 was one of the most unusual hands weve ever seen. After the first play 104 ended on of the rows, this was joined by 103 on the next round, 102 on the third and 101 on the fourth. So we now had the four rows capped by the four highest cards. And so the hand continued with in each round one row being replaced to be finally capped by another high card. The hand ended with Andy complaining that he could count that far while adding his total. Anne managed to avoid picking any cards up allowing the game to go into a fourth hand. Midway through this hand a chorus of Dont forget rule two went up as somebody tried to avoid picking a large total up by plaing his card in the wrong pile. Anne couldnt avoid taking any points this hand but Andy had another mare to finish in last place. Oggie had managed 4 good hands and claimed a convincing win.

Final Scores
Oggie 28, Boog 49, Tel 57, Steve 60, Paul 62, Anne 70, Andy 83

Ratings / 10
Oggie 8, Boog 9, Tel 7, Steve 7, Paul 7, Anne 8, Andy 7
 
Scores: Andy 83, Anne 70, Paul 62, Steve 60, Tel 57, Boog 49, Oggie 28
Ratings: Andy 7, Anne 8, Paul 7, Steve 7, Tel 7, Boog 9, Oggie 8
Winner(s): Oggie

Autoscooter

First outing for autoscooter. The big attraction of this game is that it plays with up to 8 players with no downtime. Tonight we had 7. Each player starts with 10 VPs, these are won and lost due to collisions that occur as the players drive their bumper cars around the playing area. At the start of each of the 11 turns each player secretly selects a move from the 15 available. Each player also selects a number, the lowest number moves first. If there is a collision then VPs are exchanged depending on the speed of the 2 cars. Also if a car is hit from the side it rotates 60 degrees. So on its pre-programmed move it will be heading in the wrong direction.

On Turn one Steve set himself up for a hit on Tel for the following turn, unfortunately for him Anne hit him before he moved rotating him so that he moved straight into the path of Tel. For the next 3 turns the three cars remained locked together with neither Tel or Steve moving, but Tel ramming Steve each turn. Meanwhile everyone else was congregating in the opposite corner of the board. At one point 3 of the 4 cars in the corner were all motionless after a couple of head-on collisions. Oggie made a break for it and did a lap of the board. Halfway through the game and the dealock in one corner was broken as Tel, Steve, Anne and Oggie all had clear boards to play with however Paul, Andy and Boog were all still locked in the corner. To confuse matters more Oggie and Tel then steamed in as well. Anne steered out of trouble and stayed that way for the rest of the game. The game ended with everyone else involved in the gridlock in the corner. Neither Paul nor Boog had moved too far at all by the end of the game

There is a large does of luck involved in this game, so the pure stategist is unlikely to enjoy it that much, however it did provide a very entertaining hour of play. I dont think the game is worth the large price tag but will be quite happy to play it again.

Final Scores
Tel 18, Oggie 14, Andy 13, Anne 7, Boog 7, Steve 5, Paul 0

Ratings / 10
Tel 8, Oggie 6, Andy 8, Anne 7, Boog 8, Steve 7, Paul 7
 
Scores: Tel 18, Oggie 14, Andy 13, Anne 7, Boog 7, Steve 5, Paul 0
Ratings: Tel 8, Oggie 6, Andy 8, Anne 7, Boog 8, Steve 7, Paul 7
Winner(s): Tel

Lost Cities

Scores: Paul 137, Tel 58
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 108, Paul 84
Ratings: Tel 7, Paul 7
Winner(s): Tel

Lost Cities

Scores: Paul 93, Tel 20
Ratings: Paul 7, Tel 6
Winner(s): Paul


28-May-2002All month
 
Great Walls

The first time the grit game has hit the table. The game comes in round tube and consists of a flexible board, a pack of cards displaying tetris like shapes, 4 racks to hold these cards and four bags of coloured grit. The game is Go with a twist. It plays with 2,3 or 4 players and players usually play more than one piece per turn depending on the card they play. Each player is dealt 5 cards and on their turn they play one of these cards to place grit onto the baord to match the shape on the card. The idea of the game is to totally enclose areas with a ring of their coloured grit. The winner being the person at the end of the game with the most captured board.

None of the 3 players had ever played Go so had no idea as to tactics, and hence 3 different tactics were used. Boog started with a small enclosure and kept expanding it. Tel started 2 enclosures and tried to connect them, while Andy tried to develop 2 areas on opposite sides of the board. Boog didnt pay too much attention to everyone else but was intent on making his area as big as possible. Andy however was spending more time employing spoiler tactics, sometimes at a detriment to himself, while Tel seemed content to employ spoiler tactics around his territory. Tel and Andy were both forced to pass (and replace their cards) with no legal move, Boog had a legal move but counted the scores before deciding if to pass and end the game or to play. The count showed that Boog and Tel were tied on 50 each. So Boog played on, claiming 2 extra points, however the redraw had enabled Tel to 2 further plays for a total of 3 points and he took the victory by a single point from Boog with Andy back in third.

On first impressions I like this game, the cards add an element of luck to the game, but not too much that it will supress tactical play. We played the game in about an hour.

Final Scores
Tel 53, Boog 52, Andy 29

Ratings / 10
Tel 8, Boog 7, Andy 7
 
Scores: Tel 53, Boog 52, Andy 29
Ratings: Tel 8, Boog 7, Andy 7
Winner(s): Tel

Guillotine

Scores: Kev 32, Paul 26, Oggie 26
Ratings: Kev 7, Paul 6, Oggie 7
Winner(s): Kev

Mamma Mia!

Next up was the Pizza building game. Players are dealt 6 ingredient cards from a common deck and 1 pizza card from their own pizza supply. On their turn a player may play any number of the same ingredient onto the common discard pile followed optionally by a pizza card. Each pizza requires certain ingredients to be completed. Once the ingredient deck is exhausted whoever drew the Mama Mia card scores the round. This is done by starting from the bottom of the discard deck the cards are laid out, once a pizza arrives if the required ingredients are present the pizza owner gains 1 VP. If there are ingredients missing the player can make up the missing cards from their hand. Whoever has the most VPs after 3 rounds wins.

Andy got off to a flyer. He was the only one to build any pizzas on the first round, completing 3. The second round was a lot closer with everybody making pizzas. However the final round again belonged to Andy giving him a comfortable win.

Although this is a memory game, there is also an element of bluffing going on as to whether you are going to be able to complete a pizza from your hand. A great little filler that plays in about 20 minutes.

Final Scores
Andy 8, Tel 4, Boog 3

Ratings / 10
Andy 8, Tel 7, Boog 7
 
Scores: Andy 8, Tel 4, Boog 3
Ratings: Andy 8, Tel 7, Boog 7
Winner(s): Andy

Pit

While we waited for Kev to turn up we played a few rounds of Pit. Its becoming a bit of a regular start to the evening to spend the first half hour manically shouting numbers at each other trying to collect the 9 commodities of the same type.

Three out of the four hands finished when someone had collected a set of Barley. Boog took the first hand using the Bull as a wild card for the ninth. Tel claimed all 9 Barley cards in the 2nd hand, but then used the Bull to make up the nine in the 3rd. Oggie bucked the trend taking the last hand with Sugar.

It seemed a little quieter tonight but then again Kev wasnt playing.

Final Scores
Tel 170, Oggie 75, Boog 45, Paul -20, Andy -40

Ratings / 10
Tel 7, Oggie 6, Boog 6, Paul 5, Andy 7
 
Scores: Tel 170, Oggie 75, Boog 45, Paul -20, Andy -40
Ratings: Tel 7, Oggie 6, Boog 6, Paul 5, Andy 7
Winner(s): Tel

T Rex

We finished the night with a game of T rex. Tel hadnt played this before so a run through of the rules was needed. Each player is given an identical deck of cards containing numbered cards in 5 colours. From these decks each player draws 5 cards. Two of the colours are chosen one as a trump colour, the other as a Negative Trump. On each of the rounds 2 egg cards are displayed and these are what the players are trying to win. On his turn a player plays a card from his hand onto his own discard pile. Each card has a colour number and symbol. If the symbol shows a number of cards then the player draws that many cards, if it shows a comet then if it is the highest numbered comet displayed the turn ends on this players next turn, unless someone playes a higher comet. At the end of the round the Highest displayed card gets first choice at the eggs with the second highest taking the other. All players then discard either their top card of the discard or deck. The player of the lowest displayed card has the option of changing one of the two trump colours. At the end of the game totals are calculated as the number of eggs in each coloured squared and then totalled.

Boog played the game concentrating on just two colours, saving his big cards for when these two colours were available, Andy played in 3 colours while Tel seemed intent on winning as many cards as possible in whatever colour was there. Boog held a close lead for most of the game, however Tel won the last hand and managed to sneak the game from Boog.

Initial impressions are that I like the game however I suspect I missed some of the subtleties that will come with more play.

Final Scores
Tel 23, Boog 21, Andy 18

Ratings / 10
7s all round
 
Scores: Tel 23, Boog 21, Andy 18
Ratings: Tel 7, Boog 7, Andy 7
Winner(s): Tel

Taj Mahal

With the other table engaged in Great Walls, the rest of use cracked open Taj Mahal. When we first tried this game, the whole group panned it. This was pretty much our first introduction to Knizias wacky score-lots-of-different-ways mechanic which led to much scratching of heads and perusal of rules. This, and a couple of rules which we managed to get wrong, conspired to suck all of the fun out of the game. So bad a time did we have that one member of the group even elected to go home to fix his boiler rather than continue. Of course, the next time we played it it started to click and has continued clicking ever since.

The board is split into 12 regions, each of which has a commodity chit and spaces for a number of fortresses. Roads connect fortress sites to other regions. Each round, players use cards to bid for the right to claim the commodities and build fortresses. The cards contain a number of symbols such as elephants and monks. Each turn, a player can either drop out of the bidding or play another card. If he plays, he lays the card in front of him and totals each type of symbol he has. If he has the majority of elephants when he drops out, he claims the commodity chip. If he has a majority of one or more of the other symbols, he builds one or more fortresses and takes a token for each symbol he had the majority of. Pairs of symbols are traded in for special cards. Except for the specials, cards are discarded when played. As a player can only usually expect to get back one or two cards at the end of the round, careful hand management is very important. Added to this, each player may only play cards of a single colour each round so having a fist full of cards is no guarantee that you will be able to lay a new card in your turn. This leads to a bluffing element, as well as some very interesting decisions. Points are scored for capturing commodities, building fortresses, and building chains of fortresses across multiple regions. Additionally, one of the special cards (known in the group as The Bird With The Bird) scores two points each time it is used and some of the fortress sites contain chits which may give additional points or cards. At the end of the game, each player also scores points according to the number of cards he has of the same colour.

Last game, I failed dismally with an elephant strategy, being forced to withdraw time after time without a majority and ending the game with only a couple of commodity chits and a massive four fortresses on the board out of a possible twenty-odd. I decided to vary the mix a bit this time and tried to supplement elephants with a few chains of fortresses and by trying to capture The Bird With The Bird special card early and using it often. About halfway though the game everything seemed to be going to plan with clear score track between myself in the lead, Kev a good few points back and Oggie somewhere over the horizon. Kev was picking up commodity chits and putting some nice fortress chains together and was scoring regularly. Oggie on the other hand has waving a bad run of the luck with the cards and had been forced to withdraw time after time with nothing to show. His frustration was reflected in his final mark for the game.

Everything changed however when Oggie managed to join two fortress chains together and wrest control of The Bird With The Bird. For four turns in a row he scored spectacularly. Kev was also building on his early chain foundations while Id stopped for a breather to restock on cards.

Coming onto the last round, there was only a one point difference between all three of us. Kev had managed to take The Bird With the Bird and had a connection point to a big chain, but was low on cards. Oggie had a connection to his bustling metropolis which by now pretty much spanned the whole board and was fanning an unhealthfully large number of cards. I could only connect to a smallish chain but would score well if I could take the commodity chit and had slowly been building up a set of yellow cards for the occasion. Finally, a tile on a fortress site was worth four points to whoever could claim it. So, everything to play for. In the final reckoning, Oggie stormed to victory by adding to his chain, taking the four point tile and having a set of 9 blue cards at the end.

Things to learn from this game - dont let anyone connect chains of fortresses together. Unless its you. The bidding rounds also proved interesting in a 3 player game. Playing to stop anyone being able to drop out to take a particular fortress site was sometimes more important than taking a particular majority yourself. And all, of course, within the confines of tight card management.

Final scores - Oggie 68, Paul 65, Kev 60
Marks / 10 - Oggie 6, Paul 9, Kev 8
 
Scores: Oggie 68, Paul 65, Kev 60
Ratings: Oggie 6, Paul 9, Kev 8
Winner(s): Oggie


04-Jun-2002All month
 
Carcassonne

A quick half hour game of Carcassonne to end the night. No expansions of any kind.

Andy seems to adopted a new tactic at Carcassonne, he doesnt seem to bother the scorers until the last few tiles. Whether this is through choice or not I dont know but he played it for the 2nd time in three games of CC. This was a very strange game, probably because we are all used to playing with the expansions but we are used to seeing plenty of finished cities by the end of the game, in this game we only saw 4 and one of those was a 2 pointer created with the last tile of the game. Andy seemed to be trying to build the road to nowhere, while Boog was attempting to tie up all his men on 1 point scorers at the end of the game whether it be city of road tile. Paul (from cloisters) and Tel (from finished cities) were the two runaway leaders by the end of the game.

Still a cracking game that can play in less then half and hour with four players.

Final Scores
Tel 65, Paul 51, Andy 37, Boog 33

Ratings / 10
Tel 8, Paul 7, Andy 7, Boog 7
 
Scores: Tel 65, Paul 51, Andy 37, Boog 33
Ratings: Tel 8, Paul 7, Andy 7, Boog 7
Winner(s): Tel

Puerto Rico

After seeing all the attention this was getting, we thought wed better give it a go. Unfortunately I hadnt had chance to read all the rules before we started. It took us about an hour to go through the rules which even for our group is excessive. In our hurry to finish the rules we missed one, so 15 mins into the first game we abandoned it as a dry run once we realised the missing rule. The rules arent actually that difficult. The aim of the game is to be in possession of the most VPs when one of the 3 end conditions occur. VPs are earnt in the form of buildings and are also gained when goods are exported. The game consists of rounds where each player selects a role to play. Selecting a role allows all players to use its ability but grants the selector an additional bonus. The roles allow the players the build plantations, build buildings, recruit colonists to man these, manufacture goods, sell goods locally for cash, export goods for VPs and collect some cash.

Since none of us had played the game before we all headed of with different strategies. Boog going after money with indigo and coffee production, Paul looking for a sugar monopoly, Tel going for the cheap building option of quarrys and Andy quickly filling his plantation. Boogs tactic of quickly building coffee production seemed to be paying dividends as he was always rolling in money, Pauls Sugar monopoly linked with no tobaco in the early game allowed him some early control over the selling of resources. Andy was also doing well at one time claiming that Pauls previous action had just won Andy the game. Tel wasnt doing so well as he couldnt seem to offload his goods with the ships and trading houses being full of the wrong sort of commodities. The end came quicker then anyone expected with the colonists running out. In the 2 turns before the end Boog had spent his huge wedge on 2 of the big bonus giving buildings and this swung the game his way bigtime. Paul and Andy were close for 2nd and 3rd with Tel trailing in last.

Unlike most games players have to beware that the best move for themselves is often an even better move for someone else. There are also a plethora of tactics that are likely to work in this game. All in all the hype was right, a tremendous game that seems on first impressions to have plenty of replay value and offers the opportunity to develop many tactics. The game itself played in about an hour. Cant wait to play it again.

Final Scores
Boog 40, Paul 29, Andy 26, Tel 21

Ratings
Boog 8, Paul 9, Andy 8, Tel 8
 
Scores: Boog 40, Paul 29, Andy 26, Tel 21
Ratings: Boog 8, Paul 9, Andy 8, Tel 8
Winner(s): Boog

Wyatt Earp

The second game of the night was another Alea game. Wyatt Earp is a Rummy derivative. Players lay melds of cards of 7 outlaws from the Wild West. The highest value of melds for each Outlaw then takes the cash on that outlaw. Sheriff cards allow for the reward to be increased and to increse the value of players melds.

Tel and Boog got off to quick starts in the first hand both getting early big melds out, but then attracted Hideout cards making the melds worthless, while Boog managed to clear his Tel didnt. This allowed Andy in and by the end of the first round he had already collect 12,000 almost half way to the finish line. The second hand was more evenly split with all of us getting a share of the cash though Paul was struggling to play cards and by the end of the game hadnt managed to match Andys first round score. The third and final hand saw Andy try to go out with a big bang plaiying all his cards at once unfortunately this included 2 sheriff cards, with is outside the law. So he was forced to wait another turn to go out, unfortuanately for the rest of us nobody could do enough to stop him, and Andy claimed the victory. Boog finished 2nd 4 points behind with Tel a further 4 points back.

An entertaining game which suprisingly took an hour to play. Itís a shame that it only plays with 4 players as it wouldve hit the table much more had it played with more.

Final Scores
Andy 28k, Boog 24k, Tel 20k, Paul 11k.

Ratings / 10
Andy 8, Boog 8, Tel7, Paul 7
 
Scores: Andy 28, Boog 24, Tel 20, Paul 11
Ratings: Andy 8, Boog 8, Tel 7, Paul 7
Winner(s): Andy


11-Jun-2002All month
 
Drakon

Another new game to the group. Drakon is a tile laying game. The players are slowly building, altering and destroying a dungeon which they are travelling round with the aim of collecting 5 gold pieces by visiting the gold producing tiles. As rules go they dont come much simpler. On a turn a player may either place a tile (from the 4 in his hand) and then draw to replace it or move his figure one tile. The tiles are square and some of the four sides on each tile will have an arrow pointing of it. For legal placement no two arrows may face each other. Most of the tiles have a symbol in the middle which denotes the action for that tile usually performed on entry, these allow for gaining gold, stealing gold, rotating, destroying and swapping tiles etc. And thatís it.

The first game lasted about 5 minutes. In our ignorance we contrived to put 4 coin gaining tile together and a quick race round this loop ensued, Kev went off on his own and did manage to prolong the game by one move by preventing Andy from winning only for Boog to claim his 5th gold immediately afterwards.

So we started a second game and this one was more cagey. Boog set off on the road to Nowhere while the rest of us stayed clumped together round the start. Things soon got interesting as some of the more intersting tiles started to hit the table. Terry lost an early lead and ended the game with only 1 coin with Boog having stolen the rest. Andy also ended the game with less coins then he once had, he however having to place most of his coins on the start square. Andy and Tel spent the last 20 minutes sacrificing their chances of winning in attempts to stop both Boog and Kev. But eventually they run out of options and couldnt stop Kev claiming the victory.

The second game was very entertaining with plenty of humorous moments and took 45 minutes to play.

Ratings / 10
1st game - Boog 7, Tel 6, Andy 6, Kev 5 (Boog won)
2nd game - Kev 7, Tel 8, Boog 8, Andy 9 (Kev won)
 
Scores: Boog , Kev , Andy , Tel
Ratings: Boog 7, Kev 5, Andy 6, Tel 6
Winner(s): Boog

Drakon

Scores: Boog , Kev , Andy , Tel
Ratings: Boog 8, Kev 7, Andy 9, Tel 8
Winner(s): Kev

Jack the Ripper

Paul and I usually catch the same train back from work in an evening. This gives us an hour of prime game playing time but in an unusual location, ie a moving train with a small table space. Hence the choice of games is a little restrictive. Also since its on the way home the idea is to relax which cuts down the choice yet more ( No brain drain games). Our regular game is Lost Cities. Within the gaming group we have played and enjoyed Wyatt Earp so when Paul picked up Jack the Ripper we thought wed try it on the train. JTR is part of the Mystery Rummy series, ie a rummy game of playing melds but with a theme and a twist.

The idea of JTR is that the players are trying to put cases together to prove the identity of the infamous serial killer. Cards are split into Evidence cards and other cards. In a turn a player draws a card, plays any number of evidence cards and may play one non-evidence card (gavel cards), then discards a card. There are 5 victims and 5 corresponding scenes of the crime. Playing a victim/scene allows the player to draw a cards from the draw/discard pile. Once a victim is in play then Evidence can be played against the suspects. An initial meld of evidence against a suspect must be made up of 3 cards, after that anyonre can play evidence or the suspect card for that suspect. There are other cards which allow special abilities including the Ripper Escapes card, once all 5 victims are in play the Ripper can escape using this card. The end of the hand can occur in 3 ways- twice through the deck, ripper escapes or someone plays out. If the Ripper escapes the player playing the cards scores 35, with only scenes and victims scoring of the played cards, otherwise all played cards are worth their face value except for the cards of the ripper - the suspect with the most evidence (or card value) - these cards are worth double. Cards let in the hand that are unplayable to existing melds are sutracted. The game plays over multiple hands until someone hits 100 points.

Into the first hand and after almost reaching the end of the first time through the deck Paul played a card forcing all victims into play and then on his next turn allowed the Ripper to escape. In the second hand Tel managed to provide Pauls prime suspect with an Alibi ( preventing him being the ripper ) and then go out with less evidence against one of his own suspects to close the gap. The next two hands were really unkind to Paul as he drew almosyt exclusively gaqvel cards both hands while Tel had a handful of evidence cards, allowing Tel to build compelling cases and take the game quite comfortably. We played a second game but didnt manage to finish as the train pulled in before we broke the 100 point barrier though Paul was almost there.

The game is perfect for out train journey, it fits on the small train tables, requires some thought but not too much, as with Lost cities the biggest decisions are often which card to discard. Definitely recommended.

Final Scores
Tel 108 Paul 51

Tel 64 Paul 93

Ratings /10
Both gave it 8
 
Scores: Tel 108, Paul 51
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

While waiting (and waiting, and waiting) for Kev to turn up, myself and The Boog decided to start up a game of Jack The Ripper. This was my third game within as many hours but the game was new to The Boog. However, hed recently played Wyatt Earp which shares many of the same basic mechanisms and so picked the game up very quickly. The Boog used to work in the same area in which the Ripper peddled his grisly trade, but his experience of the back alleys and hostelries of the area proved not to give any advantage in the game.

The game started slowly with each of us collecting evidence and finishing the first couple of hands about square. Things got interesting during the third hand, which hinged on a nasty choice of which of three cards to discard. With the deck almost empty, four victims on the table and a nagging suspicion that The Boog had the fifth in his hand I didnt dare discard The Ripper Escapes. That left a straight choice between discarding the alibi card for my chief suspect or a wild evidence card. I decided to go with the wild card which The Boog promptly picked up and used to meld enough evidence out of his hand to end the round.

Having been burned for 8 points by having The Ripper Escapes in my hand, I decided to discard it as quickly as possible in the next hand as my fistful of Gavel cards didnt indicate Id be going out any time soon. This play proved to be a tad sub-optimal. Little did I know that The Boog had been dealt three victims in his opening hand. The Ripper escaped almost before news of his deadly deeds had hit the broadsheets.

Despite having been told that Jack very rarely escapes, The Boog seemed determined to disprove this theory. He was within a whisker of repeating The Great Escape, again building up a set of victims very quickly. I managed to catch him in the nick of time, as the Commissioner was about to resign in The Boogs next turn which would have flushed all five victims out onto the table.

This put the scores at 92-99, so the next round was almost certain to end the game by one of us hitting the 100 points needed for victory. This hand ended extremely quickly. I was dealt a very fortunate set of cards and was able to lay nine evidence and a suspect card at the same time after about four turns to claim the round and the game.

After three games each so far of Wyatt Earp and Jack The Ripper, Ive found the latter to be by far the most interesting of the two. It plays very well with two players and seems to have more scope for clever and subtle tactics than its Wild West counterpart. Despite a couple of rounds being heavily influenced by the luck of the initial draw, this seems to be the exception rather than the rule.

Scores - Paul 131, Boog 85
Ratings (/10, for this session) Paul 8, Boog 8
 
Scores: Paul 131, Boog 85
Ratings: Paul 8, Boog 8
Winner(s): Paul

Jack the Ripper

Scores: Paul 93, Tel 64
Ratings: Paul 8, Tel 8
Winner(s): Paul

Medina

Myself and Oggie have both played this three times, but it was new to Steve so we launched into a rules explanation. This was slightly hampered by none of us having read, or even seen, the English rules to this game. We were taught it by a very nice chap on one of the demo stalls at Essen last year so we know the gist of it. Any situations arising outside of our mental ruleset had to be handled by the time honoured method of making it up as we go along though. We do seem to be getting quite good at convincing ourselves that we can resolve these situations by referencing the original German rules however, despite only understanding roughly one word in each sentence.

We think the game is based around building the ancient city of Medina. Each player has an array of different coloured building blocks which can be placed within, or around, the grid representing the city. Blocks in four different colours represent the four different types of buildings. Smaller white blocks can be added to buildings to give the residents somewhere to keep their goats, with the additional benefit of increasing the size of the building. Meeples can also be placed to represent a queue of people waiting patiently in the streets. Or perhaps theyre celibrating the birth of the city with an alfresco conga. Wall pieces are used to partially surround the city. Each player has four roof tiles with which to claim a building. He can only claim one building of each of the four colours. Once a building is claimed, we believe it can only be further increased in size by adding goat sheds. Players compete for largest buildings, and score additional points for being next to walls or congoing citizens. Tiles worth 1-4 points change hands as players outbuild each other or connect buildings to walls.

Buildings do not belong to anybody until they are claimed with a roof, so the game is full of difficult decisions. Do I claim this building now or do a make it a bit bigger? But if I make it bigger, will one of my opponents claim it before I get the chance to? There is thus a chicken element and players spend much of their time trying to minimise helping their opponents instead of directly aiding themselves. This makes for a very thoughtful game. A lot of our groups games can be quite rowdy, but a typical conversation in Medina tends to go along the lines of Silence. More silence. Whos turn is it? Mine, Im thinking. More silence.

This was our first outing with three players so none of us were sure how big a building should be allowed to get before it gets capped. I was the first to crack, claiming a five point grey building. Steve seemed to be following a slightly quirky strategy of claiming six point buildings in the shape of churches. He appeared to be letting these out to families of farmers as one of the churches later became outfitted with three goat sheds. Oggie meanwhile had proclaimed his first building as the party capital of Medina and it was soon surrounded with a rowdy crowd.

Oggie seemed to be in pole position throughout the game, grabbing a couple of decent bonus tiles to supplement his partygoers. Indeed, the party must have been a good one as new people were turning up, bottles of wine in hand, to expand the throng. Soon it had snaked past two of his buildings and was about to hit a third. Unfortunately for him I managed to coax the conga line down an alley between two of my building. However, as soon as they ran out of room to dance, Steve started another party up beside Oggies new grey disco on the other side of town. I dont think Oggie was very pleased about this though as the disco had not yet opened. In fact, the building wasnt even finished yet, but the partygoers wouldnt clear the building site. He therefore ended up putting together a far smaller affair than the six floor, four bar metropolois he had originally envisioned.

Coming into the end game, we were all cagily playing fairly neutral pieces to avoid adding that vital last building piece, roof or wall too early. The decisive last battles came down to who could claim, or hold onto, the wall tile bonuses. We hit a hole in our rules knowledge when Oggie capped a building next to a wall to try to claim a tile that Steve had previously taken by connecting the same wall to one of his buildings. The tile is taken by the last person to connect one of his buildings to the wall. We werent sure if the tile could be claimed as the wall had already been built past this building to another. Not sure what the correct ruling was, we thoroughly consulted the German rules before arbitrarily deciding that wed allow it. We all thought this had cemented Oggies win, but I managed to wrest the four point wall tile from him at the death to steal victory.

As ever, this was a thoughtful experience with plenty of turn angst. I expect it to hit the table regularly now that our group has grown to the point of splitting to play two seperate games and are no longer restricting ourselves to just playing five or six player games. Though more of a tactical than a strategic battle, the decisive strategies in this session were to deprive opponents of bonus tiles and gain as many points as possible from adjacency to the conga line.

Scores - Paul 49, Oggie 47, Steve 43
Ratings (/10, for this session) - Paul 8, Oggie 7, Steve 7
 
Scores: Paul 49, Oggie 47, Steve 43
Ratings: Paul 8, Oggie 7, Steve 7
Winner(s): Paul

Puerto Rico

Second outing for Puerto Rico. Paul and Boog decided to sit it out to wait for Kev to turn up so it was Tel, Andy, Steve and Oggie. Oggie and Steve were newbies so Tel gave them a 15 min intro to the rules while Andy set it up (and that takes a while).

Tel again adopted the quarrying approach to the game claiming 4 quarries very early on and was the only player in tobacco. Andy also used the same tactics as last time by building the hacienda to quickly fill his Island with plantations. Oggie and Steve were producing a plenty of goods, but where Oggies were all the cheap varieties and he kept being forced to discard them and was permanently short of cash, Steve had the lucrative coffee monopoly and was constantly loaded. So for the second game running the coffee monopoly took the game, however Tels quarry tactic proved more successful this time claiming 2nd place.

I am already a huge fan of this game. After only 2 plays its obvious that there is huge potential for a variety of tactics. Despite the coffee route winning both games so far, this was due in part to the naivety of the group. I hold my hands up to probably gifting Steve the game today as on a couple of occasions I produced goods to further my own cause but gave Steve an even bigger advantage. My only two gripes about the game are its setup time ( so many pieces) and that with an ever growing games collection within the group I may not play it enough to fully understand all the intricacies and tactics but hey retirements only 30 years away.

Final Scores
Steve 35, Tel 31, Oggie 29, Andy 26

Ratings / 10
Steve 8, Tel 8, Oggie 6, Andy 6
 
Scores: Steve 35, Tel 31, Oggie 29, Andy 26
Ratings: Steve 8, Tel 8, Oggie 6, Andy 6
Winner(s): Steve


18-Jun-2002All month
 
Kingdoms

Andy and Steve turned up early so the evening started with a quick 20 minute three player game of Kingdoms. This is a tile laying game that is played over 3 identical rounds. Each player starts with a number of castles worth between 1 and 4 and a random secret tile. On his turn a player can either draw and play a tile, play his secret tile or place one of his castles. The board is a grid and at the end of the round each row and column is scored. All bar 3 of the tiles have a value of between -6 and 6 and at the end of the round these numbers are summed for each row to determine its basic value. The 3 special tiles either doubles the value of corresponding rows, splits the rows into 2 or ignores all positive values in corresponding rows. The value of the row is multiplied by the total value of a players castles for that row. At the end of each round only the 1 value castles are returned to the players the rest are discarded. Whoever has the highest total after 3 rounds wins.

Steve only placed a couple of small castles in the first round giving him a score of 9, over 40 points behind both Andy and Tel. Into the 2nd round and both Andy and Steve scored about 40 point but Tel played his big 4 point castle to score about 60 and open up a lead. Into the last round and Steve was able to play all his big castles and score over 80 points, however Tel managed to keep out of trouble and get a reasonable score, Andy however was forced to play last and had to play a castle into a row that scored lost him 20 points giving a total of 20 for the round.

