Well, no fancy first-person narratives this time, just straight reporting.
We were joined by the lovely and talented Sonja this week, who proved to be both an able teammate in Shadows Over Camelot and a cagey competitor in El Grande. Everyone seemed to get along famously and we're hoping she can join us again in the future.
Shadows Over Camelot began the evening. We have played and discussed the game here on the blog before, so I won't get into details about mechanics or components. SoC remains a somewhat so-so game for me, though I do look forward to playing it when it is brought out. I say "so-so" because I can't help feeling that the challenges are too many and the sense of accomplishment too little - much less than LotR. I enjoy SoC slightly more than LotR, but for different reasons.
This time, with five players, we thought that there might be the chance to accomplish more. We actually did, losing only 7 black swords to 5 white, and two of those black swords were flipped over white swords by the traitor, who managed to remain (mostly) undetected throughout the game. More on that later.
With all of us, including Sonja, knowing pretty much what had to be done, there was a lot more table talk about where to go and how to assign people. Also, people took more time to make sure they used their special powers effectively. Sonja was Sir Palomedes, Shemp was King Arthur, Hapi was Sir Kay, I was sir Percival. I believe Easy was Sir Gawain. Due to some cognitive dissonance, some of us kept moving the knight that was their traditional colour, but after a few rounds, we got straightened out.
I went immediately to the Black Knight quest, while Hapi beelined for the Grail, Shemp to Excalibur and Easy stuck around in the castle to draw extra cards.
We made a good dent in the grail quest early through a combination of removing desolation and despair cards with Merlin cards. We might have won it earlier but for a string of despair and desolation cards which seemed to come up in rapid succession. I managed to pull off the Black Knight joust, winning handily. Shemp attempted the Excalibur quest, but hadn't made much progress when he flipped over to the grail quest. We were slapped with a Mists of Avalon card and voted against stopping it (we would regret that later). I had moved over to the Saxon invasion while the rest alternated between the Picts and the Grail. Sonja and I fought off the Picts, and the others won the Grail quest with some teamwork, but in the meantime, the catapults were piling up and the Lancelot quest was lost. Someone (Hapi, I believe) had played the heroism card on the Grail quest, so we earned a whopping four white swords from its completion.
Around this time, Sonja played a card which she misread as revealing the traitor. In actuality, it said "reveal yourself if you ARE the traitor". Unfortunately, this caused Shemp to begin turning over his card. When someone pointed out that the card didn't say to reveal the traitor, Shemp quickly flipped his card face-down again. Sonja and Hapi missed this subtle hand motion, but both Easy and I noticed his slip. However, as this was an error, both of us decided independently to proceed as if we didn't know who the traitor was, though certainly we scruntinized Shemp's moves from then on for any excuse to believe that he was the traitor. Unfortunately Shemp was a cunning enough foe that neither of us felt that his actions were traitorous enough to warrant an accusation for the rest of the game.
Ignoring this accidental revelation, we continued playing, fighting off the Pict invasion and starting the Dragon Quest while simultaneously killing catapults. We were actually up to seven white swords and four black when a failed quest caused another black to be placed, ending the game. Because Shemp had gone undiscovered, two of our seven white swords were flipped to black.
In the end, the tally was 4 white swords for succeeding at the grail quest with heroism; 1 sword each for the Black Knight, Pict and Saxon Quests. (7 white)
Black swords came from failing the lancelot quest (2 black, due to "mists") and the Excalibur quest (2 or 3 black?). I can't remember which quest was failed that earned us the final game-ending black sword.
Once again, this game is challenging, but it's apparent that it's not all luck. Luck IS a major factor, but good teamwork, experience and skillful gameplay can help to mitigate. One thing that did happen this game is that poor Hapi got stuck on the grail quest for a major portion of the game - he was basically doing the same thing over and over every turn. Easy mentioned that this is an occasional complaint about the game in general.
