Showing posts with label Bluff. Show all posts
Showing posts with label Bluff. Show all posts

Tuesday, 19 February 2013

GamesReports: 3/10/17-Feb-13 Power Grid, Twilight Struggle and Modern Art

Modern Art

With work and weddings (not mine!), I've had little enough time to sleep, never mind post-up on what's been happening at the KoffeeKlub. That being said, our gaming hasn't suffered as we try out some of the spice of life. Variety.

3rd of February Session - Power Grid
Normally we have five players for KoffeeKlub evenings and five is a bit of a sweet spot for Power Grid, one of the finest Eurogames ever created.

Playing on the classic German map, we introduced both ChrisG and DaveB to the game for the first time. I think the jury's out a little for some of the KoffeeKlub players on Euro-style games as a whole, but everyone seemed to have a good time with Power Grid and so I'll keep throwing a few into the mix every now and then.

Power Grid

10th of February Session - Twilight Struggle
I've bleated on and on about just how good Twilight Struggle is to some of the KoffeeKlub players and our 2-player games evening gave us the perfect opportunity to roll it out, even if I was taking on more of a back-seat teaching roll and not actually playing myself.

ChrisG (US) and AndyA (USSR) fought out a bitter cold war, but in the end the Soviets came out on top by a few victory points. It looks like Twilight Struggle could feature again in our next KoffeeKlub meeting, alongside 1989: Dawn Of Freedom. GaryB defeated DaveB in some Dreadball at the other end of the table.

Twilight Struggle

17th of February Session - Modern Art & Pandemic
My copy of Modern Art is the 1996 Mayfair edition (pictured) and it looks entirely unappealing, but behind the naff components is a great little auction game which again plays well with 5-players.

Modern Art

The game itself is simple enough to pick-up, but it takes a little mental maths to get the best deals in buying or selling paintings. Some players were extremely generous (DaveB I'm looking at you.) in selling some of their fixed-price paintings, whilst others (AndyA) blew crazy money on paintings worth around half the price that they paid!?

Still, lots of great speech-play and fun to be had. A classic!

I'm restricting Pandemic to a one-liner, simply because we failed at it again... Bluff remains our favourite filler, with a nod towards Bucket King too.

As always the stars are those who make it to KoffeeKlub each week. Characters one and all!

 

Tuesday, 22 January 2013

GamesReport: 20-Jan-13 El Grande

El Grande
Winter came and trashed our planned Game Of Thrones session, but after a little scrabbling I found better weather for our four surviving players in medieval Spain with El Grande.

El Grande is by no means a new game, in fact it was winning awards back in the mid nineties and was the 1996 Spiel Des Jahres. Indeed for many Eurogame fans it remains one of the best releases from that rich period of "German-styled" strategy games.

El Grande is an area control/influence game and is based in 15th century Spain. The map and components are excellent, but I was concerned that they would give our non-Euro players the impression of a risk-style conquest game, instead of the more subtle area control strategy game that El Grande is.

Each player is a member of the high aristocracy (or "Grandes") who exert their influence across the different regions of Spain through the placement of "Caballeros", lower ranked aristocracy. 

Each round players bid for action cards that allow them to exert their influence in different ways and swing the balance of power in their favour. 

Regions are scored during rounds three, six and nine to establish which Grande has gained the most victory points by best using their influence in Spain.

It was a first game of El Grande for ChrisG & DaveB, but they did well to stay in contention throughout the evening. GaryG 108pts, AndyA 98pts, DaveB 90pts and ChrisG 78pts.

El Grande is a fine Eurogame, hopefully we'll get to use the expansion next time we play.  

The other games played were Bucket King and Bluff.

Monday, 14 January 2013

GamesReport: 13-Jan-13 A Few Acres Of Snow, Cthulhu LCG & More

Last night I had another play of FFG's Call of Cthulhu LCG, this time against AndyA. 