The game played very quickly despite it making its first appearance. Its one of those games where the rules are very easy to learn, but determining winning tactics is going to take longer. Ill definitely look forward to playing it again.

Final Scores
Tel 178, Steve 130, Andy 121

Ratings / 10
Tel 7, Steve 6, Andy 7
 
Scores: Tel 178, Steve 130, Andy 121
Ratings: Tel 7, Steve 6, Andy 7
Winner(s): Tel

Lost Cities

Scores: Tel 114, Paul 108
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Paul 95, Tel -62
Ratings: Paul 7, Tel 6
Winner(s): Paul

Showmanager

Last game of the night was Showmanager. And before I start this report Id just like to say that Andy did not cheat.

Each player starts with a budget of 18k. With this money he needs to hire actors to be able to produce 4 plays. There are always 4 actors available for hire at a cost of 0, 1k, 2k and 3k. Alternatively the player may pay 2k to replace all 4 actors. Each actor is adept at playing either 1,2 or 3 of the available 18 roles, and will add towards the quality of the show. If an actor is miscast in a role, he contributes nothing towards the quality of the show. Performances made without a miscast actor recieve a bonus. Once everyone has produced the four shows the game is over and points are awarded according to the quality of the respective shows. Whoever gains the most points wins.

5 of the 6 players put the same show (Wolf) on first, only Kev was different prefering to produce the more difficult Ballet. As the players were collecting for the second show, Steve decided that he didnt like any of the actors available and seemed intent on searching the whole of Equity for the stars of his show. This of course was costing him 2k a time, but money was no object to a producer as determined as Steve. To the extent that at one point he had spent his initial allocation of 18k plus an additional 10k taken against his first production and was still missing cast members for his next production. Hence he was forced to take whatever actor came along to fill the last two roles. The final production was glittered with stars, unfortunately it was let down by a terribly miscast performance in one of the roles which prevented it from being the toast of the town. Impending bankruptcy also forced Steve to borrow heavily from the show further marring its reputation.

With 3 productions in place for everyone it appeared to be a two horse race as Andy and Tel shared the top 2 spots in the 3 productions theyd put on. However Kev had put an impressive Ballet on in the richest city. Four of the producers were desperately fighting over actors that could dance to put on a Ballet while Kev was happily having a free choice of the remaining actors for Wolf. While both Andy and Tel managed to fill the ballet without miscasting anyone, their productions were filled with the dregs of the acting community. However Kevs production of Wolf opened to rave reviews and he was soon crowned top producer.

The only gripe with tonights game of Showmanager was that it took 2 hours to play, far too long for the game it is. When we played with 5 earlier in the year the game played much quicker. Now whether the game took so long because there were 6 of us or whether it was because of the number of burn em calls to clear the actors roster Im not sure, but I doubt it will hit the table again as a six player game. Howver the game is good fun and will certainly be played again with fewer players.

Final Scores
Kev 55, Tel 45, Andy 34, Oggie 33, Steve 32, Paul 22

Ratings / 10
Kev 8, Tel 6, Andy 8, Oggie 6, Steve 6, Paul 7
 
Scores: Kev 55, Tel 45, Andy 34, Oggie 33, Steve 32, Paul 22
Ratings: Kev 8, Tel 6, Andy 8, Oggie 6, Steve 6, Paul 7
Winner(s): Kev

Vabanque

We played a couple of 6 player games tonioght, Vabanque took the table first. The game of bluff, gambling and cheating. The aim of the game is to have obtained the most money after visiting 4 casino tables, by legitimate gambling or cheating. The four rounds consist of placing money of some of the 12 tables, then playing your 3 cards, moving to a table and then reaping the rewards ( or not as the case may be). Money is left on the tables after each round so the tables get more lucrative as the game goes on. The 3 cards are played face down by the tables and either do nothing, increase the value of the table or attempt to cheat the players there. When it comes to moving a piece can move upto 4 tables clockwise.

We have found that earnings in the first 2 rounds of the game are pretty inconsequential when it comes to the final tally, however the first 2 rounds do serve to identify the lucrative tables, and allow players to jostle for position. Its in the last 2 rounds that the money starts to get serious and a bit more thought is needed before placing the cards. Andy had built up a lead in the first 2 rounds and was still only just behind Steve after the third round. However the last round wasnt kind and he finished the game back in fourth with just over half of the winners total. Oggie had managed to acquire just 15k from the first 3 rounds but put that to right by winning 330k in the last round, however Steve claimed a comprehensive victory. Tels strategy of not moving from the first table failed miserably.

This is a game that seems to have slipped under the radar of most people. While its not a game full of deep and intricate tactics it does provide a very entertaining way of spending 30-40 minutes with up to 6 players. The poker chips provided do add to the atmosphere. Well recomended.

Final Scores
Steve 1050k, Kev 980k, Paul 895k, Andy 550k, Oggie 345k, Tel 140k

Ratings
Steve 8, Kev 8, Paul 8, Andy 8, Oggie 7, Tel 7
 
Scores: Steve 1050, Kev 950, Paul 895, Andy 550, Oggie 345, Tel 140
Ratings: Steve 8, Kev 8, Paul 8, Andy 8, Oggie 7, Tel 7
Winner(s): Steve


20-Jun-2002All month
 
Combit

Scores: Paul 65, Tel 51
Ratings: Paul 6, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 109, Tel 63
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 118, Paul 79
Ratings: Tel 7, Paul 7
Winner(s): Tel

Union Pacific

Scores: Tel 116, Paul 103
Ratings: Tel 8, Paul 7
Winner(s): Tel


23-Jun-2002All month
 
Carcassonne

Scores: Paul 119, Boog 73
Ratings: Paul 8, Boog 7
Winner(s): Paul

David and Goliath

An enjoyable afternoon of games was brought to a close by a few hands of David and Goliath. The trick taking game of Low takes high card High card takes rest, with scoring occuring at face value of cards won if you won no more than 2 in a colour otherwise its 1 per card won in that colour.

We played first to 200 points. Tel got off to a flyer in the first round after two lucky wins in the last 2 tricks, but his scoring steadily reduced as the game went on. Andy managed to win 38 of the 90 cards in the first round but still only got the fourth best score. After the second round Oggie had acquired the miserly total of 34 to be over 30 points adrift of 5th place. Boog was playing very consistently scoring over 50 in each round. Into the third round and Oggie suddenly decided to play scoring a big total however Boog was still averaging over 50. Oggie managed an even bigger total in the fourth round to break through the 200 barrier however Boog managed yet another 50+ score to take the game.

A game that always goes down well at the end of a session within the group as players are given the opportunity to screw up fellow players.

Final Scores
Boog 209, Oggie 201, Steve 179, Andy 168, Tel 157, Paul 131

Ratings / 10
7s all round
 
Scores: Boog 209, Oggie 201, Steve 179, Andy 168, Tel 157, Paul 131
Ratings: Boog 7, Oggie 7, Steve 7, Andy 7, Tel 7, Paul 7
Winner(s): Boog

Drakon

Anne left early which left 6 of us. So we decided to play a 6 player game of Drakon. The tile layinbg game where players build a dungeon to explore with the aim of being the first to collect 5 gold pieces.

The game started very cagily with plenty of the dungeon built before anyone ventured forth, and with good cause as it became obvious that this game was going to be nasty. I think we all decided early on that winning was not the prime objective here, causing chaos was, oh and victimising Oggie and stealing Boogs money. A few nasty combination of tiles came and went. Everyones cash rose and fell until there were no tiles left to draw. Oggie was leading on cash but found himself in a dead end. Boog also found himself in a dead end with no tiles to play so had to pass a few turns running. Tel blew his chances of winning by playing the wrong tile at one point which meant he couldnt play any of his last 3 tiles next to his current location so was stuck in another dead end. Steve and then Tel took pity on the stuck Boog so gave him moves to the extent that he went from 1 coin and being unable to move to winning the game. Paul was the only other player with money earning potential but couldnt earn it as quickly as Boog.

We found the flaw with this game today. At one point in the game three of the players were stuck in positions where they couldnt move, if it wasnt for the fact that winning was paramount in peoples thoughts these 3 players (and eventually a fourth) would not have been anble to move again and hence frozen out of the game. In only 1 of the four cases was this down to bad play (Me) in the other three cases players were manoevered into positions they couldnt get out of. In a 20 minute game this wouldnt be an issue but Drakon can play for over an hour and being sat out for up to 30 mins hoping someone else is going to allow you back into the game is not my idea of fun. However in the spirit we played the game it was entertaining.

Final Scores
Boog 5, Paul 4, Tel 4, Andy 3, Oggie 3, Steve 2

Ratings / 10
Boog 8, Paul 7, Tel 6, Andy 7, Oggie 7, Steve 7
 
Scores: Boog 5, Tel 4, Paul 4, Oggie 3, Andy 3, Steve 2
Ratings: Boog 8, Tel 6, Paul 7, Oggie 7, Andy 7, Steve 7
Winner(s): Boog

Kingdoms

Scores: Paul 178, Anne 155, Boog 143
Ratings: Paul 8, Anne 8, Boog 8
Winner(s): Paul

Lost Cities

Scores: Steve 43, Tel 42
Ratings: Steve 8, Tel 7
Winner(s): Steve

Mississippi Queen

Anne requested that we play a game of Mississippi Queen. 4 of us took part in the passenger steamboat race down the twisting Mississippi.

3 of the first 4 passenger stops transpired to be behind islands on the wrong side of the river for the next bend, this didnt stop everyone except Anne picking up an early passenger. Andy then set to trailblaze the river only to be undone by a vicious right hand bend which Andys captain was obviously not expecting. This left Tel to lead the way while Steve and Anne were both picking up passengers. Since he was unsure where the river was likely to take him Tel was unable to build up too much speed. Neither Steve nor Anne had this problem as they could see more of the river from behind and both managed to achieve reasonable speeds. Steve had obviously navigated the river before and was confident to cruise down the middle of the river, whereas Anne, the novice to the river, seemed determined to use all the river, veering from riverbank to riverbank. Tel and Andy were forced to slow down to pick up the last 2 passengers on the river, unfortunately Anne was also banking on picking one of these passengers up and steamed straight past the rest of the waiting passengers. By the time she realised there were not enough passengers left it was too late for her to about turn, so she decided to continue to the end much to the annoyance of the passengers on the riverbank.

Steve capitalised on his time at speed 5 by storming past the 2 leaders as they slowed to pick up their last passengers, and after some heavy braking arrived safely at the end of the river a turn ahead of Tel who finished a turn ahead of Andy with Anne bringing up the rear, a passenger short.

Another entertaining game of MQ that played in about 1 hour with Steve maintaining his 100% record.

Ratings / 10
7s all round
 
Scores: Anne , Steve , Andy , Tel
Ratings: Anne 7, Steve 7, Andy 7, Tel 7
Winner(s): Steve

Royal Turf

Scores: Oggie 3050, Boog 3000, Paul 2900
Ratings: Oggie 8, Boog 8, Paul 8
Winner(s): Oggie

Union Pacific

After shuffling the groups, 4 of us sat down for a game of Union Pacific. Tel had played a demo game earlier in the week to learn the rules, so explained them to the rest. The board is a map of the USA, with railtracks connecting the big cities. Each section of track is 1 of the 4 types of track and can accommodate between 1 and 4 trains. 10 rail companies are competing to use the track. Each starts in a different city and from these starting coities they are trying to expand out to cover as much of the board as possible. Each player starts with a hand of 3 track cards, 4 random shares from the 10 companies and 1 Union Pacific share. 1 of the four share cards is played in front of the players as their initial investment. On a turn the players draw a piece of track and then can either play a piece of track or lay some shares. To lay a piece of track the players play a track card and then select a train from a company that can utilise that sort of track placing it on a coresponding track on the board, extending that companies network, the player then draws a share card either from the four face up cards or the draw pile. Alternatively the player can lay share cards from his hand, either as many of 1 share as he likes or 1 share from each of 2 companies.

Distributed within the share deck are 4 dividend cards. These trigger scoring phases, with the fourth one additionally ending the game. Once a dividend card appears each of the 10 companies pays out to the 2 largest shareholders, depending on how many track sections the companies have built. Union Pacific doesnt build tracks but the players get increasing payouts for UP shares in each dividend payout phase. Whoever has the most cash at the end of the game wins.

The first dividend came out when everyone expected and hence most players had their available shares down on the table, so there was an even split of money. The second dividend was then quite late, so there was plenty of attack and counter attacks as people jostled for position in the companies, however it did arrive a round early for both Steve and Oggie as both had shares ready to lay. Tel still had exclusive ownership of a couple of companies, which gave him a slight lead but it was still very close. The third dividend was very late arriving with only 12 share cards left. During this time Oggie and Steve who were battling for ownership of the red track had managed to build a monster company, Andy who still had exclusive rights to white was quite happily extending this line until Steve managed to match his investment. Tel managed to extend Brown to its limits and had a reasonable yellow network, and still had exclusive right to their profits however he only had a token investment in Union Pacific, Oggie was the big player in UP shares. Again the payouts were quite tight but with Tel having a slight advantage. A couple of shares were laid before the final payout, Andy managing to break Tels monopoly of both brown and yellow. In the final tally Tel lost some ground due to his low UP investment but just managed to hold on to the win, with Andy and Oggie very close behind, Steve was 9 points adrift in 4th.

An extremely close game that went down to the wire. The game does borrow from Acquire, with plenty of similarities, but it is a game in its own rights and one I will be playing again. The game played in about 90 mins.

Final Scores
Tel 125, Andy 123, Oggie 122, Steve 113

Ratings / 10
Tel 8, Andy 7, Oggie 8, Steve 8
 
Scores: Tel 125, Andy 123, Oggie 122, Steve 113
Ratings: Tel 8, Andy 7, Oggie 8, Steve 8
Winner(s): Tel


25-Jun-2002All month
 
Lost Cities

Scores: Tel 224, Paul 207
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Paul 85, Tel 33
Ratings: Paul 7, Tel 7
Winner(s): Paul


28-Jun-2002All month
 
Lost Cities

Scores: Paul 107, Tel 92
Ratings: Paul 7, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 101, Paul 73
Ratings: Tel 7, Paul 7
Winner(s): Tel


02-Jul-2002All month
 
Don

The evening started with a six player game of Don. The auction game where players are not allowed to bid an amount ending in a card they already own.

Wed not played with 6 before so it was interesting to see if it played any differently. The first difference to the usual game happened immediately as for the first time in our 11 games of Don, Paul did not buy the first card, he didnt even make a bid on it. In fact he didnt buy anything until the second set of 2 cards. He also bought the next single card which matched the colour of his first 2 cards, unfortunately the next 2 cards were the last 2 of his colour, but he didnt have enough cash to buy them, indeed he didnt get enough cash to buy anything else in the whole game. Kev bought quite a few cards early on, then just sat back and watched as he accumulated money, he then make a couple of big purchases towards the end to win the game comfortably. Tel claimed second thanks to claiming all the cash from the last auction giving him the most cash.

As usual from Don a great game. A 3-6 player game that plays in about 30 mins. The differences we found with 6 is that there is more money in the game and more players after the cards so prices were higher then normal with at least two auctions going for over 18.

Final Scores
Kev 14, Tel 10, Boog 9, Paul 6, Oggie 5, Andy 4

Ratings / 10
Kev 8, Tel 7, Boog 8, Paul 7, Oggie 7, Andy 7
 
Scores: Kev 14, Tel 10, Boog 9, Paul 6, Oggie 5, Andy 4
Ratings: Kev 8, Tel 7, Boog 8, Paul 7, Oggie 7, Andy 7
Winner(s): Kev

Dragon Delta

Only the second outing for Dragon Delta and again we played with a full compliment of 6. Neither Boog or Kev had played this before so we went through the rules as we know them. We go the German edition at Essen last year, and since there are no English Rules out there we play to the rules as we have managed to decipher from the Frensh rules, however since none of us can read french too well were probably playing it totally wrong.

This is not a game where long term strategy will not get you too far, as the board is permanently changing. There were plenty of dragons played and quite a few Ploofs as players were unable to move and hence ended up in the drink. On one occasion Paul dove into the water from his starting Island and enjoyed it so much he immediately dove back in. Andy was the first to come close to winning but a blocking move by Kev forced him off course. Oggie then made a dash for victory to again be thwarted. Next came Boogs bid for glory again to be blocked. At the start of the next turn Oggie, Boog and Andy were all 1 card movement away from winning. Tels dragon prevented Boog from moving, however he had no intention of moving as his dragon stopped Oggie from moving, nobody stopped Andy from moving and he took full advantage to charge to victory.

The game played in about 75 minutes but seemed a lot shorter. With the exception of Kev who marked the game quite low everyone else thoroughly enjoyed the game. This is a game where there is plenty of opportunity to screw other players, and thatís quite a popular mechanism within the group.

Ratings / 10
Andy 9, Boog 8, Oggie 8, Paul 8, Tel 8, Kev 6
 
Scores: Oggie , Kev , Boog , Tel , Andy , Paul
Ratings: Oggie 8, Kev 6, Boog 8, Tel 8, Andy 9, Paul 8
Winner(s): Andy

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel

Lost Cities

Scores: Tel , Paul
Ratings: Tel 8, Paul 7
Winner(s): Tel

Sticheln

The deck is made up of cards valued 0 - 14 in 6 different colours. Each player plays a card in front of them with indicates their misery colour, cards won in this colour are worth negative its face value. All other cards won are worth 1 point. The players then play hands to determine who wins the cards. The first instance of the highest card takes the trick. All suits except that of the first card are trumps.

The first hand proved entertaining as Andy lead with a middling red. Paul who was next to play had red as his misery colour, unfortunately he played a low non red card. This allowed everyone else to offload their high red cards giving Paul the trick and about - 45 points. After that people played cagily with Tel picking up a few points up early. Half way through the first round Oggie beseeched anyone to tell him what he was trying to do. Paul suggested watching him and doing the opposite. Whether it was this or other tactics, Oggie managed to establish a small lead after the first round. Now at the start of the second round Paul played a low orange (Oggies misery suit). AT thi spoint Oggie decide to ditch hois strategy of not doing what Paul did and decided to play a low trump. True to form all the high Oranges came out. Not content with doing this once, a couple of tricks later, presumably just to make sure the tactic definitely didnt work he tried it again and again got royally stitched. All this was to the benefit of Boog who was also trying to avoid orange. Since Oggie had successfully captured most of the oranges, Boog was able to capture as many tricks as possible, to win both the round and the game.

This proved to be one of the most entertaining games weve played in a while. Whether it will have much replayability remains to be seen. According to the rules the game ends after 10 rounds or the first to 100. It took us 40 minutes to play 2 hands and the highest score was 21 with the lowest -53. Had we played the full game it wouldve taken us about 5 hours, and as with most card games this a 30 minute filler type game. Personally I still prefer Hatrick, but will certainly look forward to when this one hits the table again.

Final Scores
Boog 21, Andy 14, Tel 4, Kev -10, Oggie -36, Paul -53

Ratings / 10
Boog 9, Andy 7, Tel 8, Kev 8, Oggie 7, Paul 8
 
Scores: Boog 21, Andy 14, Tel 4, Kev -10, Oggie -36, Paul -53
Ratings: Boog 9, Andy 7, Tel 8, Kev 8, Oggie 7, Paul 8
Winner(s): Boog


08-Jul-2002All month
 
Lost Cities

Scores: Paul 167, Tel 109
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 75, Paul 44
Ratings: Tel 7, Paul 6
Winner(s): Tel

Lost Cities

Scores: Tel 122, Paul 106
Ratings: Tel 8, Paul 8
Winner(s): Tel


09-Jul-2002All month
 
Carcassonne

We decided to play a 4 player Carcassonne with both expansions. As usual we played the original rules with the 4 point farmer.

This game was unusual in a couple of ways firstly there were two very large cities finished, both having investment from 3 of the four players, Boog missing out on the first and Oggie missing out on the second which was built around a cathedral. The second major difference to previous game was that although there were plenty of farmers played in the only two managed to find there way into the same field. The final layout of the tiles contrived to split the board up into many different fields, most of which contained a farmer. A presence in both big cities together with an advantage from the farmers gave Tel the game, the other player in both cities, Steve, claimed second from Oggie with Boog trailing in fourth.

This was an interesting game, there seemed to be less spoiler tactics employed than usual, and the game played very quickly finishing in less than 30 minutes.

Final Scores
Tel 148, Steve 123, Oggie 111, Boog 78

Ratings / 10
Tel 9, Steve 8, Oggie 8, Boog 7
 
Scores: Tel 148, Steve 123, Oggie 111, Boog 78
Ratings: Tel 9, Steve 8, Oggie 8, Boog 7
Winner(s): Tel

Lost Cities

Scores: Tel 126, Paul 112
Ratings: Tel 8, Paul 8
Winner(s): Tel

Lost Cities

Scores: Tel 173, Paul 52
Ratings: Tel 8, Paul 6
Winner(s): Tel

Lost Cities

Scores: Tel 119, Paul 108
Ratings: Tel 8, Paul 7
Winner(s): Tel

Pit

To end the night we played 1/2 hours worth of Pit.

At some point in the game everyone was leading though in Oggie case this was very briefly. The game was fairly close throughout with nobody ever pulling out a big lead, and everybody (except Oggie) winning their fair share of hands. Oggie managed to score -20 for the first 2 hands, before claiming his solitary positive score of 100 for a Wheat hand, but 3 hands later was back down to a total score of zero. He then managed to totally steer clear of any scoring cards +ve or negative for about 5 hands. However he did manage to get -20 in four of the last five hands to finish with -80. While he was performing this amazing feat the other 3 were all battling it out , at one point the scores reading 260,260,275 (-20). Hoever Tel and Boog shared the last four hands between themselves to pull away from Steve with Boog claiming the overall victory in the last hand.

A great (but noisy) way to end the evening.

Final Scores
Boog 380, Tel 355, Steve 270, Oggie -80

Ratings / 10
Boog 9, Tel 8, Steve 8, Oggie 8
 
Scores: Boog 380, Tel 355, Steve 260, Oggie -80
Ratings: Boog 9, Tel 8, Steve 8, Oggie 8
Winner(s): Boog

Princes of Florence

After drawinng lots to see who was going to play Prince of Florence and who Puerto Rico, 4 of us started a game of POF. Boog had never played before so a quick run through the rules was in order. Having never played before he was at a big disadvantage, and it wasnt until half way through the game that he suddenly realised what we were trying to achieve, too late to make a push for victory.

In a departure from the normal start (from the few starts weve had) nobody produced any works until turn 3, people obviously trying to set some groundwork to start with. Tel claimed architects from the first 2 auctions before getting a forest
in the third turn, Oggie claimed 2 Entertainers and a landscape, Steve an Entertainer, Forest and Prestige Card and Boog got a Prestige card and a couple of landscapes. There was the usual scramble for freedoms early on with Steve claiming all 3 and everyone else having to be content with 2. Mindful of the last (aborted) game we played as a five player everyone also bought an early additional personality card. On turn 3 everyone except Steve produced their first work, Oggies being the most impressive to claim the extra 3 VP. Steve was again the only player not to produce on the 4th turn, Tel took less cash then everyone else so had opened up a small lead. However this shortage of cash was going to take its toll as he overstretched himself and was forced to convert VPs to cash at one point to be able to bid for something. Turn 5 saw Steve start to produce works, with all the groundwork he had put in before producing the finished articles were very impressive, he produced in 4 of the last 5 rounds. Both Oggie and Tel produced 2 works in this period, as bid Boog but he kept both of his for the final round. Boog needed to buy a lake in the last auction to get the full benefit from his prestige and bonus cards, however being short of cash he tried to draw people away from his intended purplose by first bidding for the entertainer, unfortunately nobody wanted it so although he got a very cheap entertainer it was at the expense of a handful of VPs. The only contested auction in the last rtound was for a forest that both Tel and Steve wanted, Steve won out and it was to score him 7 VPs from one of his prestige cards. He also claimed another 7 VP from a second card to win by the proverbial country mile. Oggie claimed a comfortable 2nd with Teljust holding on to 3rd from Boog.

This game has been criticised for its lack of interaction. Personally I dont see this, the main interaction between players is in the auction phase where there is plenhty of opportunity to screw people either by pushing the price up on things they want or, as happened to the Boog on numerous occasions, forcing them to take something they didnt want but was just pushing the price up. There are a lot of similarities with Puerto Rico, but at last night session the four player Prince of Florence finished well before the 3 player Peurto Rico. I havent played either enough to decide which I prefer but would me delighted to play either.

Final Scores
Steve 58, Oggie 49, Tel 42, Boog 40

Ratings / 10
Steve 9, Oggie 7, Tel 8, Boog 8
 
Scores: Steve 58, Oggie 49, Tel 42, Boog 40
Ratings: Steve 9, Oggie 7, Tel 8, Boog 8
Winner(s): Steve

Puerto Rico

Scores: Andy 43, Paul 35, Kev 33
Ratings: Andy 9, Paul 9, Kev 9
Winner(s): Andy


16-Jul-2002All month
 
David and Goliath

Scores: Tel 48, Boog 28, Andy 24
Ratings: Tel 7, Boog 6, Andy 6
Winner(s): Tel

Fabrik der Traum

Onto the second auction game of the night. Despite being on his shortlist for purchases from Essen last year, Andy had never played this. Players take the part of film producers who start the game with the rights to 3 screenplays and have to hire the relevant components required to turn it into a film. The four rounds of the game are split into a number of auctions where players can bid for a randomn selection of these component. Each component is worth between 0 and 3 stars which count towards the overall quality of the finished film. Once a film is completed the player takes a token denoting its worth (in VPs) and takes a new sreenplay. Bonus VPs are available throughout the game for first films in a category and best film after each round. At the end of the game bonus VPs are also awarded for Worst film, best film in each category and most director points.

Boog seemed intent on spending the whole game hiring Directors, so despite ending the game with the rights to only 4 screenplays (all finished) he must have hired at least 8 directors during the game. Tel on the other hand seemed intent on buying everything he could possibly afford. Hence he was churning out movie after movie most of which would have struggled to achieve B movie status, included in this was the worst film ever made. He did however produce a couple of quality films, his first film 3 Musketeers took the best film of the year for 3 years running. And his last film Citizen Kane was also very well received. Andy managed to be the first to produce a film in one of the categories, which also won the best film in that category at the end of the game. Despite most of his films being useless, the sheer quantity of films produced gave Tel a comfortable victory.

Andy had never played this before and Boog had only played once a few months ago so neither had much of an idea about what tactics would work, Tel had played over the weekend with his sister so had a better understanding of what was required (after being hammered over the weekend). This made the game very one sided, with the last round really just being played out as the result was already certain. Despite this the game still showed potential, and will certainly hit the table again.

Final Scores
Tel 117, Boog 79, Andy 40

Ratings
Tel 7, Boog 7, Andy 6
 
Scores: Tel 117, Boog 79, Andy 40
Ratings: Tel 7, Boog 7, Andy 6
Winner(s): Tel

Guillotine

Scores: Tel 30, Steve 29, Andy 29
Ratings: Tel 7, Steve 7, Andy 6
Winner(s): Tel

Jack the Ripper

Boog caught the same train as Paul and Tel tonight so we decided to Play a game of Jack the Ripper instead of the usual Lost Cities. Wed never played this with 3 before, and in my personal opinion it makes it an even better game.

Rather then play to any set target, we kept playing until the train pulled in. Boog got off to a flyer, going out in both of the first two hands to open up a 40 point lead. Tel then claimed the 3rd hand to pull within 20 points, howver then fourth hand proved very painful to both Tel and Paul as Boog managed to go out extremely early with Tel only getting a couple of cards down and Paul not even managing that. The last hand got into a bit of a stalemate as Tel tried to go out early only to discover that no Victims had been played. Of course Paul and Boog then ensured that neither of them played any victims. However things were getting tense as everyone had a full hand of cards which could prove very costly if anyone managed to get out. Therefore eventually Paul decided to cut his losses Playing a victim and 2/3 of his cards. The Boog followed suit, leaving Tel to close out the hand but not score anywhere near as he should have done had he been paying attention.

Unlike the 2 player version, where each player gets an opportunity at every discarded card, the 3 player game has the frustration of seeing cards you want disappear into the discard deck with no way of rescuing them without playing one of the 5 Scene cards. This added an extra dimension to the game.

Final Scores
Boog 113, Tel 83, Paul 32

Ratings / 10
8s all round
 
Scores: Boog 113, Tel 83, Paul 32
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Boog

Modern Art

We next started the first of two Knizia Auction games. The aim of Modern Art is to acquire as much money from buying and selling pieces of modern art via a variety of auction methods. Each player starts with ten pieces of work, at the start of the 2nd and 3rd round they receive another 6. In turn each player auctions off one of his card. Each card indicates what type of auction should be used from Open, Sealed, Once round, Fixed price and Double. The Double the player to sell off two cards at once. As soon as the 5th card by a particular artist is put up for auction the round ends the top 3 selling artists of the round are then awarded value, and any player having bought those artists work gets cash according to this value and any previously won value.

For the first couple of rounds Boog seemed reluctant to buy anything. Tel and Andy splitting most of the purchases between themselves. The market seemed flooded with Light Metals for these two rounds. Into the third round and Boog suddenly realised that he was allowed to buy things and started th ejob in earnest, this coincided with Tel only buying very cheap. Andy made a tidy profit on a couple of Gitters in the last round which everyone expected had won him the game, but to everyones surprise not least his own when everyone counted up Tel had managed to win. It was another of those how did that happen moments as he hadnt been getting as much money as everyone alse at the end of each round. It must have been down to his selling, but while this is obviously an important part of the game, in previous games has been shown not to be a winning strategy.

Modern Art is one of those game where players regularly claim I hate this game as they need to decide how much a card is worth, and then give it high marks at the end of the game. Tonight was no exception after plenty of difficult decisions everyone scored it as an 8.

Final Scores
Tel 480, Andy 415, Boog 379

Ratings / 10
8s all round
 
Scores: Tel 480, Andy 415, Boog 379
Ratings: Tel 8, Andy 8, Boog 8
Winner(s): Tel

Web of Power

We split into 2 groups of three for the evening. The first game to hit the smaller table was Web of Power. Everyone knew the rules so it was straight into the game. However we once again forgot to remove some of the cards with there only being 3 of us.

The game played very differently to most games weve played before. For one thing most of the countries were opened up very early. The usual strategy of filling each country before moving on was ignored as everyone seemed to follow there own plan. It is also very rare within our group for any roads to be allowed to be developed, this was again different today with Tel managing to form a road very early. The end of the first round arrived and after totting up the scores there was a single point covering all three players. The second half of the game and everyone was fighting to fill the opened countries, Andy concentrating on the West of Europe, Tel on the South and Boog playing in the Central areas. Everyone seemed reluctant to help Tel build Italy so he did it on his own building all 6 cloisters and deploying the only 3 advisors the country saw. Nobody moved into either of the remaining 2 unoccupied countries until all other countries were full. As the end of the game approached Tel managed to complete his third road, with Andy also completing one. If the final analysis Tels 3 roads provided him with 15 points and won him the game.