El Grande with five players is also challenging - and a little too slow for my liking, but not bad. Sonja did excellently in picking up the game quickly and catching on to the ebb and flow of caballero placement. I managed to alter my strategy from a wargame-based "take and hold territory" strategy to the more sucessful "fluid placement and grab points whereever and whenever you can" strategy. This approach was much more successful for me this time, and I managed to earn first place as a result. All of our scores were higher than usual, which is promising, since I believe the tendency is to get lower scores with more players. Sonja finished with a respectable score, even more respectable for the fact that this was her first time playing, in a five-player game, with relatively experienced players, no less.
A very enjoyable evening, made even more enjoyable by a new and friendly face in the form of Sonja. (And everyone loves the Castillo).
Friday, August 26, 2005
Friday, August 19, 2005
Microwave Popcorn
I tried to come up with a theme for this Wednesday, but couldn't. The closest I came to a common thread between this week's games was during my thoughts on food for the evening, and it occured to me that microwaved popcorn nicely tied together RoboRally and Power Grid . Couldn't get Colossal Arena to fit, though.
I broke out my somewhat recently aquired RoboRally (the re-release by Avalon Hill). We had all played with the earlier version before, so I was curious how they would compare. I'm going to assume that anyone reading this already knows how to play the game, and focus on the changes which have been made. To put it succinctly, they went for quantity, not quality. The new box has all sorts of counters (life tokens, damage counters, power down tokens), bits (plastic robots, plastic flag markers, players mats, timer) and boards (4 double sided boars + 1 double sided starter board). None of it, however, is up to the quality standards of the original. The robots are squat, largely undifferentiated plastic figures which are painted to look like pewter. The boards are thick, but do not match the originals in heft and quality of finish. I don't want to be too harsh, however, because some of the additional stuff is pretty good. The plastic flags are quite nice because they do not obscure what is beneath them. The player mats are a nice idea (although they could have been MUCH smaller), and the timer is a welcome addition. The biggest change, rules and component wise, are the starter boards. Gone are "virtual robots", the kludgy mechanic which made robots indestructible for a turn as they scrambled away from the start position. Now, every 'bot gets it's own start spot on the new 1/3rd sized board and it's off to the races. I also want to mention what is probably my favorite part of the new release... the revamped course guide. There are now LOTS of layouts to choose from, categorized by difficulty and length (many with interesting variations, such as capture the flag, team play, moving flags, etc).
I chose a single board expert course described as "short" called "Raid the Vault" (I think). On my very first turn, I completely missprogrammed my robot (because I thought I was a different robot on another starting space). Basically, I flew right into a pit... That was the start of a very "interactive" race, which saw us interfering with each others' plans more often than not (and since we were making efforts to play quickly, we fairly often made mistakes on our own). In short, it was exactly what RoboRally should be: Chaotic and unpredictable. I died again on the second or third round (pushed by another robot off track, and spent several turns sitting in front of Luch's lasers until I killed myself to start fresh with my last life). Despite this, I successfully caught up to Kozure, the leader, and managed to make it to the end first for the improbable win!
We followed with Power Grid. The game started quite oddly with quite a few large power plants making it out very early. This had the effect of stalling the regular process of the "future" power plants making their way into the "present" market because every new plant we would draw was lower than those to come (and yes, we did remember to get rid of the highest one each round). I started strong with control of northern Germany (kozure, Shemp and Luch divied up the south), and a lead in powered cities, which gave me the cash to buy up some of the expensive plants early. Thinking that I could safely wait until later on to develop the rest of the north, I started hoarding cash so that i could make a charge south once step 2 came along... however two things messed up my plans: 1) Kozure made a daring push through my 2 city thick barrier to the north, and started gobbling up my cities and 2) My ranking as first bit me, because Luch had the same plan to charge the south of Germany once step two came around... since he was last he acted first and bought up ALL the cities I planned to take with his hoard of cash. i tried to learn from my mistakes and purposefully fell to last place in the ranking by not building for several turns. I thought of a plan: My early aquisitions of big power plants mean that I had capacity to power a large number of cities (14), while the stalled power plant market meant that even late in the game the other players still had small plants. I decided to hoard cash and wait for step 3, then buy up all remaining cities i needed to finish the game (9 of them) before the rest bought enough power plant capacity to power more than me. Amazingly, it worked! I ended the game before anyone suspected it was close to finishing (I think).