His deck combined The Syndicate, the seedy underbelly of the city, with the deranged artists and raving lunatics of Hastur's cult. I played a much more civilised Miskatonic University, for their Mythos knowledge and linked it to Yog-Sothoth and it's strength in travelling between worlds.


Domain Marker
The game oozes Mythos and it's artwork and card text are an immediate attraction for any Lovecraft fan. Andy struggled to get enough supporting characters into play in the early game and I quickly took the first story-card whilst making good progress to my second. He however managed to level the field again by winning a card that forced me to shuffle my own story-card back into the deck.

I gradually managed to re-assert my dominance and used some of my spells to recover useful cards from the discard, eventually winning quite comfortably.

I enjoy playing the CoC LCG, but feel that it could run a little more smoothly, especially when handling story-card struggles between players. The theme will always have me coming back for more though, perhaps a few well chosen house rules can add to the experience a little?


CoC LCG in Play
At the other end of our table, DaveB was teaching ChrisG a thing or two about winning at A Few Acres Of Snow.  DaveB won comfortably with the French before switching sides and whopping him with the British too! These games were not without incident though, as Dave's shuffling action and discarding were brought into question. A military investigation committee to follow perhaps?


A Few Acres Of Snow
Great to see new players picking this one up.


 

We finished our evening at The Black Knight with a game of The Settlers of Catan (won by ChrisG) and a few rounds of Bluff. Perhaps I took my explanation of the Settlers rules a little far...

Settlers - Probability Curve
Elsewhere through ACTS, I'm playing a few games of Twilight Struggle.

Next Sunday at KoffeeKlub it's Game Of Thrones!

Tuesday, 18 December 2012

GamesReports: 2/9/16-Dec-12 Battlestar Galactica, Dominion and Shogun

I've experienced a little bit of game fatigue over the past few weeks and selecting likely games for our KoffeeKlub sessions has been a little trickier than usual. Much of this is down to the sheer number of games played over the last six months, which has been by far my most productive gaming time ever.

Perhaps it's time to take stock and consider some new titles for early 2013. Suggestions welcome :)


They had a plan...
2nd of December Session - Battlestar Galactica
Battlestar made a welcome return to KoffeeKlub and with determination and resolve we humans intended to beat back the Cylon threat and restore balance to the universe. Hell we even reduced the food level on purpose to prevent the sympathiser becoming another Cylon player... ...It was in vain though as Cylons Chris Graham and Andy Agnew succeeded in reducing our resources and destroying humanity. Ah well...


A Busy Day On Galactica

9th of December Session - Dominion
It's been far too long since we last played Dominion, published by Rio Grande Games. Once again Andy Agnew and Chris Graham came out on top in two randomised card-set games from the original box, but as always it was lots of fun.

Dominion Day

View from the Tower - Shogun
16th of December Session - Shogun
We opened with a couple of games of Bluff, a firm KoffeeKlub favourite, before moving onto Shogun for some 15th/16th century Japanese warfare. Shogun is played over two game years, each made up of three active seasons (spring, summer and autumn) and one scoring season (winter). During the active seasons players expand their territories and construct buildings to increase their influence in different regions.

Although the map gives the impression of a risk-style area control game, Shogun is more about gaining influential control in each region by building castles, temples and theatres. In our game ChrisG took an early lead as black during game year one and remained strong enough in the central region to protect his newly constructed buildings during game year two. 

Shogun - Final Board
You can see from the final board position (left) that black (ChrisG) dominate the centre and faced little trouble from the other players once he'd built up his forces. Yellow (Me) finished second, but should have taken an early opportunity to mess with black in the centre as by year two it was too late. Purple (AndyA) and Blue (DaveB) threatened to have a mighty battle on the southern island, but a fate card prevented blue's final attack due to purple's temple. Red? (GaryB)... really had a tough time of it, finishing up with only three areas under his control.

ChrisG's dominance with black
Final result: 

1st ChrisG (black)
2nd GaryG (yellow)
=3rd GaryB (red) 
and AndyA (purple)
5th DaveB (blue)

We finished the evening with a quick game of For Sale, which ChrisG also won!
 