We nearly always forget to remove cards with fewer players but this does not seem to detract from the game. As usual an enjoyable game especially as this one played differently to usual

Final Scores
Tel 67, Andy 57, Boog 49

Ratings / 10
Tel 8, Andy 7, Boog 7
 
Scores: Tel 67, Andy 57, Boog 49
Ratings: Tel 8, Andy 7, Boog 7
Winner(s): Tel


18-Jul-2002All month
 
Lost Cities

Scores: Boog 111, Tel 97
Ratings: Boog 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 102, Boog 55
Ratings: Tel 8, Boog 8
Winner(s): Tel

Lost Cities

Scores: Tel 111, Boog 34
Ratings: Tel 8, Boog 8
Winner(s): Tel

Lost Cities

Scores: Boog 113, Tel 43
Ratings: Boog 8, Tel 8
Winner(s): Boog


19-Jul-2002All month
 
Jack the Ripper

Scores: Paul 119, Tel 118, Boog 58
Ratings: Paul 8, Tel 8, Boog 8
Winner(s): Paul


22-Jul-2002All month
 
Lost Cities

Scores: Tel 143, Boog -90
Ratings: Tel 8, Boog 4
Winner(s): Tel

Lost Cities

Scores: Boog 191, Tel 124
Ratings: Boog 9, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 165, Boog 119
Ratings: Tel 8, Boog 8
Winner(s): Tel


23-Jul-2002All month
 
Mystery Rummy: Murder at the Rue Morgue

Scores: Tel 102, Paul 75, Boog 71
Ratings: Tel 7, Paul 8, Boog 7
Winner(s): Tel

Settlers of Catan

With 3 playing Tikal on the other table, the remaining 4 of us decided to start the evening with a game of Settlers. This classic needs no introduction, except Kev hadnt played it before so we had a quick run through of the rules for him. After this we were into the game.

Paul made his intentions clear from the start up by placing one of his initial towns on the 2:1 brick harbour which happened to be on a Brick for an 8 hex. His other initial town was placed so that it would also gain brick on a 5. However 8s didnt come up much at all during the game, and since Kev was the only player not on the other brick hex, the robber set up a regular camp on this hex. This also had the side effect that for the first 3/4 of the game theres was rarely any brick in the game. The other rare commodity was ore, this only came in on a 12 (never came up), 11 (provided more than expected but still not a lot) and on a 5 which was next to the desert and unpopulated for all but the last round. Without Brick and Ore the game was always going to be a bit slow, but nobody expected it to drag out for 2.5 hours. Kev managed to join his 2 towns up quite early using a road building card, to take early custodianship of the Longest road, he was never to lose this. Oggie was having quite a bit of joy collecting more resources then you would normally expect from his towns around the 2 fours but theres not that much you can do with a handful of sheep and wheat. Tel had positioned himself in striking distance of the 2:1 Wood and Sheep harbours with a steady supply of both coming in, but like everyone else was hampered by the shortage of brick and it took him forever to get settlements on the two harbours. Kev was able to use the only ore coming into the game to buy development cards. Paul seemed to be trying to get a monopoly on the harbours, after starting with the Brick harbour he then built his next town on a 3:1. He then spent the rest of the game forcing a route from his town at the cente of the board towards another 3:1. It was almost a relief whan after 2.5 hours of play Kev announced that he had won, 4 towns , 1 city , the longest road and 2 VP cards. Tel claimed second with 7 points, neither Oggie nor Paul had managed to build a city and were both on 5.

While both Oggie and Kev really enjoyed the game, scoring it an 8, both Tel and Paul marked it down due to the amount of time the game took to play. Normally Im a big fan of settlers and had the game been played withing the usual 1 hour time frame I would have marked it much higher, but 2.5 hours is just too long.

Final Scores
Kev 10, Tel 7, Oggie 5, Paul 5

Ratings / 10
Kev 8, Tel 6, Oggie 8, Paul 5
 
Scores: Kev 10, Tel 7, Oggie 5, Paul 5
Ratings: Kev 8, Tel 6, Oggie 8, Paul 5
Winner(s): Kev


26-Jul-2002All month
 
Jack the Ripper

Scores: Tel 201, Paul 166, Boog 26
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel


30-Jul-2002All month
 
Lost Cities

Scores: Paul 112, Tel 51
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Tel 58, Paul 39
Ratings: Tel 7, Paul 7
Winner(s): Tel

Puerto Rico

In what is becoming a worrying trend we only managed to play one game in the evening again last night. But in contrast to last weeks game of settlers which seemed to drag on forever, the time just flew by in Puerto Rico and I was surprised to see the time when the game finished. It was the first outing of Puerto Rico as a 5 player game tonight.

In a break with his tactics in previous games Tel didnt build a single quarry in the whole game, instead he concentrated on producing and shipping goods. Everyone else managed to get at least 1 quarry. Andy used a coffee and corn production line to try and finance a building strategy. Steve was on a straight production run, producing plenty of sugar and corn on each visit of the craftsman, however a couple of turns of being unable to ship anything with the arrival of the captain hurt him badly, forcing a purchase of a wharf, but the damage had been done. Paul, who started the game in an unusual fashion by taking the prospector as his governors choice, was another player looking to be building cheap with plenty of quarries. He also built an early office to allow give him a steady cash flow from sugar sales. Oggie became the tobacco baron for long periods of the game being the only player with this commodity.

Andy was the early favourite after getting into coffee first and building a large market that gave him huge payouts at the trading house to finance his extensive building program. However once Tel to his right also managed to get into coffee, Andys opportunities at the trading house became limited unless he became the trader himself as both offices had gone. Tel was building up to producing all 5 commodities, however by the time hed got all 5, the 2 factories had been spirited away. After building his wharf, Steve was raking in the VPs on each captain phase, however his was often short of cash so didnt manage to get any of the big bonus buildings, Paul, Oggie and Tel all managed one with Andy managing to get 2. The victor was by no means certain as Steve selected the Captain to trigger the end of the game as the VPs ran out. Tel, Oggie and Steve all had large piles of VPs, while Paul and Andy had more buildings. Steve was delighted to discover that despite not having built one of the bonus buildings he had beaten both Andy and Paul who had built them, into third. Oggie claimed second spot with Tel taking overall victory.

An excellent game. On our fourth playing and weve managed to finish the game using all three end conditions, and no one tactic has proved to be a certain winner. The game did take just over 2 hours to play but as I said earlier, it didnt seem this long. I know Puerto Rico has been getting rave reviews everywhere, well add my voice to those shouting praise, when can I play again.

Final Scores
Tel 59, Oggie 52, Steve 51, Andy 48, Paul 43

Ratings / 10
Tel 9, Oggie 7, Steve 9, Andy 9, Paul 9
 
Scores: Tel 59, Oggie 52, Steve 51, Andy 48, Paul 43
Ratings: Tel 9, Oggie 7, Steve 9, Andy 9, Paul 9
Winner(s): Tel


07-Aug-2002All month
 
Giganten

We now split into 2 three player games. While the other group played Great Walls, our threesome decided to try Giganten. In giganten each player takes the role of an Oil Baron trying to make the most money. The board is full of prospective drilling sites, each having a hidden production value. The sites nearer the bottom of the board (start area) are cheaper to buy but produce less oil then those further up the board. Along the right side of the board are rail tracks where each player has a train for transporting oil back to market. There is a black train which progresses each turn and when it reaches the end of the track the game ends. Players move around the board prospecting the various oil sites, building where they wish. They then transport oil back to market, where they can bid to sell with one of the three companies, each selling at a different price.

One the first turn everyone produced 1 barrel of oil, and since all three companies prices had risen, they were sent to different companies. Only Steve didnt bid the minimum 1 to sell. Into turn 2 and once again the prices rose in all 3 companies, allowing Steve to sell 3 barrels of oil for a huge profit. It was Tels turn in round 3 to make a killing after manipulating the price of one of the companies to his advantage. From there on in Tel seemed to be able to sell most turns. On the occassions that Andy or Steve wanted to make big sales they were forced to bid heavily for the rights, scuppering any hopes of selling in the next round. So as the final scores were tallied Tel had managed a comfortable win. Steve pipped Andy for second place.

An enjoyable game, but since it had been 9 months since the last play everyone had forgotten what they were trying to achieve, so the first couple of rounds were more like a training exercise as we tried to remember how to play the game. As with most games within the group : we really need to play this one more often.

Final Scores
Tel 119,500, Steve 72,000, Andy 61,500

Ratings / 10
Tel 7, Steve 8, Andy 7
 
Scores: Tel 119500, Steve 72000, Andy 61500
Ratings: Tel 7, Steve 8, Andy 7
Winner(s): Tel

Jack the Ripper

Scores: Tel 145, Boog 135, Paul 132
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel

Mamma Mia!

Scores: Oggie 5, Paul 4, Kev 1
Ratings: Oggie 8, Paul 7, Kev 7
Winner(s): Oggie

Mystic Wood

Scores: Kev 76, Paul 50, Oggie 32
Ratings: Kev 7, Paul 6, Oggie 6
Winner(s): Kev

Perudo

Scores: Tel , Steve , Andy
Ratings: Tel 7, Steve 7, Andy 7
Winner(s): Tel

Perudo

Scores: Tel , Steve , Andy
Ratings: Tel 7, Steve 7, Andy 7
Winner(s): Tel

Perudo

Scores: Andy , Steve , Tel
Ratings: Andy 7, Steve 7, Tel 7
Winner(s): Andy

Perudo

Scores: Steve , Andy , Tel
Ratings: Steve 7, Andy 7, Tel 7
Winner(s): Steve

Ricochet Robot

The evening started with 5 of us ready to play and a sixth on the way so we decided to start with Ricochet Robot so that Kev could join in when he arrived, without us having to start again. Ricochet Robot is a game that challaneges the old grey matter. Its more of a puzzle than a game. The board consists of 17 target spaces, 4 in each of the four colours and a special mulitcoloured space. The board also contains walls. There are 4 robots in the same 4 colours as the targets randomly placed on the board. The are 17 tiles matching the target spaces placed face down next to the board. One of the tiles is turned over, and everyone is now trying to find the quickest route of manouvering the matching coloured robot onto the matching symbol. There are only a couple of rules regarding movement. Robots travel in a straight lineand once it starts moving it must continue in that direction until it hits something, either wall, edge of board or another robot. At this point you can either rotate the robot through 90 degrees and move again or move another robot. Once someone declares a solution, everyone else has about 60 seconds to declare their own solutions. Whoever declared the smallest move first gets to demonstrate their solution. If they managed to remember it they get the tile. If not the next declarer gets to try and solve it. Whoever has the most tiles after all 17 have been claimed wins.

Andy, Tel and Steve have a big advantage when playing RR as they all play regularly online at www.ricochetrobot.com. So it was no real surprise when Steve took the first 2 tiles with Tel and Andy then sharing the next 4. This was despite Paul claiming the shortest route on wone of the plays and succesfully moving the blue robot onto the correct square in the declared number of moves, unfortunately it shouldve been the green robot. Andy then embarked on self destruct by constantly declaring moves that required him to travel through a wall, or declaring too high to find shorter solutions later. One particular square came up and after about 5 minutes of searching, no soloution could be found, so it was put back in the pot and the game contiued. When it came out a few tiles later, still nobody could find a solution so again it went back in to the pot. By this time Paul and Oggie had claimed tiles, so with just 2 tiles left everyone (except Kev) was on 2, 3 or 4. Out came the penultimate tile and it was the one wed had trouble with before. After a couple of minutes Steve declared 23, nobody else came close to finding a solution, so Steve started his marathon move, and suprisingly remebered it to claim the tile. He was now a point ahead, However Tel claimed the last tile to tie the game.

RR is a great game if you donít mind some mental stimulation. Within the group there is a bit of a split with most players enjoying the game, but with one player hating the game with abandon. It is a game where practise makes a big difference, it was no surprise that the two winners were 2 of the 3 people owho play the game daily online. It also takes a while to get your head around how the robots interact, which expolains why Kev, whod not played the game before, gave it such a low mark.

Final Scores
Steve 5, Tel 5, Oggie 3, Paul 2, Andy 2, Kev 0

Ratings
Steve 8, Tel 8, Oggie 6, Paul 8, Andy 8, Kev 3
 
Scores: Tel 5, Steve 5, Oggie 3, Andy 2, Paul 2, Kev 0
Ratings: Tel 8, Steve 8, Oggie 6, Andy 8, Paul 8, Kev 3
Winner(s): Tel, Steve


20-Aug-2002All month
 
Don

With just 20 minutes left we had to end with a filler and Don got the nod. Another auction game, for some reason players are trying to buy districts of Chicago using slices of carrot. But the games much more important than the theme. This was the game that we played at Essen last year, and came back with 3 copies.

Paul was back to normal, buying the first card. Steve bought the next two cards which were both pink. Andys approach for the game seemed to be to try and hoard as many carrots as possible, which as weve seen before doesnt usually work. However it does mean that he got to pick which auctions he wanted towards the end of the game, and he managed to put together a nice portfolio. Tel had managed to buy a few cards early on but then went quiet. Allowing him to bid 21 for the last set of cards. All these carrot went to Andy who owned a couple of 1s. These last three cards gave Tel a score of 11, however the 2 point bonus for Andy having the most carrots, took his score up to 11 giving a tie. Steve and Paul were only 1 point behind on 10 in what was a very tight game. Oggie completed a miserable night for him with only 6 points.

As usual a great filler game. The game plays in 20 minutes and has all the element of a longer game. I personally prefered this to the earlier game of Medici.

Final Scores
Andy 11, Tel 11, Paul 10, Steve 10, Oggie 6

Ratings / 10
Andy 7, Tel 8, Paul 7, Steve 7, Oggie 6
 
Scores: Andy 11, Tel 11, Paul 10, Steve 10, Oggie 6
Ratings: Andy 7, Tel 8, Paul 7, Steve 7, Oggie 6
Winner(s): Andy, Tel

Medici

The next game to hit the table was Medici. The auction game played over three rounds where players are trying to monopolise the market in goods. Each round the current player draws between 1 and 3 cards to form the current auction. These cards are of 5 different commodities and each has a value between 0 and 5. There is also a gold card that is worth 10 points. Bidding is done in a once round the table fashion, with the current player having the last bid. The highest bid claims the cards, but if nobody bid on the lot then the cards are discarded. Each players needs to try and buy 5 goods each round, there are enough cards at the start for 6 each so once a few have been discarded somebody is going to miss out. Once all players have there 5 goods, or all the cards have been auctioned a scoring phase occurs. There is a pyramid on the board for each of the five commodities. For each good a player bought they advance their marker one on the relevant pyramid. The highest placed player on each pyramid claims 10 points with the second place getting 5 points. The top 3 spots on each pyramid also grant bonus points. Each player also scores points for the total of the numbers on their cards, in a five player games the values are 30,20,10,5 and 0. The winner is the player who has the most points at the end of the game.

Andy got off to a good start to open a small lead after the first round from Tel whod managed to buy his 5 goods for 2. Oggie seemed to be struggling and ended the first round around the 40 point starting position. Into the second round and people now knew what they were after, Tel was chasing Spice, Paul was looking for Wheat, Andy and Oggie seemed to be after the same commodities, with Steve who was in his first game getting a presence in most goods. Tel immediately bucked his usual tightfisted approach, to buy the first lot of the second round for a reasonable amount, buying 2 more spice. Paul was also successful in claiming more of his preferred Wheat. Andy claimed the gold to guarentee the 30 point bonus. After the second round Tel had overtaken Andy for the lead with Paul and Steve close behind. Oggie was still straggling behind. There was some very strange bidding going on in the last round, with some lots going for as much as 12 yet Tel managed to buy a lot with 2 Spice for 1 and then later picked up the gold for another 1. These two lots secured a comfortable win as the final scores were a lot more spread than the second round was predicting. Andy claimed second with Paul just pipping Steve for third. Oggie never managed to catch up after his bad start.

Medici is one of Kinizias auction games, and is usual from his games does have multiple ways of scoring. The idea is very simple but does work very well. Im still not sure whether I prefer this or Modern Art. The game played in about an hour with five of us but the time just flew by.

Final Scores
Tel 132, Andy 107, Paul 95, Steve 92, Oggie 69

Ratings / 10
Tel 7, Andy 8, Paul 7, Steve 7, Oggie 6
 
Scores: Tel 132, Andy 107, Paul 95, Steve 92, Oggie 69
Ratings: Tel 7, Andy 8, Paul 7, Steve 7, Oggie 6
Winner(s): Tel

Through the Desert

Only 5 tonight so we started with Through the Desert. The game where the aim is to build long chains of pastel camels. The board is made up of hexagons. Five palm trees are placed on the board as are a number of tiles which have values from 1 to 3. Camels come in 5 colours and each player gets a rider in each. These are then placed on the board. Players on there turn get to place 2 camels onto the board. Each camel placed must be adjacent to a similar coloured camel belonging to that players chain. Camels cannot be placed adjacent to a camel of the same colour belonging to another player. When a camel chain reaches one of the palm trees that player gets a 5 point chit. Players also claim the tiles as they cover them with their camel. Once all the camels of one colour have been used the game ends. The owner of the longest chain in each colour gets 10 points. Players also get 1 point for each hexagon they have managed to totally enclose by a single chain and the edges of the board. Total up all these points and whoever has the most points wins.

In the first game we played everyone started playing camels of various colours to claim nearby trees and points, but then both Paul and Steve headed off after the longest green camel chain. Everyone else was desperately trying to grab points before the green camels run out. Nobody managed to capture particularly large areas, 6 being the largest. Sure enough the race for the green chain brought the game to an early end. What was strange about this game was that the longest pink chain was shared by Oggie and Steve which trains of three. In the final countback Steve stormed the game winning by 9 points from Andy, with everyone else fairly close behind.

Since it had nearly taken as long to setup as play the first game we decided on a rematch. After the initial setup on tree was surrounded, all five players had camels involved. As expected everyones first move was to charge into the surrounded tree. Before the game started Oggie warned everyone to beware the rush tactics. Tel and Paul obviously ignored him as they both set out to try and claim the longest cream chain. Paul capturing an impressive 14 point area into the bargain, while Tel only managed to capture a paltry 6 point area. While these two were at loggerheads everyone else was fighting over the rest of the board. Steve ended the game by claiming the last cream camel, after just securing a share in the longest purple chain. Despite Pauls impressive cream chain and area capture he only did enough for third. Steve had managed to acquire enough points elsewhere for an even more comprehensive victory than the first game, Oggie managed to pip Paul into second. Neither Andy nor Tel managed a longest chain and finished 4th and 5th because of this.

2 games played within 45 minutes, and 10 minutes of this was probably setting the board up and splitting up the camels between games. From a personal perspective I prefer this with fewer players, I think Through the Desert is best when played as a 2/3 player game. With 5 the board starts very cluttered and often trains arent able to expand after the first couple of turns. Tonights 2 games both played quicked than usual due to a rush on one colour by 2 players but we do usually finish games within 30 minutes and 5 player games that play in 30 minutes are always a bonus.

Game 1
Final Scores
Steve 60, Andy 51, Tel 47, Paul 45, Oggie 43

Ratings / 10
Steve 7, Andy 7, Tel 7, Paul 7, Oggie 6

Game 2
Final Scores
Steve 61, Oggie 46, Paul 45, Tel 37, Andy 35

Ratings / 10
Steve 7, Oggie 6, Paul 7, Tel 7, Andy 6
 
Scores: Steve 60, Andy 51, Tel 47, Paul 45, Oggie 43
Ratings: Steve 7, Andy 7, Tel 7, Paul 7, Oggie 6
Winner(s): Steve

Through the Desert

Scores: Steve 61, Oggie 46, Paul 45, Tel 37, Andy 35
Ratings: Steve 7, Oggie 6, Paul 7, Tel 7, Andy 6
Winner(s): Steve


21-Aug-2002All month
 
Lost Cities

Scores: Boog 77, Tel 76
Ratings: Boog 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Boog 66, Tel 40
Ratings: Boog 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 99, Boog 99
Ratings: Tel 8, Boog 8
Winner(s): Tel, Boog


26-Aug-2002All month
 
Kingdoms

Scores: Oggie 197, Boog 184, Anne 165, Andy 108
Ratings: Oggie 7, Boog 7, Anne 6, Andy 7
Winner(s): Oggie

Mississippi Queen

Scores: Andy , Boog , Anne , Oggie
Ratings: Andy 5, Boog 5, Anne 5, Oggie 6
Winner(s): Andy

Puerto Rico

What better way to end the day then with a 5 player game of Puerto Rico.

Steve made his intentions clear from the start by claiming whatever corn he could, playing most of the game with 5 populated corn farms. Tel seemed intent on getting one of every good, Oggie who started as the governor didnt pick up any farms until about a third of the game had gone. Both Paul and Andy also seemed to be looking for a balanced approached to goods. Tel was the first to be able to afford a factory, Oggie immediately picked up the second, which caused much groaning from Paul and Andy as they were also after this. Tel was prevented from producing all five goods by Andy taking the last Coffee warehouse. But he was getting 3 or 4 depending on whether Steve got all the corn or not, this provided him with enough cash, that he could concetrate on shipping out as many goods as possible. A wharf came in handy for this. With so many people collecting a diverse collection of goods the ships were rarely empty which worked against Steve as he couldnt always offload his corn. The game approached the end and the question was what was going to trigger the end either a shortage of settlers or Tel/Andy filling their cities. As it happened Tel took the Mayor to end the game. In the final countback Tels factory strategy had managed a comfortable win, Paul and Oggie ties for second. Andy just pipped Steve for fourth.

Another corking game of Puerto Rico, and another different startegy winning. This really is a game where you need to determine what to do only after seeing what everyone else is trying to achieve. Usually at the end of an 8 hour games day everyone just wants to play simple card games, but nobody had any complaints on finishing with this today, indeed it got the highest marks of the day.

Final Scores
Tel 56, Paul 45, Oggie 45, Andy 37, Steve 34

Ratings / 10
Tel 8, Paul 9, Oggie 7, Andy 9, Steve 8
 
Scores: Tel 56, Oggie 45, Paul 45, Andy 37, Steve 34
Ratings: Tel 8, Oggie 7, Paul 9, Andy 9, Steve 8
Winner(s): Tel

Really Nasty Horseracing Game, The

An old favourite that used to be a regular of Games days got a run out. We decided that we should actually try this with the original rules. The first time we played it, we misunderstood the rules and played it wrong. However we all enjoyed our version of the game that we had no inclination to try the proper rules. The difference is on landing on fences. In the proper rules this is allowed and a fall only occurs if someone plays a card. In the Piddinghoe variant anyone landing on a fence immediately falls, the fall cards from your hands can be played as someone jumps a fence mid turn. This makes the game REALLY NASTY, as there is no defence against falling. It also sees people suiciding if they had backed the horse just behind them, of course there is no guarantee that this horse is then going to finish. Anyway back to the proper rules.

The races were drawn and were roughly lowest value to highest, ending with the big payday. The first race saw carnage as the three favourites all fell. This allowed the 25-1 outside to come in with Tel, its only backer, collecting a 125k payout. The second race was a fairly low key affair with Paul backing himself to win to amass a 50k profit from prize money and betting profits. The third race saw Boog lose the last of his money. Unable to bet he was relying on some good rolling to win a race to get back into the game however race four saw him roll many 1s. Paul was rolling all the sixes to romp to victory. The fifth race and Boog finally got his 6s. He and Tel got off to a flyer and were well ahead of the field. Things were going so well for him that he took pity on Oggie who had just been felled at one of the early fences that he allowed him to remount. Oggie was so grateful that he returned the compliment by playing a card on the Boog soon after making him fall. As the final race approached Paul, Tel and Andy were the players in the money, though none had as much as the 250k payout of the final race so anyone could still win. After Tels horse facing the wrong direction at the start and then a false start, the rest of the race was quite uneventful, with Tels horse keeping the inside lane all the way round to storm to victory, Pauls horse came in second, with Boog finally winning some money by coming third. Tel and Andy had both backed Paul, with Paul backing Tel. Tels victory in the last race gifted Paul the game, with Tel second. Oggie claimed third, with Boog claiming fourth.

After playing the proper rules we were unanimous in that we all prefer our variant. The proper rules are just not nasty enough. The players do have more control over whether theyll finish the race with the proper rules, but the speed theyre running at is still determined by dice. As a group we are not usually overly impressed with dice based games, our house rules makes the game interesting enough for it to hit the table once or twice a year, I suspect the original rules would not hit the table anywhere near as often, but perhaps just because we are all nasty vindictive people.

Final Scores
Paul 575k, Tel 375k, Oggie 70k, Boog 50k, Andy 5k, Steve 0

Ratings / 10
Paul 7, Tel 7, Oggie 7, Boog 5, Andy 5, Steve 5
 
Scores: Paul 575, Tel 375, Oggie 70, Boog 50, Andy 5, Steve 0
Ratings: Paul 7, Tel 7, Oggie 7, Boog 5, Andy 5, Steve 5
Winner(s): Paul

Theophrastus

After trawling through the terrible rule book three times I thought Id understood the game enough to release it on the rest of the group. The aim of the game is for each player to lay cards so that their experiment matches as closely as possible the one everyone helps create for Theophrastus.

After the first round everything was very close with Oggie just having an advantage over Steve, Tel and Paul with Andy bringing up the rear 4 points back from Paul. The second round had the 2 high scoring yellow (Nitre and Vitriol) already preset. Tel was the first to lay a yellow face down, but a couple of minutes later he turned it face up himself as hed layed the wrong card from his hand. Paul then played a yellow face down, which was tunred face up by Steve - It was Nitre which Tel then proceeded to transmute to claim the Nitre himself. Steve then played a Nitre, which Paul promptly claimed. Paul played a yellow face down, Oggie not decieved by this turned it face up to reveal a Vitriol, Steve then discredited this. While all this was going on Andy and Tel had both managed to complete their own experiments. In the final scoring phase Oggie discredited Tels 5 point Nitre only to see it replaced with a 6 point Vitriol. Tel and Oggie now shared the lead with Steve and Paul not too far behind. The final experiment had all five red metals pre-set. Only Steve seemed to have a handful of red cards, managing to get all five out. Even Paul discrediting one in the final scoring round was not enough to prevent Steve from winning the game.

For pity sake will someone please take these rules out and shoot them. This was my third attempt at getting this to the table, but had to abort the other 2 as I hadnt managed to determine how to play the game before people turned up. Because the majority of the group come from a Magic the Gathering background, we are all used to pushing the rules to the limits so often we need to reference the rulebook mid game, this is difficult if the rules are hidden within a story. The game is actually quite simple and fairly enjoyable and will certainly be hitting the table again.

Final Scores
Steve 53, Tel 50, Oggie 48, Paul 42, Andy 42

Ratings / 10
Steve 7, Tel 8, Oggie 7, Paul 7, Andy 7
 
Scores: Steve 53, Tel 50, Oggie 48, Paul 42, Andy 42
Ratings: Steve 7, Tel 8, Oggie 7, Paul 7, Andy 7
Winner(s): Steve

Transamerica

Another first play, although some of us have played this on BSW. The board represents a map of America with 35 major cities depicted. Each player draws 5 cards giving them 5 target cities. The idea in Transamerica is to be the first to connect all 5 of your target cities. In each turn a player can play up to 2 pieces of track ( 1 if going through the mountains) to extend their network. If two networks are connected they become one large network. Once a player has connected to all five of his cities everyone else counts up how many track pieces are needed to connect their cities. This is subtracted from the starting score of 13, once a player hits zero the games ends with the highest score winning.

Everyone complained about their starting hand, but then again most players complained about most hands. Steve did have the difficult job of trying to connect cities in all four corners of the board. Paul successfully completed the first hand quicker then most wanted. The second hand saw Steve getting an easier set of cards and he capitalised to finish the hand first, but only just ahead of everyone else. The third hand saw Tel having to connect the 2 cities in the South East corner with the 2 in the North West, with no-one else aiming for the North West he had to trailblaze. By the time Paul had finished the round Tel was still miles from completion, bringing the game to a close. Pauls 2 winning hands were enough to ensure a comfortable win. Steve, Oggie, Andy were close with Boog managing to remain positive.

A perfect filler game. Plays 2-6 players in about 30 minutes. There is a bit of luck as a particularly good or bad hand can speed the game up considerably. However players do get 1 city in each of 5 regions so there is always going to be some sort of spread. A great alternative to a card game to end the night.

Final Scores
Paul 9, Steve 6, Oggie 5, Andy 4, Boog 2, Tel -3

Ratings / 10
Paul 8, Steve 7, Oggie 7, Andy 7, Boog 6, Tel 7
 
Scores: Paul 9, Steve 6, Oggie 5, Andy 4, Boog 2, Tel -3
Ratings: Paul 8, Steve 7, Oggie 7, Andy 7, Boog 6, Tel 7
Winner(s): Paul

Volldampf

Scores: Tel 23, Paul 21, Steve 21
Ratings: Tel 6, Paul 7, Steve 7
Winner(s): Tel


27-Aug-2002All month
 
Capitol

Scores: Oggie 65, Andy 48, Tel 30, Paul 29
Ratings: Oggie 8, Andy 8, Tel 7, Paul 8
Winner(s): Oggie

Lost Cities

Scores: Paul 124, Tel 65
Ratings: Paul 8, Tel 7
Winner(s): Paul

Lost Cities

Scores: Paul 83, Tel 77
Ratings: Paul 8, Tel 7
Winner(s): Paul

Pompeji

Scores: Paul 269, Oggie 210, Andy 181, Tel 158
Ratings: Paul 8, Oggie 7, Andy 7, Tel 7
Winner(s): Paul


10-Sep-2002All month
 
Cartagena

While the other table indulged in a heavy game (E&T) we decided to go light. Cartegenais a race game, the aim being the first playere to get all 6 of your men into the boat at the end of the board. Each space on the board is one of 6 symbols, and each player starts with 6 randomn cards, the cards depoicyt on eof the symbols. Each player gets 3 actions to perform each turn, these can either be: Play a card and move a man forward to the next free space matching the symbol on the card, or drop a man backwards to the next occupied square . If there are no free squares between the man and the boat that match the card played, the man is moved into the boat. If a man drops back he can draw cards equal to the number of men on the square before he dropped back. There can never be more than 3 men on a single square, so a man dropping back would pass straight through without drawing cards. Since the only way to get cards is by dropping back, we tend to find that there is a period in each game where you donít actually get anywhere as you drop back to re stock on cards.