All this, and we still had time for a game of Colossal Arena. I hadn't played before, but I had heard very good things from my fellow WAGSters (who had played it on a few occasions when I couldn't make it). The game, on the surface, is very simple. 9 creatures (from a pool of 12) are layed out side by side, and the story is that they are fighting in an arena. On your turn, you MAY place a bet on a creature and you HAVE TO play a card numbered 1 to 10 on any of the creatures (not necesarily the one you bet on). Once all the creatures have a numbered card, the round ends and the one with the lowest value is "killed". Therefore, you bet on the ones you think/ hope will make it to the end of the 5 rounds of combat (bets in ealrier rounds are worth more), and you play numbered cards to boost the ones you want to survive or weaken the ones others have bet on. It's a tough decision, though, because you can only play one card each turn. The game is complicated somewhat because each creature has a power which can be activated by the player with the biggest bet riding on it. I didn't really get comfortable enough to benefit from the powers, but I'm sure that in the long run they should add some additional strategic depth to the combat.
The game started out normally (I assume). Kozure went long on two creatures by using two of his 5 bets in the first round. The third round seemed to go on forever, as players opted to save the creatures they invested in rather than attack and finish the round. With so much of the deck spent, the game ended when the last card was drawn. After the dust settled, I tied Kozure for points, but he won on the secondary win conditions.
I thought it had the potential to be a very good game. I was a little shell-shocked on this play because I tried to absorb the creature powers right away, and i don't think it was necessary. I definitely look forward to more plays, though! It's amazing what knizia does with the numbers 1 through 10!!! (High Society, Lost Cities, etc)
2 wins and a virtual tie. Not a bad night! (though we never did microwave any popcorn)
Colossal Arena: 7
I broke out my somewhat recently aquired RoboRally (the re-release by Avalon Hill). We had all played with the earlier version before, so I was curious how they would compare. I'm going to assume that anyone reading this already knows how to play the game, and focus on the changes which have been made. To put it succinctly, they went for quantity, not quality. The new box has all sorts of counters (life tokens, damage counters, power down tokens), bits (plastic robots, plastic flag markers, players mats, timer) and boards (4 double sided boars + 1 double sided starter board). None of it, however, is up to the quality standards of the original. The robots are squat, largely undifferentiated plastic figures which are painted to look like pewter. The boards are thick, but do not match the originals in heft and quality of finish. I don't want to be too harsh, however, because some of the additional stuff is pretty good. The plastic flags are quite nice because they do not obscure what is beneath them. The player mats are a nice idea (although they could have been MUCH smaller), and the timer is a welcome addition. The biggest change, rules and component wise, are the starter boards. Gone are "virtual robots", the kludgy mechanic which made robots indestructible for a turn as they scrambled away from the start position. Now, every 'bot gets it's own start spot on the new 1/3rd sized board and it's off to the races. I also want to mention what is probably my favorite part of the new release... the revamped course guide. There are now LOTS of layouts to choose from, categorized by difficulty and length (many with interesting variations, such as capture the flag, team play, moving flags, etc).
I chose a single board expert course described as "short" called "Raid the Vault" (I think). On my very first turn, I completely missprogrammed my robot (because I thought I was a different robot on another starting space). Basically, I flew right into a pit... That was the start of a very "interactive" race, which saw us interfering with each others' plans more often than not (and since we were making efforts to play quickly, we fairly often made mistakes on our own). In short, it was exactly what RoboRally should be: Chaotic and unpredictable. I died again on the second or third round (pushed by another robot off track, and spent several turns sitting in front of Luch's lasers until I killed myself to start fresh with my last life). Despite this, I successfully caught up to Kozure, the leader, and managed to make it to the end first for the improbable win!