Thursday, 29 November 2012

GamesReport: 18/25-Nov-12 AGOT, Mansions and Light Nights

Braaaiinnnsss!
At this time of year the weeks seem to pass quickly and I haven't found enough spare time to blog about our KoffeeKlub evenings. In part this is down to the heavier blog pieces on ASL Starter Kit after-action reports, but they're fun to play and write about and are likely to stay.

Our Sundays of late have been taken over by bigger games such as Mansion of Madness, Eclipse, Battlestar Galactica, A Game of Thrones (AGOT) etc. and on Sunday the 18th of November numbers were big enough for us to run both Mansions and AGOT on the same night. GaryB hosted AGOT on one table and we played a Mansions scenario, The Green-Eyed Boy on the other.

Stark's strategy to conquer Westeros isn't too clear...
Chris. Ready to beat-on fellow players with his guitar.
On the 25th of November we'd decided to take a short break from the bigger games and to roll-out a few lighter games in our first Light Nights session.

Light Nights
During the evening we played:

Zombie Dice
A very light push-your-luck dice game. The players are zombies trying to find brains and avoid getting shot-up too much. Fun for a couple of rounds, but then we shuffled on...

Game 1 - Zombie Dice
GaryG 16-2 (1st)
AndyA 16-0 (2nd)
GaryB 5
DaveB 0

Game 2 - Zombie Dice
AndyA 14 (1st)
GaryB 5 (2nd)
DaveB 3
GaryG 0

For Sale
A short auction game where the players bid for property cards in phase one and sell them off for big profits in phase two. A lot more fun than it sounds and too long since I last got a chance to play. 

Game 3 - For Sale
GaryG - 48 (2nd)
AndyA - 42
GaryB - 37
DaveB - 58 (1st)
ChrisG - 34
ChrisB -35

Game 4 - For Sale
AndyA -60 (1st)
GaryG - 55 (2nd)

Bluff
A firm favourite of ours that never seems to grow old. Highly recommended.

Games 5 to 8 - Bluff
GaryG (2x1st)
AndyA (1x1st and 1x2nd)
GaryB (1x1st and 1x2nd)
DaveB (1x1st)
ChrisG (2x2nd)
ChrisB
Karl (1x2nd)
 
Ca$h & Gun$
Not much to this one, but you do get to point foam guns at each other!

Game 9 to 10 - Ca$h & Gun$
GaryG (2x2nd)
KarlW
ChrisG (1x1st)
GaryB
ChrisB
DaveB (1x1st)

6 Nimmt!
An entertaining trick-taking game. It takes a little while to get use to and bye that stage you've probably lost already! :)

Game 11 - 6Nimmt! (low is good)
GaryG 50 (2nd)
AndyA 87
KarlW 50 (2nd)
ChrisG 77
GaryB 56
DaveW 36 (1st)

Overall Scores

GaryG 3x1st and 5x2nd
AndyA 3x1st and 2x2nd
GaryB 1x1st and 1x2nd
DaveB 2x1st
ChrisG 2x2nd
KarlW 2x2nd
ChrisB

Thanks to everyone who joined us for the first Light Nights session!

Wednesday, 21 November 2012

KoffeeKlub Evening 25th of November

This week at KoffeeKlub we're chilling out and playing some lighter games.

Light Nights will hopefully introduce you to a couple of fun short games that you haven't seen before...

...so if you get the chance please join us at The Black Knight this Sunday between 7pm and 11pm.

"Why don't we just wait here for a while... see what happens." Childs - The Thing

Light Nights @ The KoffeeKlub

Thursday, 11 October 2012

KoffeeKlub Weekend 13th & 14th of October

Sat/Sun @ The Black Night
Bit of a bumper weekend ahead for KoffeeKlub as we attend The Black Night's opening in Larne on Saturday and look to get back to some board gaming on Sunday following last week's lost session.

