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