We followed with Power Grid. The game started quite oddly with quite a few large power plants making it out very early. This had the effect of stalling the regular process of the "future" power plants making their way into the "present" market because every new plant we would draw was lower than those to come (and yes, we did remember to get rid of the highest one each round). I started strong with control of northern Germany (kozure, Shemp and Luch divied up the south), and a lead in powered cities, which gave me the cash to buy up some of the expensive plants early. Thinking that I could safely wait until later on to develop the rest of the north, I started hoarding cash so that i could make a charge south once step 2 came along... however two things messed up my plans: 1) Kozure made a daring push through my 2 city thick barrier to the north, and started gobbling up my cities and 2) My ranking as first bit me, because Luch had the same plan to charge the south of Germany once step two came around... since he was last he acted first and bought up ALL the cities I planned to take with his hoard of cash. i tried to learn from my mistakes and purposefully fell to last place in the ranking by not building for several turns. I thought of a plan: My early aquisitions of big power plants mean that I had capacity to power a large number of cities (14), while the stalled power plant market meant that even late in the game the other players still had small plants. I decided to hoard cash and wait for step 3, then buy up all remaining cities i needed to finish the game (9 of them) before the rest bought enough power plant capacity to power more than me. Amazingly, it worked! I ended the game before anyone suspected it was close to finishing (I think).
All this, and we still had time for a game of Colossal Arena. I hadn't played before, but I had heard very good things from my fellow WAGSters (who had played it on a few occasions when I couldn't make it). The game, on the surface, is very simple. 9 creatures (from a pool of 12) are layed out side by side, and the story is that they are fighting in an arena. On your turn, you MAY place a bet on a creature and you HAVE TO play a card numbered 1 to 10 on any of the creatures (not necesarily the one you bet on). Once all the creatures have a numbered card, the round ends and the one with the lowest value is "killed". Therefore, you bet on the ones you think/ hope will make it to the end of the 5 rounds of combat (bets in ealrier rounds are worth more), and you play numbered cards to boost the ones you want to survive or weaken the ones others have bet on. It's a tough decision, though, because you can only play one card each turn. The game is complicated somewhat because each creature has a power which can be activated by the player with the biggest bet riding on it. I didn't really get comfortable enough to benefit from the powers, but I'm sure that in the long run they should add some additional strategic depth to the combat.
The game started out normally (I assume). Kozure went long on two creatures by using two of his 5 bets in the first round. The third round seemed to go on forever, as players opted to save the creatures they invested in rather than attack and finish the round. With so much of the deck spent, the game ended when the last card was drawn. After the dust settled, I tied Kozure for points, but he won on the secondary win conditions.
I thought it had the potential to be a very good game. I was a little shell-shocked on this play because I tried to absorb the creature powers right away, and i don't think it was necessary. I definitely look forward to more plays, though! It's amazing what knizia does with the numbers 1 through 10!!! (High Society, Lost Cities, etc)
2 wins and a virtual tie. Not a bad night! (though we never did microwave any popcorn)
Colossal Arena: 7
Labels:
Collossal Arena,
Power Grid,
Robo-Rally,
Session
Tuesday, August 16, 2005
Killer Mechanics
My post a few weeks ago regarding Shadows over Camelot got me thinking about how specific mechanics can be so cool that they practically make the game. This is not to take away from the remainder of the system, but rather it's the kind of thing that takes an already great game and makes it excellent. I'll describe a few which I think deserve to be on this list and I'd like to hear from the rest of you on others I may have forgot...
Lord of the Rings:
This is the game that got me thinking on the topic. I feel that the Corruption track is a brilliant design... it's what differentiates this game from all other LotR games; the fact that Knizia went for the psychological aspect of the journey more than the physical one. As the hobbits get corrupted and Sauron approaches, a palpable sense of impending doom unites the players on the quest in a way that literal battle simulations do not. Genius.
Tigris & Euphrates:
The decision to make your lowest scoring colour your score makes the game. A small but important touch.
El Grande:
There are several very interesting mechanics here, but the two which stand out are the Castillo and the effect of the King on Caballero placement.
Power Grid:
The market for fuel is wonderful. If there had been a way to pull this off without the finicky upkeep, it would have been even better.
Ra:
The trading of the sun tiles is a fantastic idea... it adds a subtle but very important aspect tot he game. to a lesser extent, th destruction tiles are also a good way to make lots become worth different values to different people.