Tel made an early move by forcing two men high up the board, but with only one other man on the board, he then struggled for cards for the next few rounds, by the time he had managed to restock to 6 cards, both Oggie and Kev had managed to get all their men onto the board with most of them on the second half of the board. Kev had managed to keep his men close together, so were able to provide support for each other, while Oggies were strung out across the length of the board. It was the close knit group of Kevs that managed to charge into the boat first, Oggie had managed to get 4 into the boat while Tel had to be content with just 2. Since the game had played in about 20 minutes we decided on a rematch. Kev, having won the first game by moving his men up on block, saw no reason to change strategy, so again we saw his caravan move forward together, unfortunately for him, he miscounted and it wasnt until well into the game that Kev realised that he only had 5 men on the board with the sixth still waiting at the start line. This time both Tel and Oggies men were bunched the difference being that Oggies were bunched together near the end of the board, while none of Tels men had crossed the halfway point. While Kevs straggler managed to claw his way past Tels bunch of incompetent people, Oggie made a dash for the boat. He managed to get all 6 home while Kev had to make do with 4 and Tel an impressive zero.

Cartegena is a very simple game that plays in less than half an hour. As the ratings below show the game was enjoyed by all three of us, though unlucky cards ( or was it bad play) dragged Tels rating down in the second game.

Ratings / 10
1st game
Kev (winner) 8, Oggie 8, Tel 8

2nd game
Oggie (winner) 8, Kev 8, Tel 7
 
Scores: Kev , Oggie , Tel
Ratings: Kev 8, Oggie 8, Tel 8
Winner(s): Kev

Cartagena

Scores: Kev , Oggie , Tel
Ratings: Kev 8, Oggie 8, Tel 7
Winner(s): Oggie

Grab

A second outing for the game that endangers everyones fingers. Cards are dealt face up by the dealer at whatever pace he likes. Once some sees a set of cards they want they slap the mat in the middle of the table. Of course more then one person is usually going to be after the same set of cards so a victorious claim is also usually accompinied by a stinging hand.

The Boog had never lost a hand of this (okay weve only played two hands before but he won them both). Whether this is down to a highly complex strategy, highly attuned reflexes or blind luck nobody can prove but he continued his winning streak tonight claiming both hands, the first one by a solitary point and the second one by a considerable margin. So he maintains his 100% record.

This is perfect as a 15 minute filler for a large group, though we are quite lucky in that weve never played more than 2 hands in a sitting. The winning condition is to win 2 hands, with 7 this could mean 8 hands which could become a bit tedious, however with Boog around we dont have that concern.

Ratings / 10

Boog 8, Kev 7, Tel 7, Paul 7, Steve 7, Andy 8, Oggie 6
 
Scores: Boog , Andy , Steve , Paul , Tel , Oggie , Kev
Ratings: Boog 8, Andy 8, Steve 7, Paul 7, Tel 7, Oggie 6, Kev 7
Winner(s): Boog

Web of Power

With the other group still engrossed in E&T we decided to play a game of Web of Power.

After remembering to take out the extra cards for the first time, we started the game. 4 of the first 5 moves was to open up new countries. So there was plenty of placement opportunities throughout the game. Tel claimed an early stake in Frankriech(??), with Oggie and Kev sharing the countries down the middle of the board, as the first round drew to a close only one country (lothringen) was totally closed out, but more unusually for our group, only 2 countries hadnt been opened. Kev had a slender lead after the first round but it was all very close. In the second round and Tel managed to claim control of the advisors in the 3 far west countries but at the detriment to his cloisters. Kev had managed to get cloister representation in all opened countries and had managed a chain of 6 across the southern countries. Oggie had got claimed a traingle of control of advisors only to discover on scoring that two of the countries werent joined despite being adjacent. Tel miscalculated the end of the game and after setting himself for a big score with his next lay, discovered he wasnt going to get another. In the final analysisBoth Tel and Kev scored heavily in the final round with Oggie dropping behind, Kev just managed to hold onto his slender lead taking victory from Tel by 2 points.

Ive never had a bad game of this, with most games being fairly close. Today was no exception, an excellent game that was very tight.

Final Scores
Kev 58, Tel 56, Oggie 46

Ratings / 10
Kev 9, Tel 8, Oggie 8
 
Scores: Kev 58, Tel 56, Oggie 46
Ratings: Kev 9, Tel 8, Oggie 8
Winner(s): Kev


17-Sep-2002All month
 
Dragon Delta

Since Paul was going to be late we decided to start with a 4 player game of Dragon Delta. Of course as soon as wed got it set up Paul arrived, so it became a five player.

As usual one player got off to a flyer, this time it was the Boog. Getting very close to his target island after the second turn. However the game was beset with people most notably Paul and Boog getting their cards confused playing the Jump card instead of the move 2. Steve was also affected in this error ridden game by playing one hand in reverse. Boogs playing of the wrong card was particular painful as instead of ensuring victory he had to jump over someone moving away from his target island. Paul was about to charge for victory only to be thwarted by Tel forcing him into the only Ploof of the game. Boog made another charge for the line, this time successfully reaching his destination.

Half an hour of chaos as nobody is certain where there preplanned 5 moves will find their piece. Only one ploof in the game which was a bit dissappointing, perhaps were all getting too nice, ha not a chance.

Boog won

Ratings / 10
Boog 7, Oggie 7, Paul 8, Steve 6, Tel 7
 
Scores: Boog , Oggie , Paul , Steve , Tel
Ratings: Boog 7, Oggie 7, Paul 8, Steve 6, Tel 7
Winner(s): Boog, Paul

Princes of Florence

After the chaos of Dragon Delta, it was time for something a little heavier. A lot of people consigned POF to the scrapheap after the release of Puerto Rico, saying the games were similar but PR having much more player interaction. While its certainly true that the actions of one player does affect the others a lot more in PR, the auction in POF does have the ability to frustrate players as the Boog found out regularly. With a preset 7 rounds to the game everyone knows exactly when the game is going to end, and everyone knows that they only have 7 chances to get items in the auction.

As is becoming a tradition we started playing the game wrong (forgetting to add VPs for buildings), luckily we spotted the mistake early on and it didnt have too much effect on the game. Tel had read an early report way back that stated it was impossible to win without a builder, so in previous games had played a startegy around collecting builders. Having never even come close to winning he adopted a new strategy stearing clear of the expensive builders. Tonights game was unusual in that there were some absolute bargains appearing in the mid game, with builders, jugglers and prestige cards all going for 200 or 300. Everyone except Oggie picked a work car and freedom in the first round, Oggie prefering a bonus card to the work. Indeed Oggie seemed to have a fixation with the bonus cards buying one most turns. Steve built the first building and went on to produce the first work. As the game got going Boog was regularly found cursing after winning an auction, having been caught either trying to force the price up, or misdirecting people from what he really wanted. Paul, Steve and Tel all seemed intent on producing as many works as possible, all ending the game having produced 5. After getting his second builder Boog went into a building frenzy. As the game approached the end everyone was fairly tightly bunched. Oggies stack of bonus cards didnt help him as he only put on 4 works, and Boogs building spree prevented Oggie achieving his only prestige card objective, leaving him trailing the field. Only 9 Vps split the rest of the players. The deciding fact in the end was that Tel had managed to collect 3 prestige cards, achieving 2 outright with a share in the third. This gave him a victory, and he achieved it without a builder.

A very close game with nobody certain of who was winning or in a string position until the final scores were tallied. As the ratings below show everyone enjoyed the game. Comparisons between this and Puerto Rico are obvious because of the similarities, personally I like both games a lot, I would just select PR over POF as it is slightly more involved, but wouldnt be tto upset if the group decided on Pof instead.

Final Scores
Tel 60, Steve 56, Boog 53, Paul 51, Oggie 43

Ratings / 10
Tel 8, Steve 9, Boog 8, Paul 9, Oggie 7
 
Scores: Tel 60, Steve 56, Boog 53, Paul 51, Oggie 43
Ratings: Tel 8, Steve 9, Boog 8, Paul 9, Oggie 7
Winner(s): Tel


01-Oct-2002All month
 
Merchants of Amsterdam

With Essen just 2 weeks away we decided to break open one of last years purchases for the first time. To be fair this would probably have hit the table much earlier, except the timer was broken. This is an auction game from the master of such games Reiner Knizia. As with most of Herr Knizias games the objective of the games is to maximise your score across a number of different objectives. This time we have 3 different scoring areas. Players take it in turns as the mayor. The mayor draws the top card from the draw pile and decides whether it will be for auction, for discard or for himself, this is repeated until all three have one card. Once all three cards are distributed the mayor plays his card, then the auction card is auctioned off. Now this is where we should have used the gizmo that came with the game, unfortunately with it being broken we had to improvise. Andy had recorded a count down from 20 to 5 into his Ipac, we then borrowed the bell from pit. The way a dutch auction works is that the price starts high in this case 20k and then counts down, whoever is the first bid wins. The cards allow for the population of one of the three scoring areas. Also included in the deck are hourglass cards, these immediately move the timer marker on one square, which usually triggers some action such as extra population opportunities or scoring. Each of the 3 scoring areas are split into 4. These 4 are scored on a sliding scale with the most populated scoring highest for the first and second stakeholders.

As the game went on and we started to realise how the game worked, prices steadily rose, so the first auction went for 7k while the last one cost 20k. The first few auctions were split between Oggie and Steve. We then found the problem with our makeshift solution, with the countdown timer not stopping when we hit the bell there is no way of determining exactly what was bid. Tel was forced to pay more than expected for three auctions running as the others decided he had hit the bell before the cheaper price had come in. There was a shortage of hourglasses at the start of the game, but that was about to change big time. Oggie has got a bit of a reputation when it comes to unlucky draws. This is the man who managed to single handedly wipeout the whole party in our first Lord of the Rings game with his unique card drawing ability. And true to form he managed to draw enough houglasses on the trot to account for over half of the games scoring phases before completing his turn. Andy developed a strange tactic in the game. First he complained that everyone was getting the cards that allowed then to collect 3 commodities except him. Of course on his next turn he managed to draw one only to find that he was forced to discard it. Later having obviously learnt from this, he kept his pick until last to draw a populate Africa card, unfortunately Africa was full so he could do nothing. After totting up everyones cash it was a very close game with only 20 k between first and last, Oggie claiming the victory with Steve just pipping Andy for second and Tel trailing in last.

Oggie described the game as a cross between Ra and Pit. It was certainly a fun game to play, and the dutch auction adds a new element to the usual auction games. I need to play this again to be able to compare it to Knizias other auction games but after one play it is certainly up there with the others.

Finals Scores
Oggie 1450k, Steve 1350k, Andy 1330k, Tel 1250k

Ratings / 10
Oggie 8, Steve 7, Andy 8, Tel 8
 
Scores: Oggie 1450, Steve 1350, Andy 1330, Tel 1250
Ratings: Oggie 8, Steve 7, Andy 8, Tel 8
Winner(s): Oggie

T Rex

There are different coloured dinosaur eggs that the players are trying to collect. Each player starts with an identical deck of cards which they shuffle and deal themselves 7 cards. These cards are valued from 1 to 15 across 5 different colours, with 2 special cards. At the start of the game two colours are randomly selected to be the trumps and anti trumps. Each card also depicts either a comet or between 1 and 3 cards. When a player plays a card that depicts cards they draw the relevant number of cards from their draw pile. When a comet is played its sets the end of the turn as their next turn. If however someone subsequently plays a comet card which has an equal or higher value they reset the end of the turn as their next turn. Each player must play a card on their turn. Once the turn ends the last card played by each player is compared with the highest 2 cards taking one of the two face up eggs. In the event of ties the latter played card wins. Once the two eggs have been claimed everyone discards either their last card played or the top card of their draw pile. Then the player who played the lowest card last time may change either the trump or anti trump suite. Two new dino eggs are turned up and bidding starts with the lowest player from the last round. For scoring itís the sum number of eggs in each colour squared.

Steve started in an aggressive manner playing his major comet card on the first hand which was enough to win him the first hand. Oggie, who got second place on the first hand, got off to a flyer taking eggs in each of the first three tricks. After these first three tricks everyone was winning cards on a regular basis, with the normal tactic being trying to mimic the previous players card. Ogie managed to maintain his lead throughout the game. Steve could have caught him on the last turn had he managed to win the hand, unfortunately he only managed second so had to be content with a tie for second place. Andy struggled to collect any matching eggs, and trailed the pack at the end.

A harmless enough game which will never claim outstanding overtures, but similarly doesnt offend anyone into not wanting to play it either.

Final Scores
Oggie 15, Steve 13, Tel 13, Andy 7

Ratings / 10
7s across the board
 
Scores: Oggie 15, Tel 13, Steve 13, Andy 7
Ratings: Oggie 7, Tel 7, Steve 7, Andy 7
Winner(s): Oggie


08-Oct-2002All month
 
BANG!

Scores: Andy , Boog , Kev , Oggie , Paul , Steve , Tel
Ratings: Andy 6, Boog 4, Kev 4, Oggie 7, Paul 7, Steve 7, Tel 7
Winner(s): Kev, Steve, Tel

Great Dalmuti, the

Scores: Andy , Boog , Kev , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Boog 7, Kev 7, Oggie 8, Paul 7, Steve 8, Tel 8
Winner(s): Boog


15-Oct-2002All month
 
Vinci

The last game session before Essen, so an old favourite came out. We dont think weve ever played this with 6 before. Kev hadnt played before, so a quick recap of the rules for him was needed before we jumped into it. We tried a variant a couple of players had heard had got good reviews, by playing with hidden VPs.

With 6 players everybody starts with only 3 armies plus those supplied by the civ, this meant that some of us only started with 6 armies. With Armies at such a premium, Andy was given an advantage by starting and being able to take medicine, and with no VP penalty. In fact for the initial selections only Oggie chose to pay VPs to skip the first available civ. While Andy was able to keep supplementing his army, both Paul and Tels civs soon run out of steam and were both forced into early declines, to contrasting success, Paul managed to amass 15 points on introducing his new civ, while Tel managed a mere 6 points and was forced into decline soon after. Only Steve and Andy were able to consistently score double figures each turn, the rest of us were only able to get the odd decent score amongst mediocrity. About half way through the game, Andy and Steve went into decline, both picking up usefull combos, Andys Astronomy allowing him to attack at will along the north coast to pick up the mining areas he required, while Steves militia made it difficult to remove him from captured territories. Both players saw these civs through to the end of the game, Kev also managed to make his last civ last awhile but this was by doing nothing, The combination of fortress and currency, meant he was difficult to budge from his little corner of europe, but couldnt afford to go into decline as he would lose most of his score which was provided by currency. Tel and Oggie were waging there own private battle in Southern Europe. It was no major surprise when Andy declared that he had broken the 100 barrier first, the question was then whether anyone had managed to stay with him. Since Andy started the game, everyone else got another turn. Steve managed to outscore Andy in the last turn but was still 4 points adrift overall, nobody else was even close. Interestingly everyones final positions matched there starting position, so Andy, who started first, won and Oggie came last after being the sixth player to start.

The game did last slightly longer then usual with 6 of us, taking over just over 2 hours to finish. We wouldve been able to get a quick filler in to end the night except that we got off to a late start. After trying the hidden scoring, it did have the required effect of speeding up the end game, but from a purely personal perspective, I prefer the game with open scoring, though the game did provide a close finish with a 4 point gap seperating the first 2 and only 7 points covering the other 4.

Final Scores
Andy 106, Steve 102, Paul 89, Tel 87, Kev 84, Oggie 82

Ratings / 10
Andy 8, Steve 7, Paul 8, Tel 8, Kev 7, Oggie 6
 
Scores: Andy 106, Steve 102, Paul 89, Tel 87, Kev 84, Oggie 82
Ratings: Andy 8, Steve 7, Paul 8, Tel 8, Kev 7, Oggie 6
Winner(s): Andy


22-Oct-2002All month
 
Alles im Aimer

With the 3 intrepid conventioneers returned from the annual trip to Essen, we had a plethora of new games to choose from. The first post Essen game to hit the table was the Bucket game. Each player is given 3 buckets in each of the 6 colours, they are also dealt 12 cards. These cards range from 1 to 8 in the 6 colours. After examining their hand each player arranges their 18 buckets into a pyramid. The start player plays between 1 and 3 cards in a single colour and draws a card. The next player then either plays 1-3 cards in the same suit with a combined total higher than the previous players and draws a card or they have to remove a bucket from their pyramid that matches the colour of the hand. If this bucket supports other buckets then these are removed also. The player then starts a new hand. With six of us the game ends when two players pyramids have been completely destroyed, the winner being the player with the largest remaining pyramid.

Paul decided to adopt the tactic hed seen win the game in Essen by opening each hand he could with a very aggressive bid, this had the effect of quickly whittling away at Andys pyramid to his left, however Steve to Pauls right soon picked up on the fact that Paul was struggling for Yellows so kept leading with these to cause difficulties for Paul. Tel, Boog and Oggie were all playing very conservatively, and were managing to keep their pyramids in pretty good shape. It was no surprise to see Andys pyramid disappear first given Pauls aggressive intent, however this tactic of Pauls did have a downside. Two turns later he only had three cards left in his hand, which was not enough to keep him from being forced into the removal of his last bucket ending the game. Oggie claimed a comprehensive victory, having lost only a half of his original pyramid. Tel just claimed second from Boog with 6 buckets left compared to Boogs 5, Steve managed to hang on with a single bucket left.

After reading the reveiws of this, I was really looking forward to playing. Im not sure why but the game didnt quite live up to my expectations. It was an entertaining game and I certainly look forward to playing it again, but it just didnt seem to be as nasty as I was expecting. This could well be due to it being the first play for 3 of the group, so I will reserve judgement until weve played it again.

Ratings / 10
Oggie 8, Tel 7, Boog 6, Steve 7, Paul 7, Andy 7
 
Scores: Oggie 9, Tel 6, Boog 5, Steve 1, Andy 0, Paul 0
Ratings: Oggie 8, Tel 7, Boog 6, Steve 7, Andy 7, Paul 7
Winner(s): Oggie

Alles im Aimer

Scores: Boog , Andy , Paul
Ratings: Boog 7, Andy 6, Paul 7
Winner(s): Boog

Billabong

Scores: Boog , Andy , Paul
Ratings: Boog 7, Andy 8, Paul 7
Winner(s): Andy

Carcassonne

One of the most eagerly awaited games from this years Essens releases. Most of the group own copies of the original Carcassonne, so it was no surprise to see a copy make its way back from Essen. The mechanics of the original game havent been altered too much. On a turn a player draws a tile, plays that tile to extend the current layout, then optionally places a piece onto the new tile. The tiles contain 3 types of landscape : Forests, Rivers and Plains. Forests replace the original cities, once a forest is completed all meeple in the forest are returned to their owners scoring for each tile making up the forest. There are a few mushroom patches in the forest which act like shields in the original. Whoever completes a forest containing a gold nugget gets to draw and immediately place a special tile. The rivers replace the roads, again once a river is completed the meeple on that river are returned scoring for each piece of river. Rivers can just trickle to a stop in the hills but usually end at lakes containing fish, any fish found at either end of the river are added to the rivers score. The plains, like fields in the original, only score at the end of the game. Plains contain deer, Mammoths and tigers. When it comes to the end of the game whichever players hold the majority in a plain scores for each mammoth and for each surviving deer (deers are eaten by tigers, so for each tiger in a plain deduct one deer). As well as five meeple each player also starts with 2 huts. The huts can be played instead of a meeple, but can only be played on a river. Huts are scored at the end of the game. A Huts scores for all the fish in the river network it is connected to. Where rivers terminate on hitting a lake, the huts continue through the lake to include all connected rivers. Incomplete rivers and forest are worthless at the end of the game.

Steve struggled throughout the whole game, not getting pieces that offered him any real choice. Tel managed to fight his way into the two largest water systems shortly before they were closed off. Oggie was happily building forest after forest, claiming more than his fair share of special tiles. Kev was managing to get into Forests only to find he couldnt finish them. Tel managed to close off a monster forest towards the end of the game for a big score, which was enough to give him ethe game.

With the caveat that the following impressions are after a single game, I prefer the original. Hunters and Gatherers does offer new alternatives, while keeping most of the charm of the original. However Im not sure what but something just didnt seem to sit well. For some reason the idea that a river ends at a lake despite seeming to pass straight through seems a little counter-intuitive. The board layout at the end of the game looked too busy and not as elegant as the original. Dont get me wrong this appears to be a great game and will certainly get played, Im just not sure it offers any improvements on the original for the seasoned Carcassonne players.

Final Scores
Tel 96, Oggie 86, Steve 74, Kev 50

Ratings / 10
Tel 7, Oggie 7, Steve 6, Kev 7
 
Scores: Tel 96, Oggie 86, Steve 74, Kev 50
Ratings: Tel 7, Oggie 7, Steve 6, Kev 7
Winner(s): Tel

Jack the Ripper

Scores: Boog 100, Tel 81, Paul 29
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Boog

Reaction

Scores: Andy , Boog , Kev , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Boog 4, Kev 7, Oggie 5, Paul 6, Steve 4, Tel 5
Winner(s): Andy

Sticheln

To end the night we went back to an old favourite, though somehow Steve had managed to avoid the game in the past. As regular readers will know, Sticheln is the home of the Muppet manouvre. And tonight we got a couple of beauties.

Now boardgames are a great way of socialising
 
Scores: Steve 19, Boog 13, Tel 12, Paul 7, Oggie -17, Kev -19
Ratings: Steve 8, Boog 8, Tel 8, Paul 7, Oggie 8, Kev 7
Winner(s): Steve


24-Oct-2002All month
 
Apples to Apples

Scores: Tel 10, Paul 8, Anne 8, Abi 7
Ratings: Tel 7, Paul 7, Anne 8, Abi 10
Winner(s): Tel

Cairo

Scores: Abi 52, Tel 41, Paul 32, Anne 4
Ratings: Abi 9, Tel 8, Paul 7, Anne 7
Winner(s): Abi

Hund und Katz

Scores: Paul 50, Anne 35, Tel 18
Ratings: Paul 7, Anne 7, Tel 7
Winner(s): Paul


29-Oct-2002All month
 
Attila

The Piddinghoe Gamers continued Thin Theme Night with Attila. As the rest of the group vacated the table to take their places for Morisi, Kev, The Boog and me girded for battle. None of us had played before.

The first couple of centuries unfolded slowly as the tribes peacefully settled the plains of Europe. The most dramatic period of early history was marked by fierce conflict between the Goths, Saxons and Vandals. This was eventually resolved in the most bloody of fashions with complete annihalation of all combatants in the Swiss Alps. This led to a prolonged period of quiet throughout most of the third century. Tensions continued to simmer though and boiled over into a number of fierce battles as populations rose towards the end of the third century. All of the tribes were eventually dragged into conflict as war sprang up in three countries in quick succession. Further turmoil seemed inevitable at the dawn of the fourth century, until the Saxons rapidly expanded influence throughout the land to cool tensions.

Of course, though this is a true account of the game, it didnt feel like war, conflict and the grand unveiling of history at all. Remember, this was Thin Theme Night. In actual fact, it was an interesting game of cat and mouse as all three of us jockeyed for influence and tried to position ourselves for scoring rounds. Points are proportional to the number of tribes on the board and thus the first half of the game only produce about a third of the points. Therefore, despite opening up a good lead by concentrating on second place majorities, Kev and The Boog had plenty of opportunities to pull back in the second half. Realising this, all three of us saved all of our special tiles for the last round. However, wed been slow to initiate combat during the game and as a consequence we were close to completing the influence track in two of the tribes as the last round began. None of us had an opportunity to play the swap cards tile as the game finished two turns into round four when I ran off the end of the green tribes influence track to bring the game to an end. If I hadnt done this, The Boog was all set to end the game on his turn by maxing out the grey tribe which would have made the final scores a lot closer.

What a good game. Like Morisi earlier, it looks good (very good in fact) and plays quickly. Whoever decided to use the same colours for tribe and colour markers should probably be shot, but in actual fact this didnt cause any confusion at all. We latched onto a couple of obvious strategies but I glimpsed subtleties in the game that none of us came close to exploiting. I look forward to exploring those in further games. The battles are short and far between but give intresting opportunties for hand management and double think. Congratulations to Kev for pulling off a masterstroke, forcing a tie in all three colours he had little influence in during one battle. This was much to the chagrin of myself and The Boog as five scoring pieces disappeared from the board.

Scores - Paul 130, Kev 120, Boog 109
Ratings (/10, for this session) Paul 8, Kev 9, Boog 7
 
Scores: Paul 130, Kev 120, Boog 109
Ratings: Paul 8, Kev 9, Boog 7
Winner(s): Paul

Attila

The group split into a 4 and 3 with the aim of everyone playing Attila and Morisi. So it was that Andy, Steve, Oggie and Tel started the evening with Attila. Its a simple but effective game. Everyone is dealt a hand of six cards. The cards depict one of the 6 tribes in the game. On his turn a player plays one of these cards, to place a matching tribe piece onto the board. He can then either place another matching piece on the board or increase his influence with that tribe. Each territory can peacefully contain 4 pieces. However if at the end of a players placement ther are 5 pieces then a conflict arises. Each player is allowed to place any number of cards from his hand that match any of the colours in the warring territory. The number of cards in each colour is added to the number of pieces and the tribe with lowest representation is removed from the territory. This territory gets a peace marker, which prevents further placement in this territory. There are 4 scoring rounds in the game which occur after the 1st, 3rd and 6th conflicts and at the end of the game. Scoring is made per tribe with the player with the most influence getting a VP for each tribe piece on the board, and the second most influencial player getting a VP for each territory populated by the tribe. The game ends when either the 10th peace counter is placed, one of the 6 tribes runs out of pieces or a player reaches the end of the influence track for any tribe.

Andy started the game and immediately made an unexpected move by placing two pieces. For most of the rest of the game everyone played 1 piece and increased their influence. There was a conflict extremely early on forcing the first scoring round. Tel spent the early game concentrating on building up the grey network. All the other three expanded the black tribe. Steve was playing very aggressively forcing conflicts. So the second scoring round came fairly quickly, with Steve scoring well. After the third scoring round everyone decided to go into an expansion program, for the first time since Andys opening move a couple of players played two pieces rather then gain influence. Up until this stage Oggie had fallen well behind in the grey incluence, but four consecutive cards suddenly gave him a clear majority, Tel had a clear majority in green but first game naivety saw him expand the tribe into new teritories rather then consolidate those already populated gifting points to the second stakeholder (Oggie). Andy brought the game to a close with two consecutive red cards to reach the end of the influence track. Oggie managed to score heavily on a couple of colours, particularly Grey, to claim victory. Tel managed to scramble enough points to take second. Andys dominance in red was enough to beat Steve for 3rd.

This was everyones first game of Attila and the first couple of rounds could be seen as a training excercise, I suspect most of us will start the game differently in future. This has a feel Web of Power while it has obviously also borrowed from acquire. There is an element of luck as you are restricted to what you can do with the cards you are given, but I guess part of the skill of the game ios to make the most of what youve got with some forward planning. Due to the large influx of games just back from Essen Im not sure when this will get played again, but it wont be soon enough (but I can say that about most games). The game played in about 45 minutes.

Final Scores
Oggie 68, Tel 63, Andy 58, Steve 52

Ratings / 10
Oggie 6, Tel 7, Andy 8, Steve 7
 
Scores: Oggie 68, Tel 63, Andy 58, Steve 52
Ratings: Oggie 6, Tel 7, Andy 8, Steve 7
Winner(s): Oggie

Don

End the night with a quick game of Don. This has become one of my favourite filler games.

Oggie managed to win cards throughout the game, while the rest of us were winning bids in spurts. Andy managed to get some good groupings of colours, while Steve manage to acquire most of the numbers by the end of the game, unfortunately hed also managed to collect all the colours as well. Tel left buying anything until it was far too late to make any impression. He thought he managed to take the last auction with a bid of 19 only for Oggie to bid him with 20. Oggie took the last three cards to give him the largest total, unfortunatley for Oggie all the carrots went to Andy, giving him the 2 bonus points and the game.

Great game as usual.

Final Scores
Andy 15, Oggie 14, Steve 11, Tel 6

Ratings / 10
Andy 8, Oggie 8, Steve 8, Tel 7
 
Scores: Andy 15, Oggie 14, Steve 11, Tel 6
Ratings: Andy 8, Oggie 8, Steve 8, Tel 7
Winner(s): Andy

Jack the Ripper

Scores: Tel 103, Paul 51
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Paul 101, Tel 46
Ratings: Paul 8, Tel 8
Winner(s): Paul

Morisi

After a year of trying, Morisi finally made it to the table for its inaugral play. All three of us were therefore completely new to the game. This put The Boog as firm favourite for the victory, as he has an impressive history of winning first time he plays most games.

From the start, it was evident that both The Boog and myself had a similar gameplan. We placed our dobbers in close proximity and proceeded to build mirror image trade routes between two cities. Not wanting to be left out, Kev also started to lay tarmac in the same area. Indeed, the first three cities to be connected ended up as the most populated cities.

The Boog and me seemed to be locked into a private battle. More by luck than judgement, I managed to block a couple of his intended builds as our trade networks mushroomed and intertwined and our dobbers stripped off trade cubes. As a player can gain a maximum of one cube each turn, resources are too precious to squander merely for the purpose of hindering an opponent so effort has to be concentrated on growing your own routes.

Kev decided to leave us to our feud and strike out to pastures new. He was soon surrounded by a fertile oasis of trade cubes which he began to use to build a second network.
The other two of us concentrated on expanding a single network and were both rapidly running out of buildings.

Regular readers of Piddinghoe Gamer session reports are well aware of the superhuman ability of the group to get rules wrong. Usually these are subtle oversights or omissions. Tonight however we did ourselves proud by completely missing one of the victory conditions. Despite knowing that the game ended when a player built his last building or took the last cube of a colour, wed failed to spot that placing your last building gives outright victory. In the interest of fairness, we decided to score the victory condition wed been aware of and totted up points for city occupancy. In the end it made little difference as both methods produced the same winner. I just snuck the win by virtue of being seated before The Boog. In his turn, he could have ended the game by either placing his last building or taking the last yellow cube. Kev suffered by splitting his efforts between two networks and not being able to join them.

We all liked this one. Its visually appealing both before and during the game, which is always a bonus. Downtime was short as we kept the pace pretty brisk, and there was always plenty to think about during other players moves. The fact that the board doesnt change dramatically between turns allows a reasonable degree of lookahead without forcing too much analysis. And it works with three people. The game came in at around the advertised 45 minutes, including rules explanation. Forget the theme though - we did after the first couple of seconds.

Scores - Paul 43, Boog 39, Kev 33
Ratings (/10, for this session) - Paul 8, Boog 7, Kev 8

Interestingly, despite only rating the game a 7, The Boog immediately tried to convince the other table to abort their game and play Morisi instead. As his tastes usually lie in short and nasty card games this has to be strong praise for Morisi.
 