On Saturday the 13th of October we'll be at The Black Night from around 10am, probably for some light(ish) games such as Bluff, Pandemic, Roll Through The Ages and maybe even some MTG. Bring your deck! You can find the event on Facebook.

On Sunday the 14th of October we'll be getting back to regular gaming slot between 7pm and 11pm to host a wargame or two. if numbers permit this is likely to feature A Game Of Thrones (2nd Ed).

Sharing the love, we hope to be back at Wee Gamers on the 21st!

How do you like your coffee?

Thursday, 26 July 2012

GamesReport 22-Jul-12: Caylus Magna Carta

AndyA - Holiday Snaps
With AndyA (aka "Captain Pugwash") back-from-sea, we opened up with Caylus Magna Carta, a light Eurogame from Ystari Games. I've been a big fan of Euro-style games ever since I picked up a German version of Settlers of Catan back in the late 90s. Indeed for a number of years during my time with BGA, a local gaming group currently based in Bangor (County Down), I collected few other types of games and added the likes of Notre Dame, Auf Heller Und Pfennig, El Grande, Euphrat & Tigris, Ra, Thurn Und Taxis, Lost Cities, 6 Nimmt! and many more to my collection.
It all started in Catan

Great gaming years, but ones that drifted as board gaming became more mainstream again and so-called Ameri-trash titles caught my eye. I still have most of my old Euros and hope to continue drip-feeding them into KoffeeKlub's line-up in the coming weeks and months.

Caylus Magna Carta
Caylus Magna Carta (CMC), set in 1289 and themed around building a new castle for King Philip "The Fair" and is a lighter version of the Caylus board game. Whilst the theme and mechanics are similar CMC uses cards to represent the master builder's (players) progress in creating infrastructure along the road to support the castle being built. Like many Euros, CMC distills the actual building of the castle into a player drive for prestige points which can be gained from constructing new buildings, providing "batches" (1 stone + 1 food + 1 wood = 1 batch) of goods to build the castle and using effects from buildings already in play.

CMC: Food, Wood and Stone
Players begin with the same deck of buildings, drawing three random cards at the beginning of the game. Actions can be used to place workers on existing buildings, draw new cards, build new buildings from your hand (adding them to the road), building prestige buildings or passing out of that round. Once all players have passed they can pay to move the "Provost" (in pass turn order) up to 3 spaces along the road in either direction. A worker on any building beyond the Provost does not have an action this turn, so this can be a nice little way to mess with your opponents. Nice!

CMC: The Road
End-game is triggered once the last prestige point token has been claimed and the final prestige point totals are calculated for each layer to establish a winner. Careful resource, buildings and worker management are necessary for victory.

CMC: Player's Buildings
Our game went very smoothly and after a 20 minute rules walkthrough we kicked-off picking up the flow of play pretty quickly. In the end the final scores were pretty close...



Caylus Magna Carta: GaryG scored 48 points and was awarded 3 beans. AndyA scored 46 points and was awarded 1 bean. GaryB scored 39 points.

I like CMC, but feeling that it's play-time is a little too long for what is essentially a light Euro. Great to get it played again after so many years on the shelf.

For our last hour we drank coffee, chatted and played Bluff, which always raises a laugh or two.

Bluff: GaryG had two wins and three second places scoring 7 beans. GaryB had 3 wins and 1 second place scoring 7 beans. AndyA had two wins and 3 second places scoring 7 beans. Honours even.

Great gaming guys cheers!

Wednesday, 11 July 2012

GamesReport 8-Jul-12: Race For The Galaxy

Race For The Galaxy
We were a man down on Sunday evening, so the War On Terror was delayed pending final confirmation on those WMDs!

Eh?
First-up was Race For The Galaxy (RftG) with the "Gathering Storm" expansion, by Thomas Lehmann. RftG is a card-game themed around building galactic civilizations through technical, economic and social developments. It's similar to the older (and simpler) San Juan in that you pay to place cards into your own area (tableau) by discarding other cards in you hand.