High Society:
No matter how much "stuff" a player has purchased, the poorest player at the end of the game loses. It's a small thing, but it changes the entire game from a straightforward money management game to a long series of perplexing decisions.
Puerto Rico:
The idea of picking a role for yourself AND for every other player every turn is quite interesting. What action would benefit yourself the most and your opponents the least? I describe this as the ultimate passive aggressive game!
Call of Cthulu RPG:
The system representing sanity is simple but very clever. The idea is that your stat for sanity is a percentage, and it's value goes down as you are faced with unspeakable horrors. Success rolls BELOW your current percentage prevent you from going insane when things get kind of ...creepy. I've been tempted to create entire RPG systems around this mechanic, I liked it so much! (if this has been done elsewhere, I don't know about it...)
*****
In conclusion, it becomes pretty obvious that Reiner Knizia is the king of "Killer Mechanics". If his games offer nothing else, they give us that (of course, they give much more...). Curiously, Princes of Florence, one of my favorite games, doesn't fit in this list very well... for me it's a very elegant assembly of mostly mundane mechanics.
Any others?
Lord of the Rings:
This is the game that got me thinking on the topic. I feel that the Corruption track is a brilliant design... it's what differentiates this game from all other LotR games; the fact that Knizia went for the psychological aspect of the journey more than the physical one. As the hobbits get corrupted and Sauron approaches, a palpable sense of impending doom unites the players on the quest in a way that literal battle simulations do not. Genius.
Tigris & Euphrates:
The decision to make your lowest scoring colour your score makes the game. A small but important touch.
El Grande:
There are several very interesting mechanics here, but the two which stand out are the Castillo and the effect of the King on Caballero placement.
Power Grid:
The market for fuel is wonderful. If there had been a way to pull this off without the finicky upkeep, it would have been even better.
Ra:
The trading of the sun tiles is a fantastic idea... it adds a subtle but very important aspect tot he game. to a lesser extent, th destruction tiles are also a good way to make lots become worth different values to different people.
High Society:
No matter how much "stuff" a player has purchased, the poorest player at the end of the game loses. It's a small thing, but it changes the entire game from a straightforward money management game to a long series of perplexing decisions.
Puerto Rico:
The idea of picking a role for yourself AND for every other player every turn is quite interesting. What action would benefit yourself the most and your opponents the least? I describe this as the ultimate passive aggressive game!
Call of Cthulu RPG:
The system representing sanity is simple but very clever. The idea is that your stat for sanity is a percentage, and it's value goes down as you are faced with unspeakable horrors. Success rolls BELOW your current percentage prevent you from going insane when things get kind of ...creepy. I've been tempted to create entire RPG systems around this mechanic, I liked it so much! (if this has been done elsewhere, I don't know about it...)
*****
In conclusion, it becomes pretty obvious that Reiner Knizia is the king of "Killer Mechanics". If his games offer nothing else, they give us that (of course, they give much more...). Curiously, Princes of Florence, one of my favorite games, doesn't fit in this list very well... for me it's a very elegant assembly of mostly mundane mechanics.
Any others?
Thursday, August 11, 2005
A Visit to Arkham
What’s that, Martha? Visitors?
Well, by all means, woman, send them in.
Set a spell, fellas. Make yourselves at home; Martha and I were just gettin' ready for the shindig down in Innsmouth tonight.
Arkham? Ayuh, everyone ‘round these parts knows Arkham. Big city. Big trouble. At least, it ‘twas, until the last new moon.
What happened? Oh, boys, that’s a story longer’n my arm and twice as hairy. Sure you don’t want to jes’ rest your feet and have some lemonade?
No? I suppose you city slickers are always in summat of a hurry. I reckon that was part of the reason for’n the way things ended up.
‘Tall stahted with a fellah from the city, an investigator - I think they call themselves “private eyes” nowadays - He came snooping around the police station, asking strange questions. Weren’t too much later that a tahl dandy, used to be a magician, showed up near the Olde Magick Shoppe, asking a lot of the same questions. All these folks asking questions attracted the attention of our local journo, fellah from the Arkham Advertiser, nice young man. Can’t say as I recall his name. Anyways, that’s when the trouble started.