Scores: Paul 43, Boog 39, Kev 33
Ratings: Paul 8, Boog 7, Kev 8
Winner(s): Paul

Morisi

Surprisingly it has taken over a year for Morisi to finally hit the table. Having heard the other half enthuse about the game theyd just finished I was really looking forward to the game. While theyd played with 3 we started the game as a four player. The board is set up by distributing the 39 hexes into a shape such the the boundary is bot in excess of 22. Each tile then recieves resources matching the tiles colour. 1 if there is a circle on it otherwise 3. The aim of the game is to build trade routes connecting the city tiles. To start with each player places his token onto a hex taking one of teh resources available. Once all tokens are placed the game starts. On a turn a player must move his token to an adjacent tile. If this tile contains any resources the player takes one. He may then optionally build one trade route. Routes must start and end either in a city tile or in a tile containing one of that players routes. To build a route the player must discard a resource matching the colour of the tile the route is passing through. Build a leg of a route that has already been built by someone else is more expensive. As cities are connected the player puts markers into these cities for each other city it is connected to. The game ends when a player gets rid of all his tokens (automatic victory) or when all the resources of one type are exhausted. In the latter case the winner is the person with the most VPs calculated as a combination of the number of cities connected and presence in the biggest three cities.

The game starts quite serenly as player slowly connect neighbouring cities, however the game soon becomes a bit of a brain ache as the board starts to resemble a multi-coloured spiders web. Trying to find routes that will be beneficial and acquiring the relevant resources to do this is certainly a non-trivial task. Oggie seems to have got the hang of it the best as he rapidly expands his network over the whole board conecting city to city. Steves brain appeared to have gone into premature meltdown as he struggled to make sense of the board. Andy turned down the chance of ending the game by bypassing the last orange resource, however Tel immediately took it to manage to connect a new city to his existing trade route that connects 5 other cities. This final act managed to snatch victory from Oggie. Andy just managed to hold Steve off for 3rd.

The components look as if they come straight out of a settlers box, however the game playes radically differently. With 4 the board quickly got very cluttered and it almost becomes a puzzle rather than a game trying to find a route through the mesh of interlocking pieces. The game only got a lukewarm reception from our table. I now want to try the game as a 3 player to see if there is more control or whether this game just appeals to some and not others.

Final Scores
Tel 28, Oggie 36, Andy 29, Steve 27

Ratings / 10
Tel 7, Oggie 7, Andy 6, Steve 3
 
Scores: Tel 38, Oggie 36, Andy 29, Steve 27
Ratings: Tel 7, Oggie 7, Andy 6, Steve 3
Winner(s): Tel


05-Nov-2002All month
 
Grusel Wusel

All 24 cards are dealt out. The dealer then roles the 8 dice. The images on the dice match the images on the card, though the differences between the images are slight. The aim is to find a dice that is showing a match with one of your cards. This matching pair is then passed to one of your neighbours, they then check that the two do match if so they get to keep the card and re-roll the dice. If they donít match then they are returned along with any card of the neighbours choice. Players have 1 minute to attempt to get rid of as many cards as possible. Whoever manages to get rid of the most cards over a number of rounds wins.

The game is played at such a frantic pace that I couldnt start to tell you what happened, other then Oggie and Tel managed to get rid of a few cards in the first couple of rounds, this was followed by a few rounds of stalemate. In the final round Tel and Oggie were the only players not to get rid of cards. Oggie claimed victory due to his strong start with Tel holding on for second. Paul brought up the rear.

This is an extremely light game that is ideal as a bit of relief between heavier games but donít expect too much in the way of subtlety or strategy.

Final Scores
Oggie 5, Tel 4, Steve 3, Andy 3, Paul 2

Ratings / 10
Oggie 6, Tel 6, Steve 7, Andy 7, Paul 7
 
Scores: Oggie 5, Tel 4, Steve 3, Andy 3, Paul 2
Ratings: Oggie 6, Tel 6, Steve 7, Andy 7, Paul 7
Winner(s): Oggie

Magellen

Magellen is an auction game. The game consists of 36 cards that are auctioned off, 18 in the first round, 12 in the second and 6 in the last. Each card depicts one of the 6 explorers in the game. In the first round each time a player wins an auction they place one of their ships onto that explorers trail, in future rounds they must advance one of their ships for that explorer. So in the 2nd and 3rd rounds players may only bid on explorers they won auctions for in the previous round. Each player starts with 9 bidding cards, these are valued 1-9. Between each round players draw 2 new random bidding cards. The explorers all give benefits to the players ranging from giving more bidding cards to giving victory points at the end of the game. At the end of the game victory points awarded by the explorers is added to the victory points indicated on the players remaining bidding cards. The player with the highest Vps win.

Andy, Paul and Oggie had all played the game at Essen so had the advantage over Steve and Tel. But the three experienced(!!!!) players all adopted different tactics. For most of the first round Oggie dropped out of every auction, so with only a few cards left it looked like he was going to be dispatched to make the drinks taking no further part in the game. To stay in the game he was forced to pay through the nose to buy some of the later cards. The explorers bonuses seem split between giving victory points at the end of the game and allowing for replenishing bidding cards. Paul seemed to concentrate his efforts gaining cards, he was the only player to manage to win two auctions for the same explorer in the first round. Steve managed to get representation in the same 3 explorers as Paul and one other. Tel managed to totally avoid Paul by getting a presence in the other three explorers. Andy matched each of Tels pieces plus also got one into Paul territory. Oggie had two in Tels explorers and 1 with Paul. Andy was forced to pay more than he wanted for the last card in round one which severly hampered him for the rest of the game. Into the second round, and Steve and Paul managed to close out their private battle by ensuring they both advanced 1 in each of the three explorers they were battling over. Tel managed to advance his piece in each of the other three explorers, Oggie managed to advance in 2 with Andy only managing to win 1 auction in the second round. Paul managed to win the batlle with Steve in the final round 2-1. In the other half Oggie won the first battle, but Tel took the other 2 to leaving Andy to win nothing in the final round. Tel scored 38 Vps from the board and the 10 points left in his hand was enough for victory, Paul claimed only 10 points from the board but the 29 in his hand was enough for second. Oggie just pipped Steve for third with Andy winning the wooden spoon.

This game got a very mixed reception. Oggie, who is not a big fan of auction games, marked the game down as a 5, while Paul rated as high as an 8. As with most games thare is a balancing act to be done, in this case decisions have to be made whether to go for the VP or card producing explorers, also since unused cash scores VPs the decision of when to drop out of auctions is not just a case of how much can I afford. One possible criticism is its replayability, although the boards are reversible so that each explorer has two possible sets of abilities, we can see the game being very similar. However with the number of games in the group I cant see this being a too much of a problem within our group.

Final Scores
Tel 48, Paul 39, Oggie 33, Steve 30, Andy 23

Ratings / 10
Tel 7, Paul 8, Oggie 5, Steve 6, Andy 7
 
Scores: Tel 48, Paul 39, Oggie 33, Steve 30, Andy 23
Ratings: Tel 7, Paul 8, Oggie 5, Steve 6, Andy 7
Winner(s): Tel

Muckenstich

There if 16 cards in each of 4 colours. Cards numbered 1-11, 2 cards numbered 12 and 3 mosquitos. The cards are shuffled and all bar 4 are dealt out. Each player then discards 2 cards. The game then plays out in a fairly normal trick taking way. The highest card in the first laid colour wins the trick unless its trumped in which case the highest trump takes the trick. Players must follow suit if possible. The twist is that at the start of the game there is no trumps. These are selected by a player as he playes a mosquito card. However the mosquito card is classified as the highest card in a colour for trick taking purposes. For scoring each numbered card is worth 1 point, plays then get -5 for each colour they have a mosquito in. But before we count up theres a couple more twists. The player who won the least number of tricks in the round selects a colour which scores double. Then the player who won the most number of mosqitos chooses a different colour that scores nothing. Whoever has the most number of points after a few hands wins.

We played three hands to end the night. The first hand played extremely unusually with Tel, Paul and Oggie all finding different ways of scoring zero. Steve managed a respectable 10 points, while Andy struggled to a less than impressive -9. In the second round we all scored positive ( most of the mosquitos seem to be discarded), witrh Paul, Steve and Oggie all getting 2, Andy Managed his highest scoring round of the game with 4 and Tel stormed a 15 point hand. Into the final hand and Andys blushes at getting -7 were only spared by Oggies -12, Tel did enough to win though Steve was close behind.

As a rule the group tends to like trick taking games. They are an opportunity for us all to show our killer instincts, and laugh uncomntrollably as we stitch someone up, or even better they stitch themselves up. This is not one of the better trick taking games but still had us all giggling as people discovered new muppet manuevres.

Final Scores
Tel 20, Steve 18, Paul 8, Oggie -10, Andy -12

Ratings / 10
Tel 7, Steve 7, Paul 7, Oggie 6, Andy 5
 
Scores: Tel 20, Steve 18, Paul 8, Oggie -10, Andy -12
Ratings: Tel 7, Steve 7, Paul 7, Oggie 6, Andy 5
Winner(s): Tel


14-Nov-2002All month
 
Lost Cities

Scores: Boog 80, Tel 65
Ratings: Boog 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 168, Boog 92
Ratings: Tel 8, Boog 8
Winner(s): Tel

Lost Cities

Scores: Tel 107, Boog 57
Ratings: Tel 8, Boog 8
Winner(s): Tel

Lost Cities

Scores: Tel 130, Boog 29
Ratings: Tel 8, Boog 8
Winner(s): Tel


15-Nov-2002All month
 
Jack the Ripper

Scores: Tel 105, Paul 37
Ratings: Tel 8, Paul 7
Winner(s): Tel

Jack the Ripper

Scores: Tel 102, Paul 65
Ratings: Tel 8, Paul 7
Winner(s): Tel

Jack the Ripper

Scores: Tel 69, Paul 30
Ratings: Tel 8, Paul 8
Winner(s): Tel


19-Nov-2002All month
 
Puerto Rico

There were only 5 of us this week, so we took the opportunity to get in a game of Puerto Rico.

There were four distinct strategies in play, only Oggie and Andy were playing similar, both going down the Loadsa money approach. Steve tried to flood the market with Corn, Tel was also playing the resource market, however he was after all resources. Kev went for the quarry strategy. About half way through the game everyone assumed Andy had won having managed to get both Markets and an Office making the trader very lucrative. However Oggie (to his left) had also got a large market and was able to pull in some serious money selling coffee. Kev was struggling with a common problem for the quarry route - a lack of cash, so was regularly unable to build despite having 3 populated quarries. Steves plans seemed to have come off the rails shortly after he moved into coffee, when Kev managed to build, nicking the Office that Steve was eyeing up (Andy was suspected of using his Jedi mind tricks to persuade Kev which to buy). Tel was quietly accumulating VPs by selling his goods to the ships. Despite cornering the market in quarries Kev didnt manage to get a single large building. These were split 2 each to Andy and Oggie with Steve claiming the fifth. When Andy signalled the end of the game by filling his city, everyone went through the process of totting up to see how much Andy had won by, but there was a surprise, only 2 points covered the first four, with Steve taking the win. Oggie and Andy tied for 2nd with Tel back in 4th. Kev was way back still working out what to build.

An extremely close finish which surprised everybody, not least Steve who claimed a highly unexpected victory from his position midway through the game. This game is truly becoming a classic, eveyone enjoyed it, everyone was involved, and still nobody has discovered a sure fire way of winning.

Final Scores
Steve 46, Andy 45, Oggie 45, Tel 44, Kev 26

Ratings / 10
Steve 8, Andy 8, Oggie 8, Tel 8, Kev 6
 
Scores: Steve 46, Andy 45, Oggie 45, Tel 44, Kev 26
Ratings: Steve 8, Andy 8, Oggie 8, Tel 8, Kev 6
Winner(s): Steve

Transamerica

Puerto Rico was followed by a couple of games of Transamerica. Each player is trying to connect their 5 randomly cities scattered throughout the United States before anyone else. On his turn a player may lay up to 2 pieces of track from anyway connected to their starting point. Once someone connects their 5 cities everyone else sees how many track pieces were required to complete their target and subtract this number from their score. Once someone falls below the cut off point the game ends.

We played 2 games and both ended after 3 rounds. It is customaty for everyone to complain about how badly their statins are layed out, usually the loudest complainer wins the round. The most worrying thing about Transamerica tonight was just how good Oggie seemed to be at it. Granted Paul, the resident expert, was missing tonight but Oggie tried to fill his boots as king track layer. And sure enough after 3 rounds in the first game Oggie had claimed victorythough only just, as Steve was only a point behind. Kev seemed to be struggling and it was he who managed to end both games. Ogie was in with a shout in the second game until a disastrous last round saw him plummet down the leader board, though he couldnt have expected Kev to be 7 away at the end of the third round to end the game. Tel managed to win the last round and take the game.

Each time I play this I like it more. Its a very simple game that plays very quickly, but is thoroughly enjoyable. I can see this becoming a regular closer to the evenings.

Final Scores
game 1- Oggie 7, Steve 6, Andy 4, Tel 4, Kev 2
game 2- Tel 9, Steve 6, Andy 5, Oggie 4, Kev -2

Ratings / 10
Oggie 8, Steve 8, Andy 8, Tel 8, Kev 7
 
Scores: Oggie 7, Steve 6, Andy 4, Tel 4, Kev 2
Ratings: Oggie 8, Steve 8, Andy 8, Tel 8, Kev 7
Winner(s): Oggie

Transamerica

Scores: Tel 9, Steve 6, Andy 5, Oggie 4, Kev -2
Ratings: Tel 8, Steve 8, Andy 8, Oggie 8, Kev 7
Winner(s): Tel


22-Nov-2002All month
 
Jack the Ripper

Scores: Paul 108, Boog 44, Tel 37
Ratings: Paul 8, Boog 8, Tel 8
Winner(s): Paul

Jack the Ripper

Scores: Boog 105, Paul 28, Tel 23
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog


01-Dec-2002All month
 
For Sale

Another new filler before we start the heavy games. In For Sale players get to first buy then sell 4 houses, whoever has accrued the most money from the sales wins the game. Each player starts with 15 counters. 5 house cards are laid out, they have a numerical value from 0 to 20. Going clockwise players bid tokens, once everyone has finalised their bid the players each choose one house starting with the highest bidder. Everyone then gets half their previous bid back except the winner. This continues untill all players have 4 houses. Having bought 4 properties its now time to cash in of the property boom. Using the deck of cheques, 5 are laid face up ( aqgain these range in value from 0 - 20). Now each player places one of his houses face down. All are revealed and each player takes one cheque starting with the player with the highest valued house. Repeat until 4 times. Tot up the total of each players cheques add to this the number of counters still owned, whoever has the most wins.

Paul bid heavily to win the first auction, taking the 20 valued property with everyone else having to be content single figure properties. Oggie claimed the next round taking the highest of a wide spread of numbers. In the third round everyone got high numbers, with Tel the only person to actually pay anything. He also took the last auction bidding all his remaining counters to win the another high card. The selling phase started and again the highest valued card came out first. Paul used his 20 house to win the 20 cheque. The second round and Tel played his 19 to take the round just beating Oggies 18. The third round and Tel played the 17 to take another round. By the last round all the high bids had gone and a single figure bid waqs enough to win. Totting up the scores and despite not having any counters left Tel still managed a comfortable win. Oggie took second form Andy. Despite getting the 20 Paul only managed to accrue another 17 points to claim 4th with Steve bringing up the rear.

This isnt the cleverest game in the world but does fit the bill as a 10 minute filler. Opinions within the group varied with some liking it as is, others think it should be played over a number of rounds.

Final Scores
Tel 64, Oggie 53, Andy 47, Paul 37, Steve 34

Ratings / 10
Tel 6, Oggie 7, Andy 5, Paul 7, Steve 5
 
Scores: Tel 64, Oggie 53, Andy 47, Paul 37, Steve 34
Ratings: Tel 6, Oggie 7, Andy 5, Paul 7, Steve 5
Winner(s): Tel

Money

A light filler to start the day. Money is played over a number of rounds, at the start of each round there will be four cards to either side of the draw pile. The cards are made up of a number of gold cards all worth 10 and sets of currency cards with 3x20, 3x30, 40, 50, 60 in each currency. Each player starts with a hand of 6 cards and a bluff card. The aim of the game is build your hand up into a collection of preferably a few valuable currencies. Players bid some of there cards by placing them face down in front of them, whoever has bid the most money gets to go first. The have the choice of: taking one of the two hands in the middle or someone elses bid, in either case replacing it with their bid, alternatively they can just return their bid to their hand. If a player only uses his bluff card he takes no part in this round. Once everyone has had a go both the hands in the middle are replenished back to four, and off we go again. The game ends after a final auction when the draw pile is depleted. To score players add up the value in each currency. Totals less than 100 are worthless, between 100 and 200 are worth 100 less than the total, totals over 200 score at face value. Adding these totals to 100 point bonuses for any sets of 3 identical notes gives a final total. Highest total wins.

There appeared to be two strategies at play in the game, Tel and Andy were bidding high to have first choice, while Oggie and Steve were bidding low to claim any cheap bargains. Bidding high enabled Tel and Andy to take whatever cards they wanted, but were forced to recycle the card that were not in their immediate plans. Leaving Steve and Oggie to pick these up for very little. By the end of the game most players had collected either complete or almost complete collections of 1 currency, however Oggie had enough to make a big second currency.

A game with slightly more depth then originally appears. Not only do you have to think about what you want, but keep an eye on what you are dropping as this is almost certainly useful to someone else.

Final Score
Oggie 740, Steve 600, Andy 590, Tel 530

Ratings / 10
Oggie 7, Steve 7, Andy 6, Tel 6
 
Scores: Oggie 740, Steve 600, Andy 590, Tel 530
Ratings: Oggie 7, Steve 7, Andy 6, Tel 6
Winner(s): Oggie

Princes of Florence

As we had 90 mins to kill before the food was ready we decided to bring out one of those games we keep saying must get played more.

Paul went down the Architect route claiming two early on, and a third towards the end of the game, he also had claimed two jesters by the end of the game. Andy claimed a couple of early jesters, but spent most of the game complaining that he had screwed up by building the wrong building or talking the wrong card (but didnt he come second!). Tel got two early prestige cards, but then realised that he was going to struggle to complete both, the attempts to keep both alive screwed up his building area preventing the completion of two of his works. Both Oggie and Steve went for early landscapes, with Steve then picking up a couple of prestige cards that went on to score him huge points. Paul managed to get a couple of free buildings in from his 3 architects, but wasnt able to produce enough works. Andy managed to produce 2 works on the last round to almost claim victory. But it was Steve who claimed victory after cashing in big time on his prestige cards.

Weve never had a bad game of POF ( Apart from the game when we got the rules badly wrong). I think this would probably hit the table more if Puerto Rico wasnt around, but when youve got two such great games I guess the hardship of playing them both is one well just have to live with ;). A great game as the ratings below show.

Final Score
Steve 48, Andy 46, Tel 41. Paul 38, Oggie 38

Ratings / 10
Steve 9, Andy 9, Tel 8, Paul 9, Oggie 8
 
Scores: Steve 48, Andy 46, Paul 44, Tel 41, Oggie 38
Ratings: Steve 9, Andy 9, Paul 9, Tel 8, Oggie 8
Winner(s): Steve

Wallenstein

Compared to games we normally play (45 - 90 mins) Wallenstien is a long game (180 mins). So we decided to try it on a Sunday when the normal time constraints didnt matter. Andy had heard good things about it so he picked it up at Essen. The game is played out on a map centered on old Germany, and is split into a number of districts (colour coded). Each district is then split into a number of countries. Each country has three attributes: gold production, corn production and a number of cities. There is a card for each country, and this is held by the player currently ruling that country. In the usual game the first task is to determine who owns which countries, but since this was our first game we played with the suggested starting setup. With five of us each player got 7 countries, and these were then populated with some armies. The game plays over 2 years with each year being split into 4 seasons. The first 3 seasons of each year is when players perform actions, with the 4th season being reserved for a scoring round. There are 10 different actions per turn( variants on build, produce, reinforce and attack) these are randomly arranged each season. What the players have to decide is in which country they want each action to occur. A country can have only one action per season. A random action is also applied to each season once all actions have been determined. The player order is also shuffled each season. The novel part of Wallenstein is how combat is resolved. When an attack is declared each player decides how many armies (cubes) are involved in the battle. These are then collected together and dropped into the supplied tower. The tower has a number of shelves which catch some of the cubes, previously caught cubes may be disturbed and ejected. The battle resolution depends on what comes out of the tower. Of the two intersted parties whoever has the least loses the battle and all the armies involved, the victor loses as many armies as the loser and places the remaining armies in the contested country. The scoring round firstly ensures enough grain has been produced for each country owned. Then points are scored for each country, each building and for the owner of each type of building in each of the districts.


The game started with Steve being very aggressive attacking Paul with a large army. Tel went on an expansion drive conquering 4 neutral countries, Oggie also captured one while Andys magnificent attacking army was defeated by a pack of pitchfork wielding farmers. Paul claimed to have placed the wrong card on the attack square so aplogised while capturing one of Andys countries. Of the first 4 event cards 3 were targetted at a single district. This hit Steve particulary hard as he gambled incorrectly on there outcome. Oggie seemed to be having problems with the tower as regardless of how many were thrown in, they just didnt want to come out. Paul went on a building spree at the expense of his armies, but was lucky as everyone seemed to be in consolidationb mode towards the end of the first year. Tel ended the first year with the largest empire (11), however 4 of his countries were suffering with starvation as he hadnt produced enough corn throughout the year, this forced two of his countries into revolt, but neither caused any damage, infact one made his army stronger. Everyone else had similar size empires, but it was Paul who stood out from the crowd due to his proliferationb of churches and palaces. And so into the second year. The time of peace was soon broken with battles galore in the 2nd year. Two countries were totally devastated. Once again 1 country was the target of 2 of the event cards, with a third providing sanctuary for countries with churches. This was the card that caused major problems for Steve. Both Paul and Oggie were eyeing up a couple of Andys poorly defended countries, when the sactuary came out, in both cases the attacking armies were only left with one route, to attack (and capture) one of Steves countries. This left Steve without any gold production for a year, and effectively knocked him out of the running. The final season saw a major battle between Tel and Paul. First Paul captured one of Tels countries in the west, and then came the battle from hell. 9 of Pauls armies attacked a country defended by 12 of Tels. Tel managed to win the battle quite convincingly after half of Pauls troops decided to wait in the tower in preparation for the counter attack. However Tel bottled it and instead of attacking back into Pauls weakened country, decided to take a previously devasted neutral country. Andy had struggled for corn production throughout the second year, and came up 4 grain short. This caused 2 revolts, with the farmers again proving superior to Andys armies, devastating both countries. And so after nearly 3 hours of play the game was over. Tel claimed victory, with Paul and Andy sharing 2nd, Oggie just managed to beat Steve.

Firstly let me say that despite not usualyy being a fan of longer games, this game seemed to play a lot quicker then the 3 hours we were playing. There is obviously a good game here, but we did have one big problem with it, the random event cards. Four are drawn at the start of the year, with one randomly selected after everyone has determined there moves. WHY?. Why cant the event card be decided before people lay their country cards. This will give everyone the chance to work around this random factor, in a game that is already driven by the randomness of the tower. Talking of the tower, I was dubious before the game as to its effectiveness. It is random and occasionally we got unexpected results, but on the whole it worked well and did provide a certain degree of excitement. I certainly look forward to playing this again, but next time well probably determine the event card before the players choose their actions.

Final Scores
Tel 47, Paul 39, Andy 39, Oggie 32, Steve 30

Ratings / 10
Tel 7, Paul 7, Andy 8, Oggie 6, Steve 6
 
Scores: Tel 47, Paul 39, Andy 39, Steve 36, Oggie 32
Ratings: Tel 7, Paul 7, Andy 8, Steve 6, Oggie 6
Winner(s): Tel


03-Dec-2002All month
 
Alles im Aimer

Scores: Boog 11, Tel 7, Paul 7, Oggie 4, Steve 0, Andy 0
Ratings: Boog 8, Tel 8, Paul 8, Oggie 8, Steve 8, Andy 8
Winner(s): Boog

Alles im Aimer

Scores: Boog 3, Paul 2, Steve 0
Ratings: Boog 8, Paul 8, Steve 8
Winner(s): Boog

Alles im Aimer

Scores: Boog 3, Paul 3, Steve 0
Ratings: Boog 8, Paul 8, Steve 8
Winner(s): Boog, Paul

Carcassonne

Scores: Boog 130, Steve 91, Paul 80
Ratings: Boog 8, Steve 7, Paul 8
Winner(s): Boog

Jack the Ripper

Scores: Tel 100, Paul 64, Boog 19
Ratings: Tel 8, Paul 7, Boog 8
Winner(s): Tel

Transamerica

Scores: Oggie 6, Boog 5, Tel 3, Paul 2, Andy 1, Steve 1
Ratings: Oggie 8, Boog 8, Tel 8, Paul 8, Andy 7, Steve 8
Winner(s): Oggie

Trias

Scores: Tel 31, Oggie 23, Andy 19
Ratings: Tel 8, Oggie 8, Andy 7
Winner(s): Tel


10-Dec-2002All month
 
Ra

Ra would almost certainly appear in my list of top 10 games ( Im just not sure what the other 9 would be). Its very simple auction mechanism, multiple scoring methods and quick game time add up to a great game that can be won in a number of ways.

Despite vigourously shaking the cloth bag containing all the tiles, we did not get a particularly random distribution to the tiles (disclaimer for probability nuts. Of course it was random, it just didnt appear that way). The first two rounds seem to take an eternity to play, this was due to some extent of Kev playing his first game of Ra, so being unsure of what to do, but mostly down to the fact that there seemed to be a shortage of Ra tiles. In a usual game within the group there are a lot of player called Ras, this just wasnt the case tonight. For the first 2 rounds most of the auctions were caused by a Ra tile being drawn. There seemed to be a lot of god and civ tiles in the first round with very few pharoahs hitting the table. By the end of the first round Tel had managed to open up a lead due to collecting a hatfull of niles (and a flood) managing to eak out a majority in the limited pharoahs and somehow managing to capture three identical civs. The second round saw a few more pharoahs begin to appear, and a lot of monuments. As usual Andy was colllecting as many different monuments as possible, while Oggie was collecting specific monuments. Although we started to get a few more player calls of Ra, we were still getting fewer calls than usual, so it came as a bit of a surprise to find that Kev managed to win a whole row of tiles to win the last auction of the round. People were obviously more edgy in the last round as we knew there was a high proportion of Ra tiles left in the bag, so the last round saw more player called auctions (usually followed immediately by a Ra tile). By this time players were keen to finish the game as the usual 45 minute game had dragged out to 90. So it was with some relief that the final Ra tile was drawn to bring the game to an end. Andy had managed to acquire all 8 monuments (nothing new there) managing 3 of one of them. Oggie had managed to collect 4 of a monument and 3 of another, with both Kev and Steve managing the 3 of a kind. Andy got the only flood of the final round, so managed an impressive catch of points from the final round. But his poor showing in the first two rounds left hoime back in third. He did manage to pip Steve to that position who had managed a consistent scoring run throughout the 3 turns. Kev struggled back in last, but this was undertandable in his first game. Oggie managed a big final round total to bring his final total to 43 the same as Tel. A frantic search through the rule book showed that the tiebreaker ( that none of us knew anything about) was the largest sun, which was held by Tel.

The game just took too long tonight, taking twice its normal length. Both Tel and Oggie enjoyed the game, but both Andy and Steve felt the game suffered from some poor decision making, giving unfair advantages to other players. Kev had mixed feelings for the game. Overall a disappointing session for a game that is usually so well received. My overall impression remains unchanged, this is still a great game, one ropey game in a dozen isnt bad.

Final Scores
Tel 43 , Oggie 43, Andy 40, Steve 36, Kev 25

Ratings / 10
Tel 7, Oggie 7, Andy 5, Steve 6, Kev 6
 
Scores: Tel 43, Oggie 43, Andy 40, Steve 36, Kev 25
Ratings: Tel 7, Oggie 7, Andy 5, Steve 6, Kev 6
Winner(s): Tel

Taj Mahal

Scores: Steve 38, Oggie 34, Tel 26, Kev 25, Andy 20
Ratings: Steve 8, Oggie 8, Tel 6, Kev 8, Andy 7
Winner(s): Steve


17-Dec-2002All month
 
6 Nimmt!

On the last Tuesday before Christmas its traditional to play lighter games, while scoffing food. And so this year we started with 6 Nimmt.

The basic premise of the game is to avoid capturing cards, a fact that seemed to have totally passed Paul by. Regardless of what he did in the first round it invariably meant he got to pick a row of cards up. So it came as no surprise to find that at the end of the first round hed managed to acquire a total more then everyone else put together. He even managed to get 2 thirds of the way towards ending the game. Now being as it is Christmas, the time for charity and goodwill to all men, both Andy and Steve tried their best to help Paul carry the burden in the second round, by winning as many cards as possible, but when your in one of those games, theres not a lot you can do and Paul once again managed to collect a sizeable amount despite Andy and Steves best efforts, and so it was that we managed to finish the game after only 2 hands, with Paul claiming a resounding defeat. Steve actually managed to outscore Paul in the last round to claim 5th pushing Andy up to 4th. Back up at the top end of the leader board things couldnt have been mush closer with Oggie just claiming victory by a point from Tel with Boog a further point back in third.

The perfect game for Christmas Tuesday, a game that cant be taken too seriously but played very quickly.

Final Scores
Oggie 7, Tel 8, Boog 9, Andy 24, Steve 44, Paul 71

Ratings / 10
Oggie 8, Tel 8, Boog 8, Andy 8, Steve 8, Paul 7
 
Scores: Paul 71, Steve 44, Andy 24, Boog 9, Tel 8, Oggie 7
Ratings: Paul 7, Steve 8, Andy 8, Boog 8, Tel 8, Oggie 8
Winner(s): Oggie

Grass

We do have a serious problem with this game. The end game condition is when someone hits 1 million. Over the games weve played of this everyone averages a negative total. We could play until the proverbial cows came home after a detour via Alpha Centauri and still wouldnt be any closer to finishing then we had been at the start of the game. Hence we play the game for either a set number rounds or to a time limit.

Now after having that rant I must confess that 2 of the group did manage to end the game positive, though both did manage 2 positive and 2 negative rounds. The first round played out as usual, one person (Steve) managed to open an early market, only to find that everytime it got back to him the heat was on. He managed to get rid of the first few but then got stuck with one that he couldnt get rid of, so depite being the only player with an open market for most of the game, he didnt get to make any money. Eventually a couple of other markets opened, by whiuch time Steve had managed to attract most peoples heat on cards, allowing Paul to slap 50k down and then close the market. Ending the first round as the only player positive. The next couple of rounds follwoed suit with one player managing to close the market after getting a cash card to the table. Only the final round played any differently. Andy seemed to be drawing all the market closed cards but didnt see any market opens, so most of the others managed to get their markets open and laid a couple of money cards between heat on cards. By the time someone eventually got a market close, 4 of the 6 players had managed to accumulate positive scores, in most cases not enough to wipeout their negatives. Oggie claimed his 2nd victory of the night just pipping Paul who can claim a moral victory having never seen his total score dip below zero. Andy was the best of the negative scorers beating Tel for 3rd. Boog and Steve both scored in the groups usual scoring range, with Steve almost getting a third of the way to the million (negative)

I can only assume that we are either playing the game with the wrong rules or playing it not as the designer expected. It still does provide plenty of entertainment, and fitted perfectly into the mood of the night, but I Dont think well ever see that mystical 1 million.