Initially the game seems to be quite complicated due to it's heavy use of iconography on the cards. This can put some gamers off, so get someone who understands the game to teach you if you can. It's much more straight-forward than it appears.

I enjoyed a lot of luck in the first game by drawing cards that enabled me to get some good early trade going. Meanwhile AndyA was struggling a little to turn his resources into victory points quickly enough to keep pace and GaryB had all but hobbled himself with an early "6" cost development purchase, reducing the number of cards he had during the first third of the game. Final scores for game one - GaryG 43, GaryB 33 and AndyA 16.

RftG: Each player's area is know as his "tableau"
Game two seemed initially a lot closer, but again I managed to run my trade and military resources well enough to close out my tableau for victory. Final scores for game two - GaryG 50, GaryB 38 and AndyA 20.

Overall, RftG is a fine game that offers players multiple strategy option to achieve victory. Inevitably there have been a number of expansion releasesfor RftG.

The Gathering Storm - Adds a 5th player, additional cards, goals (opportunities to gain extra victory points chosen at random at game start), and rules and components for solo play against a "robot" player.
Rebel vs. Imperium - Adds a 6th player, more cards, and limited direct interaction between players.
The Brink of War - Adds more cards, and a new "Galactic Prestige" mechanic offering more ways to earn victory points and/or cards. It also introduces a once-per-game action which allows you to dip into the deck looking for a card to meet specific requirements.

RftG is not a heavily interactive game. Instead players seek to build their galactic civilization more efficiently than their opponents. The expansions have introduced some level of direct interaction, but not enough to satisfy players looking for that sort of experience.

Custom built containment for Arkham's runaway expansions
Another new expansion "Alien Artifacts" is due out anytime now (as of July 2012). Apparently it is incompatible with the other expansions and pairs only with the base set to take the game in a different direction.

What is it about expansions to games...? I must have them, but often they add little to the overall experience and just clutter your game up with more and more "bits". That's not a knock at RftG, which is a class game. Just a general frustrating observation on my struggle to manage the expansions for games that I already own. Arkham Horror, I'm looking at you!

Roll Through The Ages
I've always liked the idea of Civilization building and picked up the dice-rolling Roll Through The Ages a couple of years ago in an online sale.

It's been a while since it last got a play and this was the first time I'd brought it to KoffeeKlub. The guys seemed to like it's simplicity...


 

Roll Through The Ages: Dice
 

 

 

In Roll Through The Ages players roll dice equal to their current number of cities in an effort to generate resources, money and/or workers to build up their civilizations and ultimately score victory points.

 

Dice can be re-rolled twice with the exception of skulls, which must be set aside as a potential disaster. Based on the outcomes of these rolls players can assign "workers" to build additional cities (for additional dice) or monuments (for victory points), assign "food" to feed their people and gather "goods" and "money" to help develop their civilization.

 

Play continues with each player keeping track of his/her progress until all of the monuments have been built or one player achieves five developments. At this point each player totals all of his victory points (taking out any minuses for disasters).

 

Roll Through The Ages: Player Board
Interaction between players is limited to disaster resolution and the race to build monuments first to gain the most victory points, but this doesn't take anything away from what is a quick and enjoyable little game with nice components.

 

In our game on Sunday evening, GaryB won by a country-mile on 25pts, I came in second on 15pts just ahead of AndyA on 14pts.

 

It's good to see that even when our numbers drop slightly we can still get some great gaming in. AndyA is on his holidays next week, so we may be down to 2-players and a run at Hammer of the Scots.

KoffeeKlub League:
Bluff - GaryG was awarded 5 beans for two wins and one second place. GaryB was awarded 3 beans for one win and one second place. AndyA was awarded 1 bean for his one second place.
Race For The Galaxy - GaryG won both games and was awarded 4 beans. GaryB came second in both games and was awarded 2 beans.
Roll Through The Ages - GaryB was awarded 2 beans for his win and GaryG was awarded 1 bean for his second place.