Ayuh, I said trouble. Wicked trouble, the kind that has crittahs pickin’ you up in slimy tentacles and throwing you down the road apiece. Odd stories came from the boys pulling in the pots down by dockside, ‘bout an island with strange lights and stranger rituals. Pretty soon, those three young men I mentioned came a’ pokin’ their noses ‘round, lookin’ to get to that island. Right after, a schooner came in all of its own, letting out all manner of trouble right onto the street that the magician was walking down. Everyone could tell that magician was in for a bad spell.
What’s that Martha? A pun? Ayuh, I reckon that was a pun. Finest kind.
Well, soon those boys were runnin’ all over Arkham, poppin’ in and out of glowin’ disks of light like rabbits down holes. Once or twice they came back lookin’ a might wild-eyed and haggard, like someone run ‘em through a ringer once or twice. Most of the time, they ended makin’ funny marks on the ground, and the disks never came back. Round then, the Egyptian exhibit came to town, which they seemed powerful interested in. All sorts of stories whirlin’ around town ‘round then, dark creatures in the streets, zombies, cultists, maniacs, and stranger things, things from the stars with wings. People in dark robes with forked tongues… they were the scariest, so I hear tell – at least the investigators seemed to avoid fightin’ ‘em.
The private eye, he was loaded for bear, as we say ‘round these parts. He took those crittahs to task, and brung a cartful of them in to the police to put in storage. They wanted to deputize him; he had earned it twice over, but for some reason, that never happened. The magician, well, he was a fragile sort. Kept on running into something in uptown, big and mean… think they said it was called a “dhole”. Anyways, that thing kept him holed up in St. Mary’s… the hospital… for quite a while. As for our hometown photographer, he disappeared for the longest time. When he showed up again, he kept on muttering about Elder Races, Cities and Cleaners or somesuch.
Sure you fellahs won’t have some lemonade? You will? That’s fine. Ah… there now, isn’t that refreshing? Ayuh, the wife makes it special… very tart.
It was a interestin’ time. We had a whole family murdered in their home, and for a while a mysterious Black Man was peddlin’ something over in Southside. We even had the Feds come in and clean a lot of those dark things off the streets, government-style. The three men panicked a little when it seemed like all their good work was going to be undone, but they figured it out, and got something in return. While they were worrying about not having all their work undone, a few more of ‘em glowing disks showed up, spewing all manner of crittahs all over Arkham. ‘Round bout then the General store closed up and the owner left town. Lot of fellahs left town. Somethin’ spooked ‘em wicked bad.
Well, with all those new glowing places and only four neighbourhoods that were safe, there was a reckoning. People ‘round these parts said it was quite a light show, pistols and spells and whips and shotguns ‘a blazin’. They say they came very close to banishing Yig; they did their best, poor misguided souls.
In the end, well… Arkham’s a different place these days. Never did see those poor boys again, ‘cept maybe in the new friezes they’re erecting over a ways by where they’re putting up Yig’s brand new Temple. They look powerful scairt, even carved in stone and clutched in Yig’s gentle talons. Ayuh, Yig’s a beneficent ruler, so long as yah stay on Yig’s good side; otherways, it’s off to the stone of sacrifice and, well, you’ll know more about that than I by the 'morrow. There's some as 'round here that weren't mighty happy to see Yig come to rule, but those of us who've always expected him, well, it's like the Fourth of July and Christmas and the Black Feast of Shub-Niggurath all rolled into one.
Oh, fellahs, yah look powerful uneasy. Don’t worry, Yig will take you under his feathered coils soon enough, and it’ll all be over. Ayuh, that cold feelin’ creepin’ over you is one of the finer paralytic poisons, courtesy of Martha’s lemonade and our lord Yig hisself. You fellahs probably won’t feel a thing.
Don’t worry. I think the good folk down at the Innsmouth shindig will take a shine to you right proper. They'll treat you fine, afore'n you go.
It’s going to be a wicked good party. Wicked good.
Well, by all means, woman, send them in.