Final Scores
Oggie 75, Paul 46, Andy -15, Tel -27, Boog -192, Steve -310

Ratings / 10
Oggie 8, Paul 7, Andy 7, Tel 7, Boog 8, Steve 7
 
Scores: Oggie 75, Paul 46, Andy -15, Tel -27, Boog -192, Steve -310
Ratings: Oggie 8, Paul 7, Andy 7, Tel 7, Boog 8, Steve 7
Winner(s): Oggie

Sticheln

We ended the night with a game Sticheln. When we first started to play this, it was a case of screw everyone else at all costs, which provided much fun and entertainment. The game tonight was a much more studied game with everyone being careful about what they played. This seemed to suck some of the fun out of the game for som eof the players. Much of the games entertainment is in seeing people reluctantly win cards in their misery colour, which just wasnt happening.

This first round saw all six players choosing different misery colours. After winning the first 2 games Oggie kept up his good run by openeing a big lead in the opening hand. He managed to hold onto the lead in the second round. However a big score for Tel in the final round saw him claim victory to deprive Oggie of a clean sweep.

Some of the marks for tonights game were quite low compared to its usual ratings. This was because everyone was being very cagey (except Steve in the last round) which made the game quite dry. Personally I quite enjoyed the game as it was provided a bit more depth to the game but some players marked it down because compared it to previous raucous games it was not as entertaining.

Final Scores
Tel 33, Oggie 23, Paul 20, Andy 13, Boog -12, Steve -42

Ratings / 10
Tel 8, Oggie 7, Paul 8, Andy 6, Boog 7, Steve 7
 
Scores: Tel 33, Oggie 23, Paul 20, Andy 13, Boog -12, Steve -42
Ratings: Tel 8, Oggie 7, Paul 8, Andy 6, Boog 7, Steve 7
Winner(s): Tel


20-Dec-2002All month
 
Jack the Ripper

Scores: Boog 122, Tel 62, Paul 58
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Boog

Jack the Ripper

Scores: Boog 110, Paul 56, Tel 18
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Jack the Ripper

Scores: Boog 34, Tel -21, Paul -37
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Boog


22-Dec-2002All month
 
Cairo

Scores: Oggie 41, Paul 35, Tel 34, Andy 16, Anne 16
Ratings: Oggie 7, Paul 7, Tel 7, Andy 7, Anne 6
Winner(s): Oggie

Die sieben weisen

Scores: Paul 30, Oggie 28, Tel 24, Andy 20
Ratings: Paul 8, Oggie 7, Tel 6, Andy 7
Winner(s): Paul

Meine schafe deine schafe

Scores: Andy 10, Tel 10, Oggie 7, Paul 5
Ratings: Andy 6, Tel 7, Oggie 6, Paul 7
Winner(s): Andy, Tel

Pit

Scores: Andy 235, Tel 110, Paul 60, Anne -40, Oggie -40
Ratings: Andy 7, Tel 7, Paul 7, Anne 7, Oggie 7
Winner(s): Andy

Royal Turf

Scores: Tel 2750, Oggie 1950, Paul 1400, Andy 850, Anne 450
Ratings: Tel 7, Oggie 7, Paul 7, Andy 7, Anne 7
Winner(s): Tel

Street Soccer

Scores: Paul 1, Andy 0
Ratings: Paul 8, Andy 8
Winner(s): Paul

Street Soccer

Scores: Tel 2, Oggie 1
Ratings: Tel 8, Oggie 6
Winner(s): Tel

Street Soccer

Scores: Oggie 5, Andy 0
Ratings: Oggie 8, Andy 7
Winner(s): Oggie

Street Soccer

Scores: Paul 1, Tel 1
Ratings: Paul 8, Tel 8
Winner(s): Paul, Tel


03-Jan-2003All month
 
Lost Cities

Scores: Boog 96, Tel 94
Ratings: Boog 8, Tel 8
Winner(s): Boog

Lost Cities

Scores: Tel 180, Boog 48
Ratings: Tel 8, Boog 8
Winner(s): Tel

Lost Cities

Scores: Boog 113, Tel 97
Ratings: Boog 8, Tel 8
Winner(s): Boog


07-Jan-2003All month
 
Foppen

The night started with a new game. Foppen (or Fool) is a game where the aim of each round is to be the first to get rid of all you cards. There are numbered cards in 4 different colours and 4 colourless 1 cards. The lead player lays a card, the other players must then follow suit if possible. The aim of the hand is to ensure you dont become the fool. If everyone followed suit then the fool is the player playing the lowest card, if some broke ranks then the fool is the lowest card of the non starting colour. The fool cannot participate in the next hand. Wheoever played the highest card in the lead colour start sthe next hand. The round ends with hand in which a player plays his last card. At this point all players with no cards score 10 points unless they are now the fool. Players still holding cards get negative for each card. Whoever has the highest score after a number of rounds win.

Now, as is traditional, we got it wrong. We ( when I say we I mean Paul) didnt read the rule about scoring, so we played each round as a complete game. Which meant that a bad deal made a game a nohoper. The is almost certainly reflected in the scores that were given to the game hence Im not going to give them. But given that we were only playing it to give the final member of the group time to arrive, we would have only played the two hands anyway. In the first hand Paul and Steve kept possession of the fool for the first half of the game. Tel and Boog both claimed it once late in the round to give Andy victory. In the second round Steve and Andy were playing ping pong with the fool, with the other three all claiming the fool just once in the game.

Each hand takes about 5 minutes to play, so the game fits the mantle of a filler game. It is also extremely light, criticisms that it is too light could be due to our misinterpretation of the rules. Given that it will be competing with Hattrick, Sticheln David & Goliath and 6 nimmt, I cant see it hitting the tabl etoo often, but would like to play it again just to play it properly.
 
Scores: Boog , Andy , Paul , Steve , Tel
Ratings: Boog 6, Andy 3, Paul 6, Steve 5, Tel 5
Winner(s): Boog, Andy

Hattrick

Scores: Kev 20, Andy 17, Paul 14, Tel 5, Steve 3
Ratings: Kev 8, Andy 8, Paul 7, Tel 8, Steve 8
Winner(s): Kev

Jack the Ripper

Scores: Boog 105, Tel 95, Paul 59
Ratings: Boog 8, Tel 8, Paul 8
Winner(s): Boog

Union Pacific

Half of the group had played this before back in June, but the other half were UP virgins. So after a description of the rules we were into the game.

After the first complete turn only Paul had decided not to lay a track, this immediately payed dividends as the first scoring round came up shortly into the second round. Giving Paul an early 5 point lead. This then caused a frantic laying of share cards. Followed by a period of track laying. The second scoring card came up, as we had 3 reasonably large networks ( about 10 trains) with the rest only being a couple long. Tel held the majority in the largest network, was 2nd in another large one and held the most UP shares to claim the most earnings from this round. Both Boog and Kev then laid shares before the third scoring card was drawn. UP was now a 3 way tie, but Tel still claimed the most money. To everyones annoyance the final scoring immediately came up. This gave Tel a comfortable victory. The dissapointing thing was that the game had ended with over half the share cards still available. Steve hadnt had a turn between the 2nd scoring round and the end of the game. Some how the three scoring cards had been shuffled together despite being split when placed in the pack.

The problem with this type of end condition is that it can leave a bad taste, especially when you consider we only actually playu the game every six months. For future games we will use the variant that ensures that the scoring cards are at least distributed into the releative quarters of the deck. The frustrating things was that the game was progressing quite nicely with a couple of personal duels just starting to emerge. Hopefully we wont have to wait 6 months for this to hit the table again.

Final Scores
Tel 89, Boog 76, Kev 68, Paul 63, Andy 60, Steve 34

Ratings / 10
Tel 7, Boog 7, Kev 9, Paul 7, Andy 5, Steve 6

As a group we have mixed feelings about railway games.
 
Scores: Tel 89, Boog 76, Kev 68, Paul 63, Andy 60, Steve 34
Ratings: Tel 7, Boog 7, Kev 9, Paul 7, Andy 5, Steve 6
Winner(s): Tel


10-Jan-2003All month
 
Jack the Ripper

Scores: Paul 131, Tel 59
Ratings: Paul 8, Tel 8
Winner(s): Paul


14-Jan-2003All month
 
Abenteuer Menschheit

To my shame I dont own any games from the Settlers stable (apart from a couple of the card games in german). To rectify this embaressing omission, the game at the top of my wish list for Essen last year was this new game by Klaus Teuber. It takes the Settlers mechanics, then adds some new ideas to create a game that is identifiably from the settlers stable but different enough to stand on its own. The game is played on a fixed board comprising hexagons in the rough shape of the continents of earth. The Hexes are in 4 different colours each containing a number 2 - 12. Each intersection is marked either with a light brown circle or a circle of one of 5 colours. All the non-black/non-light brown circles are covered by a people chit of the matching colour. Event chips are place on the board in the marked places. These are claimed by the first person to pass along the relevant hex side. The game start with everyone placing 3 tribes onto the intersections marked with black circles. These are all in Africa. Each player then gets to place one nomad marker next to one of his tribes.

Were now ready to start. Game play will be familiar to all Settlers fan. Roll a dice, all hexes with the corresponding number provide resource to all tribes camped at one of its vertices. On a 7 all players with 8 or more cards have to discard half their cards with the current player then moving the Neanderthal (Robber restricted to Eurasia and Africa) stealing a resource from a player who has a tribe on that hex. Next we have a trading phase, the current player can make trades with other players or perform a 3:1 trade with the bank. Finally we have the build phase and this is where things change a little. There are 4 options in the build phase. Movement- for each meat card the player can move one of his nomads along 2 vertices. Build Nomad: 1 meat + 1 skin allows the production of a nomad, however each player is only allowed 2. Convert nomad to tribe: If a nomad is currently sitting on a people chit, 1 flint + 1 Skin + 1 bone allows the conversion of this nomad into a tribe. This wins the player the people chit which becomes a VP. Each player is only allowed 5 tribes, so if a 6th tribe is built one of the previous tribes is destroyed, in Africa if possible. The final possible action is to advance along one of the 4 development tracks. Each advancement has a different cost and each track goes from 0 - 5. The first player to reach 5 on each track claims a VP and prevents anyone else from reaching the end of that track. Advancing along 1 track allows the player to move either the Neanderthal or Carnivore (the robbers). A 2nd track increases a nomads movement rate. Certain vertices on the board are marked with 2 numbers, these are the required level on the remaining 2 tracks that are needed to travel along that path. The first player to pass along these vertices collects the corresponding action chit. These action chit either provide a vp, allow the player to move a robber or force the conversion of one of the hexes in Africa to desert. There are two cards that are worth 2 VP. The first belongs to the player who has collected the most action chits. The second goes to the first player to collect at least one of each of the four people chit. The second player to achiece this gets a free people chit ( 1 VP). Vicotry is claimed by being the first player to score 10 VP.

A couple of early 4s gave Tel enough cards to charge into asia and build an early tribe. This gave him an early resource advantage. He used this to advantage to pick up a couple of event chits, both of which were deserts, giving him an even greater resource advantage. Boog was concetrating on expanding his tribe, by picking up an early movement boost he was able to get out of africa and get a couple of tribes on the board. Oggie seemed intent on progressing all the development tracks but at the cost of his tribe expansion. Paul was struggling for resources, but seemed to be playing a rounded game trying to do a bit of everything. Tel was using his resource advantage to advance all the development tracks and targetted the event chits, he was slightly hamstrung in that he wasnt getting any skins, and because of his lead everyone refused to trade with him. Boogs expansion policy claimed him the 2VP for being the first player with tribes in all 4 peoples. For three turns running Paul didnt see a single resource mainly due to a run of 7 and 9s. This also slowed Tel down as the Robber invariably hit him. Tel had managed to claim the VP card for 2 of the development tracks, two from the action chits, had the 2vp card for the most action chits, so when he managed to build his 4th tribe, he claimed victory (11vp due to free people chit as 2nd to claim all 4 people). Boog had managed to build 5 tribes + the 2VP for the first of each people. Both Paul and Oggie had managed to build 3 tribes, with Paul also managing to get a VP from an action chit.

I was very impressed after a first play, the game took 2 hours to play but that seemed to fly by. A couple of the group thought Settlers was a little overrated with initial Placement too important and finding that a leader is seldom caught. Obviously after one play we dont know if this is going to suffer the same, but there certainly are more options, especially the opportunities to trash a key resource provider in Africa, or leave a non-productive tribe. I am certainly hoping to play this again soon, but as its only 2-4 players opportunites will by restrictive within our group.

Final Scores
Tel 11, Boog 7, Paul 4, Oggie 3

Ratings / 10
Tel 8, Boog 8, Paul 8, Oggie 7
 
Scores: Tel 11, Boog 7, Paul 4, Oggie 3
Ratings: Tel 8, Boog 8, Paul 8, Oggie 7
Winner(s): Tel

David and Goliath

Scores: Boog 98, Tel 82, Paul 81, Oggie 77
Ratings: Boog 7, Tel 7, Paul 7, Oggie 7
Winner(s): Boog

Jack the Ripper

Scores: Tel 106, Paul 5, Boog -6
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel


15-Jan-2003All month
 
Lost Cities

Scores: Paul 208, Tel 58
Ratings: Paul 8, Tel 8
Winner(s): Paul

Lost Cities

Scores: Tel 98, Paul 86
Ratings: Tel 8, Paul 8
Winner(s): Tel


28-Jan-2003All month
 
Liberte

Scores: Paul , Andy , Steve
Ratings: Paul 8, Andy 9, Steve 8
Winner(s): Steve


18-Feb-2003All month
 
Hick Hack in Gackelwack

Scores: Andy 31, Steve 30, Boog 26, Paul 25, Tel 23
Ratings: Andy 7, Steve 7, Boog 7, Paul 7, Tel 7
Winner(s): Andy

Hick Hack in Gackelwack

Scores: Tel 52, Steve 36, Andy 28, Boog 27, Paul 19
Ratings: Tel 7, Steve 7, Andy 7, Boog 7, Paul 7
Winner(s): Tel

Hick Hack in Gackelwack

Scores: Tel 36, Paul 35, Steve 34, Boog 21, Andy 11
Ratings: Tel 7, Paul 7, Steve 7, Boog 7, Andy 7
Winner(s): Tel

Merchants of Amsterdam

Scores: Steve 133, Andy 113, Boog 111, Paul 96, Tel 73
Ratings: Steve 8, Andy 9, Boog 7, Paul 7, Tel 8
Winner(s): Steve


25-Feb-2003All month
 
Hick Hack in Gackelwack

Scores: Tel 37, Steve 34, Paul 32, Andy 31
Ratings: Tel 7, Steve 7, Paul 7, Andy 7
Winner(s): Tel

Hick Hack in Gackelwack

Scores: Tel 57, Paul 29, Andy 26, Steve 20
Ratings: Tel 7, Paul 7, Andy 7, Steve 7
Winner(s): Tel

Stephensons Rocket

Scores: Paul 74, Andy 67, Tel 59, Steve 58
Ratings: Paul 8, Andy 8, Tel 8, Steve 8
Winner(s): Paul


04-Mar-2003All month
 
Abenteuer Menschheit

Scores: Tel 10, Boog 9, Steve 6
Ratings: Tel 8, Boog 9, Steve 8
Winner(s): Tel

Puerto Rico

Scores: Tel 57, Boog 53, Steve 53
Ratings: Tel 9, Boog 9, Steve 9
Winner(s): Tel


11-Mar-2003All month
 
Carcassonne

Scores: Steve 98, Tel 72, Andy 65, Boog 43, Oggie 41
Ratings: Steve 7, Tel 8, Andy 7, Boog 7, Oggie 8
Winner(s): Steve

Magellen

Scores: Andy 57, Oggie 46, Tel 37, Boog 32, Steve 13
Ratings: Andy 7, Oggie 6, Tel 7, Boog 5, Steve 7
Winner(s): Andy

Mamma Mia!

Scores: Tel 4, Steve 4, Andy 3, Boog 3, Oggie 3
Ratings: Tel 7, Steve 7, Andy 7, Boog 7, Oggie 7
Winner(s): Steve

Pit

Scores: Steve 310, Oggie 100, Tel 0, Boog 0, Andy -60
Ratings: Steve 8, Oggie 9, Tel 8, Boog 8, Andy 8
Winner(s): Steve


18-Mar-2003All month
 
Dragon Delta

A guaranteed way to ensure a chaotic start to the evening is to begin with Dragon Delta.

After a fairly uneventful first round, it became business as usual in the second. A couple of players went for a plunge and Tel found himself as the nearest to his target island which of course marked him as a clear target. True to colours in the next round all 6 players played a dragon, 5 of them aimed at Tel, allowing him only 1 action this round. This allowed Boog to charge down the board to finish the round a double move from victory. He was of course blocked via dragons for half of the round, this allowed Tel to make a charge for victory, to be thwarted by Steves dragon as he was about to step onto the Island. While everyone was watching Tel and Boog, Paul quietly managed to creep his way to victory. The game was over in four rounds.

As usual there was the stop the leader element to this game and as usual the leader changed a few times, however we did mange to finish the game very quickly which is a change. Still a good game if a little chaotic at times. There is a lot more to this game then first appears.

Ratings / 10
Paul 8, Boog 8, Steve7, Andy 7, Oggie 7, Tel 7
 
Scores: Paul , Steve , Tel , Oggie , Andy , Boog
Ratings: Paul 8, Steve 7, Tel 7, Oggie 7, Andy 7, Boog 8
Winner(s): Paul

Limits

Scores: Steve 3, Boog 0, Paul 0, Tel -1, Oggie -2, Andy -5
Ratings: Steve 8, Boog 8, Paul 7, Tel 7, Oggie 8, Andy 7
Winner(s): Steve

Limits

Scores: Oggie 1, Boog 1, Steve 1, Tel 1, Andy -1, Paul -4
Ratings: Oggie 8, Boog 8, Steve 8, Tel 7, Andy 7, Paul 7
Winner(s): Oggie, Boog, Steve, Tel

Transamerica

We then played 2 games of Transamerica.
After the obligatory screams of how awful peoples starting hands were, each round started and in the first game Steve and Boog shared winning the rounds. Andy stormed down the scoring track (a bad thing) only to be caught by Paul at the end. Tel and Oggie finished in mid table obscurity with Steve just pipping Boog to the win. The second game was a much closer afair with Andy looking favourite to win after the first 2 hands. As a real novelty we actually had to move the finish line after the second hand as nobody was close to ending the game. Howerver Steve managed a fairly quick connection of his 5 cities in the third hand. This caused Tel to cross the finish line and end the game. Andy had a bit of a mare in the last hand losing the lead, leaving it up to Oggie to challenge Steve supremacy, but Steve again took victory.

There are obviously tactics to this game that totally pass me by. I havent got a clue how to win this one. Im tempted to say that its all down to the pure luck of which cities you draw, and for a single hand this is possibly true however for Steve to win both games implies that either he was extremely lucky or more likely has discovered a winning strategy that has totally passed me by. Nevertheless this is an excellent fun game to play and one I want to keep playing just to discover that elusive secret winning formula.

Final Scores
Game21
Steve 8, Boog 7, Oggie 3, Tel 1, Andy -2, Paul -2
Game 2
Steve 8, Oggie 7, Boog 5, Andy 4, Paul 4, Tel 2

Ratings / 10
Steve 8, Boog 8, Paul 8, Oggie 7, Andy 7, Tel 7
 
Scores: Steve 8, Boog 7, Oggie 3, Tel 1, Andy -2, Paul -2
Ratings: Steve 8, Boog 8, Oggie 7, Tel 7, Andy 7, Paul 8
Winner(s): Steve

Transamerica

Scores: Steve 8, Oggie 7, Boog 5, Andy 4, Paul 4, Tel 2
Ratings: Steve 8, Oggie 7, Boog 8, Andy 7, Paul 8, Tel 7
Winner(s): Steve


01-Apr-2003All month
 
Big City

Woo hoo
 
Scores: Steve 76, Paul 70, Andy 50, Tel 49, Oggie 44
Ratings: Steve 7, Paul 8, Andy 8, Tel 7, Oggie 6
Winner(s): Steve

Klunker

Scores: Oggie 14, Steve 11, Andy 10, Tel 9, Paul 5
Ratings: Oggie 7, Steve 5, Andy 7, Tel 6, Paul 6
Winner(s): Oggie

Klunker

Scores: Oggie 13, Steve 11, Andy 8, Tel 5, Paul 2
Ratings: Oggie 7, Steve 5, Andy 7, Tel 6, Paul 6
Winner(s): Oggie


10-Apr-2003All month
 
Jack the Ripper

Scores: Tel 136, Paul 118
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Tel 118, Paul 44
Ratings: Tel 8, Paul 8
Winner(s): Tel


11-Apr-2003All month
 
Jack the Ripper

Scores: Tel 122, Paul 73
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Paul 75, Tel 11
Ratings: Paul 8, Tel 8
Winner(s): Paul


21-Apr-2003All month
 
Alles im Aimer

Scores: Steve 3, Susan 1, Tel 0, Andy 0
Ratings: Steve 7, Susan 8, Tel 7, Andy 7
Winner(s): Steve

Amun-Re

Scores: Steve 47, Oggie 42, Anne 41, Boog 40
Ratings: Steve 8, Oggie 8, Anne 8, Boog 8
Winner(s): Steve

Carcassonne

Scores: Steve 84, Boog 76, Paul 74, Oggie 73, Tel 69, Andy 59
Ratings: Steve 7, Boog 7, Paul 7, Oggie 8, Tel 8, Andy 7
Winner(s): Steve

Fische Fluppen Frikadellen

Scores: Andy , Tel , Paul , Susan , Boog , Anne , Oggie , Steve
Ratings: Andy 8, Tel 8, Paul 8, Susan 9, Boog 7, Anne 7, Oggie 7, Steve 7
Winner(s): Andy

Guillotine

Scores: Tel 21, Andy 17, Steve 16
Ratings: Tel 7, Andy 7, Steve 7
Winner(s): Tel

Guillotine

Scores: Andy 30, Steve 20, Susan 17, Tel 16
Ratings: Andy 7, Steve 7, Susan 5, Tel 7
Winner(s): Andy

Guillotine

Scores: Paul 22, Oggie 12, Anne 12, Boog 7
Ratings: Paul 7, Oggie 7, Anne 7, Boog 7
Winner(s): Paul

Paris Paris

Scores: Steve 45, Andy 32, Susan 30, Tel 28
Ratings: Steve 8, Andy 8, Susan 7, Tel 7
Winner(s): Steve

Paris Paris

Scores: Paul 25, Oggie 23, Boog 18, Anne 18
Ratings: Paul 6, Oggie 6, Boog 5, Anne 4
Winner(s): Paul

Samuraii

Scores: Andy , Steve , Susan , Tel
Ratings: Andy 7, Steve 7, Susan 6, Tel 7
Winner(s): Tel

Torres

Scores: Paul 248, Andy 222, Tel 215, Susan 180
Ratings: Paul 8, Andy 8, Tel 8, Susan 5
Winner(s): Paul


22-Apr-2003All month
 
Puerto Rico

Scores: Oggie 50, Tel 48, Andy 45, Steve 34, Paul 33
Ratings: Oggie 7, Tel 8, Andy 8, Steve 7, Paul 8
Winner(s): Oggie


29-Apr-2003All month
 
6 Nimmt!

Scores: Paul 78, Tel 56, Boog 47, Andy 36, Oggie 35, Steve 8
Ratings: Paul 7, Tel 7, Boog 8, Andy 7, Oggie 8, Steve 7
Winner(s): Steve

Billabong

Scores: Tel , Boog , Andy , Steve , Oggie , Paul
Ratings: Tel 7, Boog 5, Andy 7, Steve 6, Oggie 7, Paul 8
Winner(s): Tel

Carcassonne

Scores: Tel 110, Steve 104, Andy 95, Paul 91, Oggie 83, Boog 80
Ratings: Tel 8, Steve 8, Andy 8, Paul 7, Oggie 7, Boog 7
Winner(s): Tel

Jack the Ripper

Scores: Tel 110, Paul 88
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Paul 83, Tel 82
Ratings: Paul 8, Tel 8
Winner(s): Paul


06-May-2003All month
 
Acquire

Scores: Steve 44400, Andy 35100, Tel 30400, Paul 27600, Oggie 22000
Ratings: Steve 8, Andy 8, Tel 8, Paul 8, Oggie 6
Winner(s): Steve

Lifeboat

Scores: Paul 29, Steve 25, Andy 23, Tel 18, Oggie 12
Ratings: Paul 7, Steve 7, Andy 8, Tel 3, Oggie 5
Winner(s): Paul


20-May-2003All month
 
Amun-Re

Scores: Paul 41, Oggie 38, Tel 35, Steve 29
Ratings: Paul 8, Oggie 8, Tel 8, Steve 8
Winner(s):

Tichu

Scores: Steve 160, Tel 160, Oggie 49, Paul 40
Ratings: Steve 7, Tel 7, Oggie 7, Paul 7
Winner(s): Steve, Tel


23-May-2003All month
 
Jack the Ripper

Scores: Tel 113, Boog 8, Paul 4
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Tel 117, Paul 41, Boog 22
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel

Jack the Ripper

Scores: Tel 55, Boog 24, Paul 0
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel


25-May-2003All month
 
BANG!

Scores: Paul , Steve , Tel , Oggie , Andy , Anne
Ratings: Paul 8, Steve 8, Tel 7, Oggie 7, Andy 6, Anne 7
Winner(s): Paul, Steve

Fistful of Dragonstones

Scores: Oggie , Andy , Paul , Tel , Steve
Ratings: Oggie 6, Andy 3, Paul 4, Tel 5, Steve 5
Winner(s): Oggie

Hick Hack in Gackelwack

Scores: Tel 63, Anne 37, Paul 26, Andy 26, Steve 13
Ratings: Tel 7, Anne 8, Paul 7, Andy 7, Steve 7
Winner(s): Tel

Mississippi Queen - Black Rose

Scores: Tel , Andy , Paul , Steve , Oggie , Anne
Ratings: Tel 8, Andy 8, Paul 8, Steve 8, Oggie 7, Anne 6
Winner(s): Tel

Monkeys on the Moon

Scores: Tel 17, Andy 16, Steve 11
Ratings: Tel 7, Andy 8, Steve 8
Winner(s): Tel

Muckenstich

Scores: Oggie 344, Paul 334, Anne 283, Steve 247, Andy 233
Ratings: Oggie 8, Paul 7, Anne 7, Steve 7, Andy 6
Winner(s): Oggie

Ricochet Robot

Scores: Tel 5, Steve 4, Andy 4, Paul 3, Oggie 1
Ratings: Tel 8, Steve 7, Andy 7, Paul 7, Oggie 4
Winner(s): Tel

RoboRally

Scores: Paul , Tel , Oggie , Steve , Andy
Ratings: Paul 6, Tel 7, Oggie 6, Steve 6, Andy 6
Winner(s): Paul


27-May-2003All month
 
Light Speed

Scores: Tel , Oggie , Paul , Steve
Ratings: Tel 5, Oggie 6, Paul 7, Steve 6
Winner(s): Tel, Oggie

Trias

Scores: Oggie 37, Tel 25, Steve 15, Paul 4
Ratings: Oggie 9, Tel 8, Steve 8, Paul 8
Winner(s): Oggie


03-Jun-2003All month
 
David and Goliath

Scores: Boog 186, Andy 161, Paul 149, Tel 121, Steve 115, Oggie 103
Ratings: Boog 8, Andy 7, Paul 7, Tel 8, Steve 8, Oggie 7
Winner(s): Boog

Showmanager

Scores: Oggie 43, Paul 38, Andy 37, Steve 37, Tel 33, Boog 33
Ratings: Oggie 7, Paul 8, Andy 8, Steve 8, Tel 8, Boog 8
Winner(s): Oggie

Vabanque

Scores: Paul 810, Oggie 520, Tel 445, Steve 410, Andy 230, Boog 150
Ratings: Paul 8, Oggie 7, Tel 7, Steve 7, Andy 7, Boog 7
Winner(s): Paul


10-Jun-2003All month
 
Carcassonne

Scores: Tel 167, Steve 133, Boog 108, Andy 102, Oggie 69
Ratings: Tel 8, Steve 8, Boog 7, Andy 8, Oggie 7
Winner(s): Tel

Drakon

Scores: Andy 5, Boog 4, Tel 4, Oggie 3, Steve 3
Ratings: Andy 7, Boog 8, Tel 8, Oggie 7, Steve 7
Winner(s): Andy


17-Jun-2003All month
 
Abenteuer Menschheit

Scores: Steve 10, Boog 10, Tel 7, Andy 6
Ratings: Steve 8, Boog 7, Tel 7, Andy 8
Winner(s): Steve, Boog

Modern Art

Scores: Boog 451, Steve 414, Tel 369, Andy 348
Ratings: Boog 8, Steve 8, Tel 8, Andy 7
Winner(s): Boog


20-Jun-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 152, Boog 142, Paul 105
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel


23-Jun-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 247, Boog 212
Ratings: Tel 8, Boog 8
Winner(s): Tel


24-Jun-2003All month
 
Nicht die Bohn

Scores: Steve 130, Paul 112, Boog 98, Andy 94, Tel 79, Oggie 42
Ratings: Steve 7, Paul 7, Boog 8, Andy 7, Tel 7, Oggie 7
Winner(s): Steve

Vinci

Scores: Oggie 109, Steve 104, Andy 102, Tel 91, Boog 71
Ratings: Oggie 7, Steve 8, Andy 8, Tel 8, Boog 8
Winner(s): Oggie

Wheedle

Scores: Tel 47, Boog 38, Andy 38, Paul 34, Steve 28, Oggie 19
Ratings: Tel 7, Boog 6, Andy 7, Paul 7, Steve 7, Oggie 6
Winner(s): Tel


25-Jun-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 191, Paul 177, Boog 106
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel


26-Jun-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Boog 104, Tel 97, Paul 92, Oggie 80
Ratings: Boog 8, Tel 8, Paul 7, Oggie 7
Winner(s): Boog


30-Jun-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 223, Boog 210
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 237, Boog 208
Ratings: Tel 8, Boog 8
Winner(s): Tel


01-Jul-2003All month
 
Amun-Re

Scores: Oggie 49, Tel 43, Boog 32, Steve 29, Andy 27
Ratings: Oggie 8, Tel 8, Boog 8, Steve 8, Andy 8
Winner(s): Oggie

Formula Motor Racing

Scores: Oggie 19, Boog 11, Steve 11, Tel 10, Andy 9
Ratings: Oggie 8, Boog 8, Steve 8, Tel 8, Andy 8
Winner(s): Oggie


02-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 200, Tel 191, Boog 186
Ratings: Paul 8, Tel 8, Boog 8
Winner(s): Paul


04-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 219, Paul 209, Boog 152
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel


08-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 159, Tel 152
Ratings: Paul 8, Tel 8
Winner(s): Paul

Fresh Fish

Scores: Oggie 15, Tel 11, Andy 11, Steve 8, Paul -4
Ratings: Oggie 7, Tel 8, Andy 8, Steve 8, Paul 8
Winner(s): Paul

Princes of Florence

Scores: Oggie 58, Tel 49, Andy 49, Steve 45, Paul 43
Ratings: Oggie 8, Tel 8, Andy 8, Steve 9, Paul 9
Winner(s): Oggie


09-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Boog 232, Tel 179
Ratings: Boog 8, Tel 8
Winner(s): Boog

Al Capone - Mystery Rummy 4

Scores: Boog 167, Tel 148
Ratings: Boog 8, Tel 8
Winner(s): Boog


10-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 206, Tel 140
Ratings: Paul 8, Tel 8
Winner(s): Paul

Jack the Ripper

Scores: Paul 58, Tel 56
Ratings: Paul 8, Tel 8
Winner(s): Paul


13-Jul-2003All month
 
Age of Steam

Being a group that plays most of its games in a weekly 2.5 hour session, Age of Steam was never going to regularly hit the table. However 9 months after its purchase it still hadnt hit the table so we organised a Sunday session to get it out of the shrink wrap. Since the rules are not on the Geek no one had had the opportunity of pre-reading the rules before we sat down at the table. Fortunatly weve all played Volldamf so most of the rules were familiar as AoS is Volldamfs big brother.

Andy quickly discovered a tactic that didnt work. Taking a lot of shares during the game is probably a valid approach as long as the resulting cash is used to ensure a plentiful income to offset the upkeep of the shares, however Andy struggled to generate income and got into a vicous cycle of needing to take out shares just to pay for his current shareholdings. Oggie tried to monopolize the centre of the board, with Tel also trying to maintain a presence in the same areas while also building in the north east. Paul seemed happy to concentrate most of his efforts in the south west, and Andy taking the east coast. The east of the board was seeing a lot of action with 3 players fighting for the goods, this allowed Paul to take his pick of the goods on the other side of the board, however the goods werent as nicley distributed preventing him from opening a big lead. Once the goods in the south central area were depleted everyone started to look further afield. I donít know if this is common in other groups but the production action was only selected once in the whole game, so as the game came to a close there were very few goods left on the board. Andys over-investment on shares cost him dear leaving him trailing in last place. Oggie suffered from his gridlock of the centre of the board, with everyone seeing him as the favourite for the win and deliberatley avoiding his tracks. This worked to Tels advantage as he was often the other alternative. However the freedom for the first half of the game paid dividends for Paul with him pipping Tel for the win

Im not a big fan of Volldamf after my two encounters with it, but not being someone to turn down the opportunity to try a new game I tried to approach AoS with an open mind and was pleasantly surprised to find that I had enjoyed the game. More importantly I was shocked to see how long the game had taken. Its usually a good sign when you realise that a game had actually taken much longer to play then you perceived. However this is the games major problem for me, any game that takes over 2.5 hours to play just isnt going to have time to hit the table very often within our group.

Final Scores
Paul 73, Tel 72, Oggie 60, Andy 31

Ratings / 10
Paul 9, Tel 7, Oggie 7, Andy 7
 
Scores: Paul 73, Tel 72, Oggie 60, Andy 31
Ratings: Paul 8, Tel 7, Oggie 7, Andy 7
Winner(s): Paul

Funkenschlag

Scores: Tel 8, Oggie 8, Paul 7, Andy 5
Ratings: Tel 7, Oggie 7, Paul 8, Andy 7
Winner(s): Oggie

ZooSim

Scores: Paul 121, Tel 85, Andy 48, Oggie 47
Ratings: Paul 8, Tel 7, Andy 7, Oggie 7
Winner(s): Paul


14-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 219, Boog 176, Tel 152
Ratings: Paul 8, Boog 8, Tel 8
Winner(s): Paul


15-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 215, Paul 186, Boog 162
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel

Euphrates & Tigris

Scores: Tel 6, Paul 6, Oggie 6, Boog 4
Ratings: Tel 8, Paul 8, Oggie 7, Boog 7
Winner(s): Paul

Morisi

Scores: Oggie 17, Tel 15, Paul 10, Boog 6
Ratings: Oggie 7, Tel 7, Paul 7, Boog 7
Winner(s): Oggie


17-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 255, Boog 83
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Boog 116, Tel 110
Ratings: Boog 8, Tel 8
Winner(s): Boog


22-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 206, Paul 185, Boog 184
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel

Billabong

Scores: Paul , Steve , Andy
Ratings: Paul 8, Steve 9, Andy 8
Winner(s): Steve

Puerto Rico

Scores: Paul 43, Steve 42, Andy 40
Ratings: Paul 9, Steve 9, Andy 9
Winner(s): Paul

Sticheln

Scores: Andy 45, Tel 30, Steve 16, Paul 11, Boog 10, Oggie 9
Ratings: Andy 8, Tel 7, Steve 7, Paul 7, Boog 8, Oggie 8
Winner(s): Andy

Transamerica

Scores: Tel 11, Oggie 9, Boog -2
Ratings: Tel 8, Oggie 8, Boog 7
Winner(s): Tel

Trias

Scores: Boog 31, Oggie 28, Tel 24
Ratings: Boog 8, Oggie 8, Tel 8
Winner(s): Boog


25-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 220, Tel 207
Ratings: Paul 8, Tel 8
Winner(s): Paul


30-Jul-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 223, Boog 61
Ratings: Tel 8, Boog 7
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 229, Boog 109
Ratings: Tel 8, Boog 7
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 62, Steve 49
Ratings: Tel 8, Steve 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Steve 40, Tel 30, Oggie 21
Ratings: Steve 8, Tel 8, Oggie 7
Winner(s): Steve

El Caballero

Scores: Tel 75, Oggie 72, Steve 20
Ratings: Tel 8, Oggie 6, Steve 7
Winner(s): Tel

Wiz War

The first time Wiz War has graced the piddinghoe table in 18 months. The two reasons that it doesnt hit the table more often is that you never know if its going to last 10 mins or 2 hours, and that it is an elimination game.

It was obvious from the pedestrian start that no player had many number cards. So the first few turns saw a proliferation of move 3 spaces. Only Steve was using the opportunity to discard a few cards. It was Steve who cast the first spell to rotate Oggies tile just before picking up a treasure. This was closely followed by Telbert placing a thornbush to prevent Oggies assault on his treasure. This caused Oggie to backtrack, on his way back he caught a glimpse of Steve and blasted him for 10 points of damage. Steve obvious took offence at this so retaliated by immobilising Oggie for 4 turns. He didnt have to sit out the full four turns because not long after both Steve and Tel dropped off their first treasure, both of Oggies eliminating him from the game. Tel and Steve crossed paths trying to pick up the others treasure, Tel setting of a fireball which was countered by a waterwall. Steve cast a spell preventing Tel from moving for a turn, Tel retaliated by preventing Steve from casting a spell on his next turn. As they passed out of LOS they both charged for a treasure, Tel had a teleport card which allowed him to reach home base first for the win.

A very quick game, over in about 20 mins. Of course one of the big apeals of german style games is that the vast majority of games has no elimination , so going back to a game where one player had to sit out half the game was a slight culture shock. Luckily for Oggie he only had to sit out 10 mins.

Scores / 10
Tel 7, Steve 7, Oggie 4
 
Scores: Steve , Tel , Oggie
Ratings: Steve 7, Tel 7, Oggie 4
Winner(s): Tel


05-Aug-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 259, Boog 210
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 162, Boog 76
Ratings: Tel 8, Boog 8
Winner(s): Tel

Bohnanza

Scores: Steve 13, Tel 12, Andy 12, Oggie 11, Boog 11
Ratings: Steve 8, Tel 8, Andy 8, Oggie 8, Boog 8
Winner(s): Steve

Hols der Geier

Scores: Steve 56, Boog 35, Tel 31, Oggie 28, Andy 11
Ratings: Steve 7, Boog 7, Tel 7, Oggie 7, Andy 7
Winner(s): Steve

Perudo

Scores: Tel , Andy , Oggie , Boog , Steve
Ratings: Tel 7, Andy 8, Oggie 8, Boog 9, Steve 8
Winner(s): Tel

Ra

Scores: Steve 46, Tel 34, Andy 32, Oggie 28, Boog 26
Ratings: Steve 8, Tel 9, Andy 7, Oggie 8, Boog 8
Winner(s): Steve


10-Aug-2003All month
 
Balloon Cup

Scores: Tel , Andy
Ratings: Tel 7, Andy 7
Winner(s): Tel

Balloon Cup

Scores: Andy , Tel
Ratings: Andy 7, Tel 7
Winner(s): Andy

Magic the Gathering

Scores: Tel , Andy
Ratings: Tel 8, Andy 8
Winner(s): Tel

Magic the Gathering

Scores: Tel , Andy
Ratings: Tel 8, Andy 8
Winner(s): Andy

Magic the Gathering

Scores: Andy , Tel
Ratings: Andy 7, Tel 8
Winner(s): Tel

Pyramids of the Jaguar

Scores: Tel , Andy
Ratings: Tel 7, Andy 7
Winner(s): Tel

Pyramids of the Jaguar

Scores: Tel , Andy
Ratings: Tel 7, Andy 7
Winner(s): Andy

Starship Catan

Scores: Tel 10, Andy 7
Ratings: Tel 7, Andy 7
Winner(s): Tel

Very Clever Pipe Game

Scores: Tel , Andy
Ratings: Tel 7, Andy 6
Winner(s): Tel


12-Aug-2003All month
 
Magic the Gathering

Scores: Tel , Steve , Oggie
Ratings: Tel 8, Steve 9, Oggie 6
Winner(s): Steve

Magic the Gathering

Scores: Oggie , Steve , Tel
Ratings: Oggie 7, Steve 9, Tel 8
Winner(s): Steve

Magic the Gathering

Scores: Oggie , Steve , Tel
Ratings: Oggie 7, Steve 9, Tel 8
Winner(s): Steve

Magic the Gathering

Scores: Oggie , Steve , Tel
Ratings: Oggie 7, Steve 9, Tel 8
Winner(s): Tel

Torres

Scores: Tel 221, Oggie 203, Steve 198
Ratings: Tel 9, Oggie 8, Steve 9
Winner(s): Tel


18-Aug-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Boog 231, Tel 211
Ratings: Boog 8, Tel 8
Winner(s): Boog

Al Capone - Mystery Rummy 4

Scores: Tel 93, Boog 91
Ratings: Tel 8, Boog 8
Winner(s): Tel


26-Aug-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 236, Boog 116
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Boog 218, Tel 212
Ratings: Boog 8, Tel 8
Winner(s): Boog

Cartagena

Scores: Tel , Boog , Andy , Steve
Ratings: Tel 8, Boog 6, Andy 7, Steve 7
Winner(s): Tel

Fabrik der Traum

Scores: Andy 88, Boog 76, Steve 68, Tel 60
Ratings: Andy 7, Boog 7, Steve 7, Tel 8
Winner(s): Andy

Puerto Rico

Scores: Steve 40, Andy 38, Boog 32, Tel 29
Ratings: Steve 8, Andy 8, Boog 8, Tel 9
Winner(s): Steve


15-Sep-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 250, Boog 125
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 147, Boog 83
Ratings: Tel 8, Boog 8
Winner(s): Tel


18-Sep-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 205, Boog 117
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 234, Boog 190
Ratings: Tel 8, Boog 8
Winner(s): Tel


19-Sep-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Boog 245, Tel 190
Ratings: Boog 8, Tel 8
Winner(s): Boog

Al Capone - Mystery Rummy 4

Scores: Tel 219, Boog 135
Ratings: Tel 8, Boog 8
Winner(s): Tel

Al Capone - Mystery Rummy 4

Scores: Tel 55, Boog 48
Ratings: Tel 8, Boog 8
Winner(s): Tel


30-Sep-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 215, Tel 214, Boog 157
Ratings: Paul 8, Tel 9, Boog 8
Winner(s): Paul

Fische Fluppen Frikadellen

Scores: Tel , Andy , Paul , Boog , Oggie
Ratings: Tel 8, Andy 8, Paul 7, Boog 8, Oggie 8
Winner(s): Tel

Metro

Scores: Andy 55, Paul 45, Tel 44, Oggie 31, Boog 30
Ratings: Andy 8, Paul 8, Tel 8, Oggie 8, Boog 6
Winner(s): Andy


07-Oct-2003All month
 
6 Nimmt!

Scores: Steve 101, Andy 74, Tel 46, Paul 33, Oggie 30
Ratings: Steve 8, Andy 8, Tel 7, Paul 8, Oggie 8
Winner(s): Oggie

Downtown

Scores: Steve 94, Paul 73, Tel 62, Oggie 58, Andy 56
Ratings: Steve 7, Paul 7, Tel 7, Oggie 7, Andy 7
Winner(s): Steve

Transamerica

Scores: Andy 6, Oggie 5, Steve 4, Paul 1, Tel 0
Ratings: Andy 8, Oggie 7, Steve 8, Paul 8, Tel 7
Winner(s): Andy


14-Oct-2003All month
 
Acquire

Scores: Paul 49100, Boog 38800, Oggie 36600, Steve 28500, Tel 27700
Ratings: Paul 8, Boog 8, Oggie 7, Steve 8, Tel 8
Winner(s): Paul

Hick Hack in Gackelwack

Scores: Paul 42, Tel 33, Oggie 26, Boog 26, Steve 21
Ratings: Paul 8, Tel 7, Oggie 7, Boog 7, Steve 7
Winner(s): Paul

Web of Power

Scores: Steve 47, Tel 47, Boog 35, Oggie 34, Paul 32
Ratings: Steve 8, Tel 8, Boog 8, Oggie 6, Paul 8
Winner(s): Steve, Tel


17-Oct-2003All month
 
Flaschenteufel

Scores: Tel 333, Paul 313, Boog 274
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel


19-Oct-2003All month
 
Carcassonne

Scores: Andy 94, Tel 89, Paul 74, Oggie 49
Ratings: Andy 8, Tel 8, Paul 8, Oggie 7
Winner(s): Andy

Settlers of Catan

Scores: Tel 12, Paul 5, Andy 4, Oggie 4
Ratings: Tel 8, Paul 6, Andy 7, Oggie 7
Winner(s): Tel

Street Soccer

Scores: Andy 1, Tel 1
Ratings: Andy 8, Tel 8
Winner(s): Andy, Tel

Torres

Scores: Tel 242, Oggie 209, Paul 203, Andy 183
Ratings: Tel 9, Oggie 7, Paul 8, Andy 8
Winner(s): Tel

Wallenstein

Scores: Oggie 54, Paul 53, Andy 52, Tel 46
Ratings: Oggie 8, Paul 8, Andy 8, Tel 8
Winner(s): Oggie

Zendo

Scores: Tel , Andy , Paul , Oggie
Ratings: Tel 8, Andy 8, Paul 8, Oggie 7
Winner(s): Tel, Andy, Paul


21-Oct-2003All month
 
Capitol

Scores: Steve 41, Boog 40, Oggie 22
Ratings: Steve 8, Boog 8, Oggie 7
Winner(s): Steve

Flaschenteufel

Scores: Boog 435, Paul 310, Tel 221
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Jack the Ripper

Scores: Tel 39, Andy 17, Paul 16
Ratings: Tel 8, Andy 6, Paul 8
Winner(s): Tel

Medina

Scores: Paul 66, Andy 38, Tel 36
Ratings: Paul 8, Andy 8, Tel 8
Winner(s): Paul

Trias

Scores: Oggie 27, Steve 23, Boog 22
Ratings: Oggie 8, Steve 8, Boog 8
Winner(s): Oggie


22-Oct-2003All month
 
6 Nimmt!

Scores: Tel 40, Boog 28, Paul 27, Oggie 15
Ratings: Tel 7, Boog 7, Paul 7, Oggie 7
Winner(s): Oggie

Bohnanza

Scores: Paul 17, Boog 15, Oggie 14, Tel 13
Ratings: Paul 8, Boog 8, Oggie 8, Tel 8
Winner(s): Paul

Flaschenteufel

Scores: Tel 258, Paul 248, Boog 198, Oggie 103
Ratings: Tel 8, Paul 8, Boog 8, Oggie 7
Winner(s): Tel

Settlers of Catan

Scores: Boog , Tel , Paul , Oggie
Ratings: Boog 8, Tel 6, Paul 8, Oggie 8
Winner(s): Boog


23-Oct-2003All month
 
Alhambra

Scores: Paul 83, Martin(warfrog) 76, Tel 68, Richard(warfrog) 57, Boog 52, Oggie 48
Ratings: Paul 7, Martin(warfrog) 7, Tel 7, Richard(warfrog) 7, Boog 7, Oggie 7
Winner(s): Paul

Attika

Scores: Tel , Paul , Richard(warfrog) , Unknown
Ratings: Tel 7, Paul 7, Richard(warfrog) 7, Unknown 7
Winner(s): Tel

Edel, Stein & Reich

Scores: Tel 85, Oggie 72, Boog 66, Paul 66
Ratings: Tel 8, Oggie 7, Boog 8, Paul 7
Winner(s): Tel

Finstere Flure

Scores: Paul , Martin(warfrog) , Tel , Richard(warfrog) , Boog , Oggie , Denise
Ratings: Paul 7, Martin(warfrog) 7, Tel 7, Richard(warfrog) 7, Boog 7, Oggie 7, Denise 7
Winner(s): Richard(warfrog)

Wildlife

Scores: Paul 124, Oggie 102, Tel 95, Boog 90
Ratings: Paul 8, Oggie 8, Tel 8, Boog 8
Winner(s): Paul


24-Oct-2003All month
 
Alexandros

Scores: Oggie 62, Paul 49, Boog 49, Tel 41
Ratings: Oggie 8, Paul 8, Boog 7, Tel 7
Winner(s): Oggie

Attika

Scores: Paul , Tel , Oggie , Boog
Ratings: Paul 8, Tel 8, Oggie 8, Boog 7
Winner(s): Boog

Eiszeit

Scores: Tel 61, Boog 55, Paul 54, Oggie 52
Ratings: Tel 7, Boog 8, Paul 7, Oggie 7
Winner(s): Tel

Pueblo

Scores: Paul 52, Oggie 49, Tel 43, Boog 43
Ratings: Paul 8, Oggie 7, Tel 8, Boog 8
Winner(s): Tel, Boog

Time is Money

Scores: Paul 1080, Boog 1060, Tel 820, Oggie 670
Ratings: Paul 8, Boog 8, Tel 7, Oggie 6
Winner(s): Paul


25-Oct-2003All month
 
Attribut

Scores: Tel 9, Boog 6, Paul 6, Oggie 4
Ratings: Tel 7, Boog 8, Paul 7, Oggie 8
Winner(s): Tel

Das Amulet

Scores: Paul , Tel , Oggie , Boog
Ratings: Paul 6, Tel 6, Oggie 6, Boog 4
Winner(s): Tel

Finstere Flure

Scores: Paul , Boog , Tel , Oggie
Ratings: Paul 8, Boog 8, Tel 8, Oggie 7
Winner(s): Paul

Isis & Osiris

Scores: Tel , Paul , Boog , Oggie
Ratings: Tel 5, Paul 5, Boog 5, Oggie 5
Winner(s): Tel

Jack the Ripper

Scores: Paul 112, Tel 82, Oggie 51
Ratings: Paul 8, Tel 8, Oggie 8
Winner(s): Paul

New England

Scores: Paul 35, Boog 34, Tel 31, Oggie 27
Ratings: Paul 8, Boog 8, Tel 8, Oggie 8
Winner(s): Paul

Pueblo

Scores: Boog 45, Paul 43, Oggie 37, Tel 33
Ratings: Boog 8, Paul 7, Oggie 7, Tel 8
Winner(s): Tel


26-Oct-2003All month
 
Die Fugger

Scores: Paul , Boog , Oggie , Tel
Ratings: Paul 6, Boog 7, Oggie 7, Tel 6
Winner(s): Boog, Oggie

King Lui

Scores: Oggie 67, Tel 63, Paul 50, Boog 42
Ratings: Oggie 6, Tel 6, Paul 6, Boog 6
Winner(s): Oggie

King Lui

Scores: Tel 39, Paul 31, Oggie 23, Boog 23
Ratings: Tel 6, Paul 6, Oggie 6, Boog 6
Winner(s): Tel

Settlers of Catan

Scores: Boog 10, Paul 8, Tel 8, Oggie 6
Ratings: Boog 8, Paul 8, Tel 8, Oggie 8
Winner(s): Boog


28-Oct-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Tel 162, Boog 161, Paul 154
Ratings: Tel 8, Boog 8, Paul 8
Winner(s): Tel

Edel, Stein & Reich

Scores: Paul 87, Tel 64, Steve 61, Boog 60, Oggie 51
Ratings: Paul 7, Tel 7, Steve 7, Boog 7, Oggie 7
Winner(s): Paul

Finstere Flure

Scores: Tel , Oggie , Steve , Boog , Paul
Ratings: Tel 8, Oggie 7, Steve 8, Boog 7, Paul 8
Winner(s): Steve

Trendy

Scores: Steve 107, Boog 103, Oggie 98, Tel 89, Paul 76
Ratings: Steve 8, Boog 8, Oggie 8, Tel 7, Paul 7
Winner(s): Steve


31-Oct-2003All month
 
Jack the Ripper

Scores: Tel 100, Paul 47, Boog 34
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel

Jack the Ripper

Scores: Paul 61, Boog 60, Tel 27
Ratings: Paul 8, Boog 8, Tel 8
Winner(s): Paul


04-Nov-2003All month
 
Attika

Scores: Tel , Steve , Andy
Ratings: Tel 9, Steve 8, Andy 7
Winner(s): Tel

Ausgebremst

Scores: Andy , Paul , Tel , Steve , Boog , Oggie
Ratings: Andy 8, Paul 8, Tel 8, Steve 7, Boog 7, Oggie 6
Winner(s): Andy

Basari

Scores: Paul 119, Oggie 96, Boog 95
Ratings: Paul 8, Oggie 7, Boog 6
Winner(s): Paul

Flaschenteufel

Scores: Tel 148, Andy 102, Steve 27
Ratings: Tel 8, Andy 8, Steve 7
Winner(s): Tel

Jack the Ripper

Scores: Paul 114, Tel 98, Boog 7
Ratings: Paul 8, Tel 8, Boog 8
Winner(s): Paul

Jack the Ripper

Scores: Boog 79, Paul 38, Tel 22
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Metro

Scores: Paul 84, Oggie 74, Boog 56
Ratings: Paul 8, Oggie 8, Boog 6
Winner(s): Paul


06-Nov-2003All month
 
Jack the Ripper

Scores: Tel 124, Paul 60
Ratings: Tel 8, Paul 8
Winner(s): Tel

Jack the Ripper

Scores: Paul 103, Tel 63
Ratings: Paul 8, Tel 8
Winner(s): Paul

Jack the Ripper

Scores: Paul 55, Tel 26
Ratings: Paul 8, Tel 8
Winner(s): Paul


11-Nov-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 215, Tel 173
Ratings: Paul 8, Tel 8
Winner(s): Paul

Logistico

Scores: Tel 86, Andy 76, Oggie 70, Paul 30
Ratings: Tel 6, Andy 6, Oggie 5, Paul 5
Winner(s): Tel

Santiago

The evening started with 5 of us so we decided to play one of our new Essen purchases. The aim in Santiago is to plant farmland, and then ensure that these lands get irrigated and donít get transformed into worthless desert. The board is made up of a 4x3 grid with each square surrounded by lines representing irrigation channels. Each square is split into 4 smaller squares, hence there are 48 smaller squares each having 2 sides bordering an irrigation channel. The well token is placed on the board at the corner of one of the large sqaures. Each player receives 10 cash, a number of small cubes and a long stick in their colour plus a blue stick. With 5 of us the farmland tiles (5 types I think) are randomly split into 5 piles of 9.

The game is played over 9 rounds. Each round starts with the top tile of each pile of tiles turned face up. Then there are a number of phases to the round: Buying and placing tiles; irrigation; additional irrigation; drying. The buying of the tiles is a once round the table auction. Players must either submit a bid or pass. The player can bid any value higher or lower then existing bids but cannot match an existing bid. Whoever passed first, or failing that, bid the least amount becomes the new start player. Player in descending bid order pay their bid to the bank and chooses one of the face up tiles and places it anywhere on the board. Each tile also denotes whether 1 or 2 of the players cubes should be placed on the tile. Players that passed still get a tile but they place 1 less cubeonto this tile. We now start the irrigation phase. Each player can either pass or offer an amount of money for the water to be diverted into a selected channel. Players can offer money for an existing suggestion in which case the bids are combined. The start player then gets to place one of the blue sticks into one of the irrigation channels connected to the well or another irrigated channel. If it was one of the channels suggested by any of the other players then he collects all the money in support of that channel. Otherwise he has to pay 1 more than support for the highest combined bid. Unsuccessful bids get returned to the players. Each player has a bonus blue stick which can now be placed, however players only get 1 of these in the whole game and only 1 player may play one each round. Any tile that does not border an irrigation channel has a cube removed. If there are no cubes to remove then the tile is flipped and becomes a non-scoring desert tile. Each player receives 3 extra cash before the next round starts.

This continues for 9 rounds until all the tiles have been placed. We now have one final monster drying period where all non-irrigated tiles are immediately converted to deserts discarding all cubes on them. Scoring then occurs. Orthogonally adjacent tiles of the same type are classified as being in the same field, even if divided by an irrigation channel. Players receive cash for each cube left on the board equal to the size of the field they are in. Whoever has the most cash after this is complete wins.

We started with a typical Piddinghoe auction of pass,1,2,3,4. For the first couple of rounds the bids did remain low. However Tel opened the bidding with 6 ( that high for us) in the 3rd round, to add a 6th tile to a field that he already had a large presence. He won the bid easily and placed his tile in the last spot available for that field. It wasnt irrigated but was within reach. Of course the group motto of the piddinghoe gamers is if in doubt, screw em. So the irrigation was sent elsewhere for the next couple of turns and other players played their additional sticks, to ensure this became the most expensive desert of the game. While this was going on Oggie and Andy had built up a strong presence in the ever increasing banana field in the middle of the board. Low bids continued as a couple of other fields built up. I had read somewhere that the start player could expect to supplement his income with the bids for where the irrigation should go. Of course were all far too tight to give much money away in this fashion. By the end of the game Tel had managed to claim a narrow victory from Andy and Oggie. Paul wasnt too far behind with Steve behind Paul.

First impressions are that this could be a really good game, even auction hating Oggie seemed to enjoy this one. Ive read a couple of articles stating that the game could be broken, we were playing according to the new rules translation available on the geek from the author, and couldnt see any problems. This one will hopefully be seeing plenty of table time.

Final Scores
Tel 83, Oggie 81, Andy 81, Paul 76, Steve 65

Ratings / 10
7s all round
 
Scores: Tel 83, Oggie 81, Andy 81, Paul 76, Steve 65
Ratings: Tel 7, Oggie 7, Andy 7, Paul 7, Steve 7
Winner(s): Tel


13-Nov-2003All month
 
Jack the Ripper

Scores: Boog 115, Paul 88, Tel 57
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Jack the Ripper

Scores: Paul 125, Tel 33, Boog 26
Ratings: Paul 8, Tel 8, Boog 8
Winner(s): Paul


02-Dec-2003All month
 
David and Goliath

Scores: Boog 149, Tel 119, Steve 115, Andy 100
Ratings: Boog 7, Tel 7, Steve 7, Andy 7
Winner(s): Boog

Finstere Flure

Having got hold of a copy of the rules Steve found that wed been playing a number of rules wrong since picking it up at Essen. Apparently the monster moves his full movement each turn regardless of the number of kills, the turning blocks are still pushed 1 space before the monster turns, crystals can be pushed as normal blocks and any block pushed onto the exit square is destroyed. So we set out to try the game with the proper rules. The immediate difference in strategy was that players could no longer hide behind other players. Despite playing the correct killing machine monster rules, the monster this game turned out to be a bit of a damp squib. On a number of occasions he just drew the wrong tile when carnage beckoned. Whilst Steve and Tel were trying to play cat and mouse with the Monster, and Andy was getting to grips with his first playing of the game, Boog decided on an all out charge for the exit. Despite having Andy and Steve conspire to get one of his pieces eaten 2 squares from the exit, Boog managed the win the game on the next turn by freeing his third piece

I think the proper rules should make the fun game even more fun and chaotic.

Ratings / 10
Boog 8, Tel 8, Andy 6, Steve 7
 
Scores: Boog , Tel , Andy , Steve
Ratings: Boog 8, Tel 8, Andy 6, Steve 7
Winner(s): Boog

Pueblo

The evening started with a game of Pueblo. Andy and Steve hadnt played before so we had to go through the rules first, however since the rules are so simple this didnt take too long. In a 4 player game each player gets 9 pieces, 5 in his colour and four in the neutral tan colour. These should be arranged into 4 two tone cubes and 1 of the players coloured pieces. On a players turn he must place a piece and then must move the foreman marker. To play a piece, the player must use any solo pieces they have, if they only have complete cubes then they can use either piece from a cube using the oyther half on the following turn. Placement of the piece must be so that it is entirely within the building area and all down facing parts of the piece must be placed in contact with either the floor or another piece. Once the piece has been placed the player must move the token 1-4 places clockwise around the surrounding track. This will take the token to th end of a row/column or a corner space. If at the end of a row/column players are penalised for any colours he can see looking down that row/column. The further from the ground the colour the bigger penalty. If the marker ends in a corner then players are penalised 1 point for each square of colour seen in that quadrant of the board looking down from above. Once all blocks have been played the forman performs one last complete circuit of the building site scoring for each sqaure.

Tel screwed up the first move of the game, and was hence 10 points down before anyone else lost a point. Boog soon charged out to keep Tel company, with the 2 newbies yet to score. Tels pre game prediction that theyll see this as a learning game and not be in contention at the end of the game was looking very dodgy at this point. Steve was the first to hit level 3 and got punished for it, bringing his score to be on a par with Tels and Boogs. Andy was looking a clear favourite at this stage as hed managed to hide most of his blocks. However he did have a couple of blocks exposed and the foreman made a point of seeking these out. As we approached the last cube each, Steve had slipped into last place. The resat of us were quite close, with Andy still holding a slight advantage. Tel and Boog both decided to build right on the edge rather than hit level 4. Neither Andy nor Steve had any choice but were forced to hit the dizzy 4th level. They did manage to align their L4 pieces and then partially cover then on the last turn with the neutral colour. As the foreman did his final circuit of the building it became apparent that Andys last couple of blocks hadnt been as succesfully hidden as his earlier blocks, and he slipped out of contention. Steve, never a fan of spatial awareness games, didnt fare any better and slipped further behind. Tel and Boog fought it out for the win with Boog claiming a 3 point win.

I really enjoy this game, it is a change of pace from most of the games that we usually play, but variety in this case is definitely a good thing. Andy was very impressed with the game scoring it an extremely high 9 for a first play. Steve whilst not being overly keen spatially aware games still gave it a respectable 7.

Final Scores
Boog 45, Tel 48, Andy 54, Steve 61

Ratings / 10
Boog 8, Tel 8, Andy 9, Steve 7
 
Scores: Steve 61, Andy 54, Tel 48, Boog 45
Ratings: Steve 7, Andy 9, Tel 8, Boog 8
Winner(s): Boog


09-Dec-2003All month
 
Al Capone - Mystery Rummy 4

Scores: Paul 219, Tel 153
Ratings: Paul 8, Tel 8
Winner(s): Paul

Clans

Third game of the night was Clans. And continuing the theme of the night another game that lasted less than 30 mins. Almost the longest part of the game was setup. As we had to put little cylinders into over 50 territories, ensuring that there was an even distibution of the 5 colours. Each player then takes 1 of the colour cards. This indicates what colour he is to be for the game - this is a secret only to be divulged at the end of the game. On his turn a player moves all the tokens from one area into an adjacent populated area. Villages are created when an area containing tokens is isolated from other tokens, ie when none of its neighbours contains a token. At this point whoever moved the tokens to create the village takes the top village marker (worth 1 pt at the end of the game) and the village is scored. At various stages of the game the different landscape type will either give a bonus for villages created in that type of landscape or will cause will cause villages to be worthless. Every colour that is present in a village scores the same value, the size of the village plus any bonuses, regardless of the size of its presenece in the village. Once the 12th village is created the game ends. Everyone reveals their colour and adds their village chips to their colours score. Highest score wins.

Nobody really knew what they were doing at the start of the game. Andy started clumping all the reds together, whilst Paul was doing something similar with black. Unknown to everyone else Paul hadnt looked at his card so didnt know what colour he was. Tel created the first village with all colours everyone except black. The game was being played at a fairly quick rate and with everyone ignoring the bottom right corner of the board. The blue and green opened up a small lead from the rest with black trailing behind. The game finished quickly as a Andy managed to create the last village. Blue was excluded from this last high scoring village. By this point nobody had a clue what colour anyone else was, though suspected that none was the trailing black. Oggie turned out to be green and won the game comfortably with everyone elses scores quite close, Andy just taking 2nd place. Black turned out to be the discarded colour much to the relief of Paul.

Not sure about this one. I suspect we missed all the subtelty of the game as we almost played it as a race to see who could create the most villages. This was born out by the fact that Paul finished level with Tel and only 2 behind Andy despite not knowing what colour he was supposed to be advancing. Id like to play a few more games to see what hidden depths we missed.

Final Scores
Oggie 44, Andy 38, Tel 36, Paul 36

Ratings / 10
7s all round
 
Scores: Oggie 44, Andy 38, Paul 36, Tel 36
Ratings: Oggie 7, Andy 7, Paul 7, Tel 7
Winner(s): Oggie

Cronberg

This is another tile laying game. The board is a large hexagon made up of lots of small triangles with an circle large enough for the playing pieces at each point of the triangles. The tiles are rhomboids the size of 2 of the triangles. Each rhomboid has points assigned to its 4 vertices ranging from -8 to 8. On his turn a player either places a randomly drawn tile onto the board or places one of his 4 playing pieces. When playing a tile it must cover 2 of the triangles on the board and must not overlap other tiles. When placing a piece it must be adjacent to at least 1 non-covered triangle. If a piece becomes completely surrounded by tiles it is scored then returned to the player for later use. The player scores points equal to the sum of all the numbers adjacent to its position. If an uncovered triangle becomes isolated such that a rhomboid cannot be placed to cover it then it becomes active. There are three types of triangles, 2 are used in scoring, but the third is a musketeer. When this becomes active it immediately forces any pieces at its vertices to be returned unscored to the players. These vertices are then out of bounds to any players pieces. Play continues until nobody can place a piece or tile. All remaining pieces on the board are then scored. Scoring is as before by summing all adjacent numbers however uncovered board tiles now may come into effect. A piece touching a yellow triangle has all its negative numbers made positive. The green triangle doubles the score (multiple triangles have a cumulative effect so 2 green triangles multiply the score by 4). Whoever scores the most points wins the game.

Oggie had a distinct advantage having played the PC version of Bonobo Beach (the same game re-themed). Everyone decided to place a tile in the first round, which turned out to be a wise move as all 4 tiles were negatives. Tel then claimed the centre spot which had avoided all 4 tiles. Most players followed suit, such that after the third turn everyone had 1 piece on the board. This is when players strategy diverged. Oggie decided on a playing pieces strategy and soon got all his pieces on the board. Paul and Andy both got 2 or 3 pieces on whilst Tel just consolidated his original piece. Paul and Andy both got a piece back just before Oggie managed to get all 4 pieces trapped such that none were going to return. With still a third of the game to go all he could do was try to minimise other players scores. With most of the board populated Tel lay his 3 remaining pieces on consecutive turns. Paul took a risk by placing his last piece in the only unpopulated area of the board, lucky draws for Andy and Oggie saw a potential 32 points for Paul transformed into a spectacular -16. Final tallying found Tel and Oggie (the 2 players that didnt get any pieces returned during the game) claiming first and second. Andy claim in third with Paul only just managing to stay positive.

Fairly quick game coming in in about 30 mins. One comment made by one of the group is that the downtime between turns, although fairly short, is downtime. You cant really plan your next move as you dont know if youll be drawing a tile or placing a piece and thatll be decided by what the player to your right does. Despite this I quite enjoyed it and am looking forward to more games.

Final Scores
Tel 45, Oggie 37, Andy 27, Paul 3

Ratings / 10
7s all round.
 
Scores: Tel 45, Oggie 37, Andy 21, Paul 3
Ratings: Tel 7, Oggie 7, Andy 7, Paul 7
Winner(s): Tel

Feurio!

This is a Tile laying game, where hexagons tiles, are placed to expand a forest fire. Each Hex is valued from 1 to 6, with 6 being the more ferocious fire. On his turn each player takes a random tile and places it face up at the current hot spot of the fire. To find the hot spot consider all possible placements and it is the place that has the highest sum of all adjacent tiles. If there are multiple hotspots the player can choose between them. After placing a tile the player gets to optionally populate any tile with up to 3 of his firefighter tokens. Rules of placement is that after placement there must be no more tokens on the tile then the lower of: the number of grey circles on the tile and the number of free edges on the tile. Once all the tiles are played players can still place tokens or pass. The Games ends once everyone has passed. Scoring is for each contiguos block of tokens in each colour where at least 1 of the tiles must have a free edge. The score is calculated as the sum of all tiles divided by the lowest numbered tile with a free edge.

The fire started as a fairly cool affair with 4 low numbers, however it soon caught as a run of 5 and 6s soon turned up. As shouldve been predicted the fire immediately headed for the nearest edge of the table, but luckily didnt expand off the table. Andy and Oggie claimed the centre (hottest part) of the fire whilst Tell and Paul seemed to be content to pick up the edges. Everyone managed to get 1 fairly large area with 1 or 2 smaller regions. As the game neared its conclusion Paul pointed out that Andy needed to connect two of his regions to connect his large area to a 1 divisor, but then decided to place his piece elsewhere forcing Tel to block Andy. Of course this being the Piddinghoe Gamers, Tel refused to be backed into a corner and played his own piece to advance his score allowing Andy to connect his 2 areas. This turned out to give the game to Andy.

This was an interesting game that played very quickly. Everyone was looking out for themselves with only a couple of placements made as blocking moves. I suspect as we play more of this there will be considerably more blocking making this a more strategic game. Certainly a game with a lot of potential. There is a firebreak variant that also looks intriguing.

Final Scores
Andy 38, Paul 36, Tel 35, Oggie 28

Ratings / 10
Andy 7, Paul 8, Tel 8, Oggie 7
 
Scores: Andy 38, Paul 36, Tel 35, Oggie 28
Ratings: Andy 7, Paul 8, Tel 8, Oggie 7
Winner(s): Andy

Transamerica

We ended the night with a couple of quick games of Transamerica.

Paul, never one to shy away from new tactics, discovered that in the first leg of the first game his starting position was isolated from everyone else, so decided to pass each turn until the communal track of everyone else passed close to his starting position. Of course the rest of us suspected as much when he started passing so ensured we didnt get too close until absolutely neccassary. Not long after Paul got into the main line, Oggie connected his 5 stations. Paul was surpringly only 7 moves away so we went into a second turn. This time Paul decided that he should get involved in some building, not that it did him any good as again Oggie was the first to complete his task and again Paul was 7 moves away. Make of that what you will !!!.

Final Scores
Oggie 13, Andy 7, Tel 3, Paul -1

After finishing the first game so quickly we played a second. This time the game was much closer taking 3 rounds to end the game and that was only because we moved the finishing line. Tel managed to claim victory in the last round despite spending most of the round building his own little line well away from everyone else. However when Oggie did connect to Tels line he immediately placed 2 tracks to finish the game, just as Andy had been warning Oggie.

Final Scores
Tel 8, Andy 7, Oggie 6, Paul 2.

Ratings / 10 for both games
Tel 8, Oggie 8, Andy 7, Paul 7
 
Scores: Oggie 13, Andy 7, Tel 5, Paul -1
Ratings: Oggie 8, Andy 7, Tel 8, Paul 7
Winner(s): Oggie

Transamerica

Scores: Tel 8, Andy 7, Oggie 6, Paul 2
Ratings: Tel 8, Andy 7, Oggie 8, Paul 7
Winner(s): Tel


23-Dec-2003All month
 
Attribut

This is one of those games that nobody really cares who wins, its all about maximising everyones fun. The best way to do this seems to be basing categories on people on the group. Oddly, most of them seemed to be based on Andy. His diet, questions and answers all made appearances. Not so oddly, nobody believed that his diet was vitimin rich. Boog completely forgot the rules of the game in his excitement of having the perfect card to match a category and promptly laid "bitter" to match the category of "Real Ale". His speed of laying was only matched by that of Tel as he snatched the card and its companion sheep from the table faster than the eye could follow. Shame it was a red sheep. The game ended in a three way tie. No idea who the three people were - who cares?
 
Scores: Tel 5, Boog 5, Paul 5, Oggie 1, Steve 0, Andy 0
Ratings: Tel 8, Boog 8, Paul 7, Oggie 8, Steve 8, Andy 8
Winner(s): Tel, Boog, Paul

Carabande

Every year in the week before christmas we hold the Piddinghoe Christmas gaming session. The aim of this session is to play light fun filled games and scoff lots of food. The evening started with a game of carabande on a track made up of 1 box and 1 expansion. The track had a couple of longish straights and a jump over the chicane. Everyone pulled away from the grid safely apart from Boog who had engine problems and couldnt get his car started until over half a lap behind. Andy was on pole and got off to a reasonable start but was overtaken at the first corner by Steve. Tel followed the 2 leaders around the intricate turns in the run up to the jump. Paul got to the first turn safely but then spun off and it took him an eternity to get finally navigate this turn. Oggie managed the first corner but then struggled to get to the jump. Steve, usually apprehensive near the jumps, was the first to successfully leap the chicane. Andy, not convinced of his own abilities at making the jump decided to cut Tel up on upslope of the ramp, the ensuing shunt found Andy over the jump with going nowhere. Boog managed to finally get his car started and immediately got into a tangle with Paul, a battle that was to last the rest of the race. Steve had managed to open a small lead with Tel and Andy fighting it out for second. The battle for last place now caught Oggie as they all successfully made the jump. The rest of the first lap saw 2 separate races. Tel made a break for the lead halway round the 2nd lap At the same time Andy dropped back to join the backmarkers. Just after the jump the track narrowed dramatically followed by a turn, and these seemed to cause havoc on the 2 lap. With all 4 of the 2nd pack getting caught up. Tel and Steve had successfully made the corner and as Tel made his sprint for the line, Steve mustve lost half his gearbox and proceeded to ensure he get the car on the track as he slowly crept round the track. Paul was the last to make it through the disaster corner, just before Tel attempted the jump for the third and final time. It took him a couple of attempts allowing Paul to prevent the chance of being lapped. As Tel took the checkered flag the chasing pack had caught Steve, and Andy managed to out break Steve to get into the final chicane first, and since this was only a corner from the end, he managed to hold on for second. Steve blocked the chicane to prevent Oggie from pipping him for the third podium position.

As usual a great game and the perfect way to start the christmas session. Though Im not sure it mixes well with sausages and potato wedges.

Ratings / 10
Tel 8, Andy 8, Steve 8, Oggie 7, Boog 8, Paul 8

 
 Comment by Paul 
Origial session report from web site -

Okay, I can see whats going through your mind. We open every session with Carabande, right? Wrong. Carabande usually comes out for a few plays around Christmas and then languishes in a box for the rest of the year. Its a bit of a faff to set up, but is good fun for gamers and non gamers alike and plays with up to eight people. This time Tel proved the to be the best driver of the bunch, after he, Steve and Andy had all had the lead for a while. Steve got so carried away with being in the lead that he confused forward and backward gears at one point, ramming Andy head on. Paul, Boog and Oggie all vied for last place, Boog catching up well after stalling on the starting grid at the first four times of asking.
 
 
Scores: Oggie , Boog , Tel , Paul , Steve , Andy
Ratings: Oggie 7, Boog 8, Tel 8, Paul 8, Steve 8, Andy 8
Winner(s): Tel

Nicht die Bohn

The trick taking game that hit the table tonight was Nicht die Bohn.

We played 2 hands of this, primarily to ensure that Andy didnt win after performing an action which would be seen as blatant cheating in some circles. Hence this game shall always be known as yet another game where Andy unsuccessfuly tried to bend the rules. Oggie was either extremely unlucky, very badly stitched up by everyone else or hopeless in the first round managing to get negatives for 3 of the colours and totally an impressive -21. Whether by fair or dishonest means (changing his card after seeing everyone elses card does seem a little dishonest) Andy managed to accrue a round winning 56. The second round saw Tel manage to win 4 -ve cards as his first 4 cards, luckily from him in 2 colours so they cancelled each other out. Oggie managed a storming round, but Boog did enough to claim victory in the game.

A good solid game.

Final Scores
Boog 100, Paul 89, Steve 88, Andy 69, Tel 51, Oggiue 45

Ratings / 10
7s all round

 
 Comment by Paul 
Original report from the website -

For the first few sessions, we wondered why this was called Night of the Beans. Then realised our German was even more rubbish then we thought. This one is always a favourite. Fast, short and evil. Oggie seemed to be stitch up target of the night, seeing a couple of impressive scores take on a decidedly negative cast towards the end of the rounds. Tel tried to collect sets of the negative cards, but didn manage this very well, only getting two of the three available in each colour. Have I mentioned that Andy cheated yet? Boog claimed victory after two rounds.
 
 
Scores: Boog 100, Steve 88, Paul 87, Andy 69, Tel 51, Oggie 45
Ratings: Boog 7, Steve 7, Paul 7, Andy 7, Tel 7, Oggie 7
Winner(s): Boog

Time is Money

Introduction next for probably the most chaotic of the Essen purchases this year. The game come with a stack of 6 different bank notes, 6 dice with sides matching the notes and a timer. The game is played over 3 rounds. In the 3 rounds the players get 10, 20 and 30 seconds to roll the dice and grab as much matching money as possible. The twists are that youre only allowed take money if the mrelevant money symbol appears only once on all the dice, any crosses left face up at the end of a players turn allows an extra 5 seconds, and the killer is that the players have to guess when their time is up and are penalised for every second they are away from the allowed time limit. Having read the rules at Essen we were not overly enamoured and had we not been waiting for a copy of pueblo to become free would probably have left it. However it turned out to be a great laughter filled 15 mins, hence a copy found its way back to Brighton.

As in its last outing Paul approached the game as a new fitness regime by frantically moving every part of his body for the entirity of his turn with his arms a blur grabbing money as if it was hot to touch. Steve by stark contrast played as if in slow motion serenly rolling the dice and taking the money as if he had all day. Bogg employed the tactic of totally ignoring all 10s and most 20s. This was mocked by all, however this tactic coupled with a productive run of 50/60s in his third turn gave him such a big win that he needed help counting his wad.

This is never gonna be a regular game to hit the table. But as an occassional blast is very entertaining. This is one of those games where its more fun to watch other players.

Final Scores
Boog 1700, Tel 1230, Paul 1000, Steve 820, Oggie 620, Andy 520

Ratings / 10
Boog 8, Tel 7, Paul 8, Steve 7, Oggie 7, Andy 7

 
 Comment by Paul 
Original report from website -

Six gamers, six completely different approaches to playing the game. Some play in a state of Zen like calm, others in a limb shaking frenzy. Eventually, the "keep rolling high numbers and ignore any small ones you accidentally roll" strategy gave Boog the game.
 

 
 Comment by Abi 
A perfect game for the christmas games day.
 
 
Scores: Boog 1700, Tel 1230, Paul 1000, Steve 820, Oggie 620, Andy 520
Ratings: Boog 8, Tel 7, Paul 8, Steve 7, Oggie 7, Andy 7
Winner(s): Boog


25-Dec-2003All month
 
Carabande

What else is a gamers supposed to do while waiting for the turkey to cook. And digest. Obviously, play some games.

A seven car race, with two novice drivers. To give the novices a fair chance, we went with a fairly simple setup. We used the action set, but had a nice easy jump and placed the Y chicane the easy way round. For much of the race, we seemed to have been too fair to the novices as they immediately flicked to the front of the pack and stayed there for much of the race. Fortunately Paul managed to sneak through for a last gasp victory from Susan to spare the blushes of the Piddinghoe Gamers.
 
Scores: Paul , Andy , Tel , Abi , Anne , Susan , Rob
Ratings: Paul 8, Andy 8, Tel 8, Abi 8, Anne 8, Susan 8, Rob 8
Winner(s): Paul

Looping Louie

The Louie session was almost canceled before it started, when we noticed that Louie had made a bid for freedom by almost seperating from the plastic rod connecting hom th the central tower. Fortunately some sellotape saved the day. Eveyone had fun with this one. Rob seemed particularly enamoured by it. And Abi has now added a third game to the list of Games Approved of By Abi - a GABA award wil no doubt be winging its way to the publisher.
 
Scores: Andy , Paul , Abi , Rob , Anne , Tel , Susan
Ratings: Andy 8, Paul 8, Abi 8, Rob 8, Anne 8, Tel 8, Susan 8
Winner(s): Andy, Paul, Abi, Rob, Anne, Tel, Susan

Mu - Last Panther

Andy got a copy of Mu for Christmas. So obviously we had to christen it. Andy, Tel and Paul give it a whirl while everyone else collapsed on various chairs and sofas to let food digest. Being a nasty bunch, we immediately found a way to stitch someone up with a 50 point penalty in the first round. And then did it again. And again. Tel proved most astute at colecting penalties, triggering the end of the game by hitting -250 points. Andy provided stiff competition for Tel, but couldn emulate his disasterous performance. Paul somehow managed to eke out a positive score to take the game
 
Scores: Paul 50, Andy -100, Tel -250
Ratings: Paul 7, Andy 7, Tel 7
Winner(s): Paul

Mu - Wimmuln

Having "mastered" The Last Panther, the intrepid trio moved onto another of the Mu games, Wimmuln. This one didn prove as nasty, but did still provide some opportunites for stuffing up well laid plans. This time Tel decided to persue bonuses instead of penalties and led the game from start until almost finish. Andy managed to grab a big bonus in the final round to take victory, wth Paul trailing in last place.
 
Scores: Tel 2, Andy 1, Paul 1
Ratings: Tel 7, Andy 7, Paul 7
Winner(s): Tel


30-Dec-2003All month
 
Mexica

Last games session of the year. Just four of us this time (Andy, Oggie, Tel, Paul) so we cracked open a four player.

Paul had played this once before, but it was new to everyone else. And it showed. Everyone struggled at the start to figure out what they were supposed to be doing, and the game turned into a long one. Including rules explanations we finally clocked in at around two and a quarter hours. We realised at the end that we had double all of the counters, as the game came with two copies of each of the counter sheets. This meant that we had more of the big neighbourhood tokens than we should, leading to too many options for fighting over the big points. I hope this plays more quickly next time it comes out, as its unlikely to see the table again if it doesn . That would be a shame, as two of us did really enjoy the game. However, Andy wasn impressed at all - largely due to downtime between turns I suspect. Weve enough games between us now that those that people don like are unlikely to come out. Tel took the game by one point from Paul. Oddly enough, the margin between third and fourth place was also a single point
 
Scores: Tel 92, Paul 91, Oggie 75, Andy 74
Ratings: Tel 7, Paul 7, Oggie 7, Andy 5
Winner(s): Tel


02-Jan-2004All month
 
Carcassonne

Paul arrived just as a hand of Flasheteufel ended, so we decided on a game of Carcassone. We played with the original game, complete with original scoring rules. We decided not to bother with any of the expansion tiles, but did use the large meeple. A number of us have been playing quite a lot of the computer version of the game. This showed, as Paul immediately launched into the meeple deprival strategy that weve all learned from the computer. Not that it helped him at all, but had to be tried. Not sure who won this in the end - Telbert?
 
Scores: Tel 66, Andy 54, Steve 53, Paul 43
Ratings: Tel 8, Andy 8, Steve 8, Paul 8
Winner(s): Tel

Cosmic Encounter

This hasn been on the table for a couple of years, so we thought it was time to dust it off. Unfortunately the dusting off turned into wiping the mildew off, but thats a different story... Oggie arrived just in time to join us. This is the Games Workshop version of the game, with the addition of a couple of Eon expansions (moons and extra powers). We decided to use the Eon powers. Ive no idea what the names of the powers were, being more interested in what thay actually did. Steves allowed him to change the victory conditions. It was supposed to be secret but he thought it would be funny to reveal it. Oggie thought the "winner must be clean shaven" condition a little unfair given the bearded nature of his chin so insisted on new, secret, conditions. Telbert had the power to torture, allowing him to offer a deal instead of taking part in a challenge. Oggie had the power to take over someone elses attack, which he used to good measure on Telbert. Paul had the power to move a token to the warp when their colour was selected by the victory deck. He also used this to good measure, kicking Tel off one of his planets after having accepted one of his deals. Andy didn get an opportunity to use his power, as Steve suddenly announced that he had won the game after the third challenge of the game. He had reduced the victory requirement to three planets, a condition met by both him and Andy. However, a further condition was that the winner was not holding their cards. Andy, being a fiddler by nature, was always going to fail to meet this condition
 
Scores: Andy , Oggie , Paul , Steve , Tel
Ratings: Andy 7, Oggie 6, Paul 8, Steve 6, Tel 6
Winner(s): Steve

Flaschenteufel

Andy turned up next, and a 3 player bottle imp session started up. We got hold of a version of the first edition in the summer, and the game rapidly became a favourite of several members of the group. It was no suprise that three copies of the second edition made the trip back from Essen. The main differences between the two versions are that the colours and point distributions have changed a bit, but the graphics are a big improvement over the original. One day Ill have to find out how much that changes the game. Andy won. I think being dealt the 1, 2 and 3 in one hand helped him a little, but Im sure it was really down to his superior card play ;-)
 
Scores: Andy 57, Tel 50, Steve -6
Ratings: Andy 7, Tel 8, Steve 6
Winner(s): Andy

Magic the Gathering

Steve dragged himself out of his bed first and made it to Telberts ahead of the "crowds". They decided to take the opportunity to play a little magic. I think Steve plays quite regularly but Tel doesn get many chances to try out his many decks. Ive no details of the games, except that Tel played his Deck Of Many Annoying Cards and pinged Steve to death a couple of times.
 
Scores: Tel , Steve
Ratings: Tel 9, Steve 9
Winner(s): Tel, Steve

Maya

Andy, Paul and Tel had played a three player game back in December. Oggie and Steve had not played. Oggie decided to concentrate his forces on just two pyramids, while everyone else tried to work with three or four. This turned out to be a very good idea, as it won him the game. How he managed this, after only getting three stones in the middle round, Im not sure.
 
Scores: Oggie 45, Steve 42, Paul 37, Tel 35, Andy 28
Ratings: Oggie 7, Steve 8, Paul 8, Tel 8, Andy 7
Winner(s): Oggie

Sieben Siegel, die

This was the first time any of us had played. Its quite a nasty game, so quite appealed to all of us. Any game where somebody has the role of actively stuffing up everyone else is our kind of game. Steve, born to the role of stuffing others up, took the Saboteur in all but one round. His excuse was that it saved him having to calculate how many tricks he was likely to win. By the end of the game we were all getting a bit more adventurous, and actively playing to mess with other people rather than just worrying about getting rid of our seals. Andy took the game by a single point, despite taking five points in the last round. Oggie shot into last place by averaging five points in every round.
 
Scores: Andy -7, Paul -8, Tel -13, Steve -14, Oggie -25
Ratings: Andy 8, Paul 8, Tel 8, Steve 8, Oggie 8
Winner(s): Andy

Too many Cooks

This was the Knizia, not the Merritt, version. This got a bit of a mixed reaction. Some people liked it, others weren so keen. This seems to correllate quite well with those people who did quite well against those who did poorly. Paul took the lead in the first round and held it to the end. A couple of people picked up big handfuls of cards while trying to make "no soup today", knocking them out of the running completely.
 
Scores: Paul 21, Andy 17, Oggie 16, Tel 5, Steve 0
Ratings: Paul 7, Andy 6, Oggie 7, Tel 6, Steve 6
Winner(s): Paul


06-Jan-2004All month
 
Amun-Re

The first Tuesday night of the new year, so what better way to start the year then with one of the best new releases of last year.

A variety of tactics were on display, Paul seemed intent on continuing the christmas spirit by doing a great impression of Ebeneezer Scrooge, hoarding as many cards and cash as possible for the first 3 quarters of the game. Tel went with a heavy farmer strategy and trying to win the highest sacrifice. Boog seemed intent on not building anything.

In the first round of auctions Steve and Paul payed for the big money generators, Leaving Tel, Boog and Oggie to fight for the scraps, Tel complained that hed only managed to buy a territory that gave no bonus and alllowed no cards, it did allow for plenty of farmers which he duly started to employ. Paul started as he meabnt to go on by buying 2 cards and little else on his turn. Steve and Oggie both made sure they got a couple of blocks to their new territory, whilst Boog was muttering about the number of duplicate cards he was holding. We were surpised that there was any harvest at all with a total sacrifice of -11, only Tel chipping in with a positive value. The rest of the first epoch followed a similar pattern with Paul not building a lot just hoarding, Tel producing farmers for fun and then sacrificing quite high (for our group). Steve, Tel and Oggie all managed a set of temples, with Boog concentrating all his temple building in a single region. The first scoring round found Tel way out in front doubling the scores of Boog and Oggie in second. The second round started badly for Paul, with so much money to spend he was obviously hoping to hoover up the double temples built in the first epoch, however 2 of them came up for auction together in the first round. Tel managed to buy back the starting territory he had in the first round and proceeded to rebuild his farming community at the same time get into a building war with Steve for the biggest temple complex. Paul still seemed reluctant to spend money or play cards. Boog decided it was time to start playing some of his cards, unfortunately they were mostly adjust sacrifice, not doing him too many favours. Oggie decided to build a respectable temple complex on the other side of the river to Steve and Tel. Despite hoarding 2 cards a turn Paul still didnt manage to find too many that were useful at the final scoring phase only managing a single 3 pt bonus. Tel managed to meet 2 bonus cards which together with a tie for the largest temple complex on one side of the river was enough to keep him out in front. The bonus for most cash wasnt quite enough to get Paul ahead of Steve, in the race for 2nd. Oggie managed to slightly outscore Boog, to avoid the wooden spoon.

This game is getting better with each play. Paul played the same tactic this time that won him the previous game and he wasnt close to winning this time. Certainly a game where some thought is needed as well as a little luck.

Final Scores
Tel 42, Steve 35, Paul 34, Oggie 28, Boog 25

Ratings / 10
Tel 8, Steve 8, Paul 9, Oggie 8, Boog 7

 
 Comment by Paul 
Original report from the website -

Its been far too long since this one last hit the table. Hopefully it won be so long before it gets out again. We had a few strategise striving for victory, including lots of farmers, lots of camels and lots of cash (not being spent). Tels farmer strategy proved to be the strongest, as he swept everyone aside in the first round and held on for a comprehensive victory at the end of the game. High marks from everyone, so Ill be suprised if we don end up with another copy or two of this in the group come Essen time. Unless Tel sees one cheap in the flee market of course, as his buying stragegy dictates leaving it there for someone else to buy. And then regretting it.
 
 
Scores: Tel 42, Steve 35, Paul 34, Oggie 28, Boog 25
Ratings: Tel 8, Steve 8, Paul 9, Oggie 8, Boog 7
Winner(s): Tel

Limits

Scores: Oggie 2, Paul 1, Boog 0, Tel -2, Steve -3
Ratings: Oggie 8, Paul 7, Boog 8, Tel 7, Steve 8
Winner(s): Oggie


09-Jan-2004All month
 
Einfach Tierisch

Scores: Tel 30, Paul 20, Boog 0
Ratings: Tel 8, Paul 8, Boog 8
Winner(s): Tel

Einfach Tierisch

Scores: Boog 32, Paul 28, Tel 0
Ratings: Boog 8, Paul 8, Tel 8
Winner(s): Boog

Flaschenteufel

Scores: Paul 202, Boog 185, Tel 40
Ratings: Paul 8, Boog 8, Tel 8
Winner(s): Paul


11-Jan-2004All month
 
Flaschenteufel

Andy was late of Kev proportions, so we started a game of Flashenteufel while we waited for him. This had the desired effect of causing Andy to arrive more or less immediately afterwards.
 
Scores: Tel 45, Paul 31, Oggie 15, Steve -15
Ratings: Tel 7, Paul 7, Oggie 6, Steve 6
Winner(s): Tel

Funkenschlag

Andy, Oggie, Paul and Tel had played a short game to eight cities a few months earlier but this was new to Steve. Not that it proved a handicap for him at all as he did about as well as anyone. Its a shame this one takes so long - about three hours - as its a very good game. Its too long to fit into a normal Tuesday evening though so is destined to only come out once a year or so on Games Days. True to form, the nastiness began from the start as Tel picked a starting city in the middle fo the board and everyone immediately chose the other cities he could easily get to as their sartign cities and proceeded to build out to the edge of the board. Paul had an early advantage in playing in an isolated corner, until Andy and Tel both decided to come play with him. We completely forgot that one of the windmills should power less cities than it says on the card but we can blame Andy for cheating over that one as we all forgot. This was quite a