Set a spell, fellas. Make yourselves at home; Martha and I were just gettin' ready for the shindig down in Innsmouth tonight.
Arkham? Ayuh, everyone ‘round these parts knows Arkham. Big city. Big trouble. At least, it ‘twas, until the last new moon.
What happened? Oh, boys, that’s a story longer’n my arm and twice as hairy. Sure you don’t want to jes’ rest your feet and have some lemonade?
No? I suppose you city slickers are always in summat of a hurry. I reckon that was part of the reason for’n the way things ended up.
‘Tall stahted with a fellah from the city, an investigator - I think they call themselves “private eyes” nowadays - He came snooping around the police station, asking strange questions. Weren’t too much later that a tahl dandy, used to be a magician, showed up near the Olde Magick Shoppe, asking a lot of the same questions. All these folks asking questions attracted the attention of our local journo, fellah from the Arkham Advertiser, nice young man. Can’t say as I recall his name. Anyways, that’s when the trouble started.
Ayuh, I said trouble. Wicked trouble, the kind that has crittahs pickin’ you up in slimy tentacles and throwing you down the road apiece. Odd stories came from the boys pulling in the pots down by dockside, ‘bout an island with strange lights and stranger rituals. Pretty soon, those three young men I mentioned came a’ pokin’ their noses ‘round, lookin’ to get to that island. Right after, a schooner came in all of its own, letting out all manner of trouble right onto the street that the magician was walking down. Everyone could tell that magician was in for a bad spell.
What’s that Martha? A pun? Ayuh, I reckon that was a pun. Finest kind.
Well, soon those boys were runnin’ all over Arkham, poppin’ in and out of glowin’ disks of light like rabbits down holes. Once or twice they came back lookin’ a might wild-eyed and haggard, like someone run ‘em through a ringer once or twice. Most of the time, they ended makin’ funny marks on the ground, and the disks never came back. Round then, the Egyptian exhibit came to town, which they seemed powerful interested in. All sorts of stories whirlin’ around town ‘round then, dark creatures in the streets, zombies, cultists, maniacs, and stranger things, things from the stars with wings. People in dark robes with forked tongues… they were the scariest, so I hear tell – at least the investigators seemed to avoid fightin’ ‘em.
The private eye, he was loaded for bear, as we say ‘round these parts. He took those crittahs to task, and brung a cartful of them in to the police to put in storage. They wanted to deputize him; he had earned it twice over, but for some reason, that never happened. The magician, well, he was a fragile sort. Kept on running into something in uptown, big and mean… think they said it was called a “dhole”. Anyways, that thing kept him holed up in St. Mary’s… the hospital… for quite a while. As for our hometown photographer, he disappeared for the longest time. When he showed up again, he kept on muttering about Elder Races, Cities and Cleaners or somesuch.
Sure you fellahs won’t have some lemonade? You will? That’s fine. Ah… there now, isn’t that refreshing? Ayuh, the wife makes it special… very tart.
It was a interestin’ time. We had a whole family murdered in their home, and for a while a mysterious Black Man was peddlin’ something over in Southside. We even had the Feds come in and clean a lot of those dark things off the streets, government-style. The three men panicked a little when it seemed like all their good work was going to be undone, but they figured it out, and got something in return. While they were worrying about not having all their work undone, a few more of ‘em glowing disks showed up, spewing all manner of crittahs all over Arkham. ‘Round bout then the General store closed up and the owner left town. Lot of fellahs left town. Somethin’ spooked ‘em wicked bad.
Well, with all those new glowing places and only four neighbourhoods that were safe, there was a reckoning. People ‘round these parts said it was quite a light show, pistols and spells and whips and shotguns ‘a blazin’. They say they came very close to banishing Yig; they did their best, poor misguided souls.
In the end, well… Arkham’s a different place these days. Never did see those poor boys again, ‘cept maybe in the new friezes they’re erecting over a ways by where they’re putting up Yig’s brand new Temple. They look powerful scairt, even carved in stone and clutched in Yig’s gentle talons. Ayuh, Yig’s a beneficent ruler, so long as yah stay on Yig’s good side; otherways, it’s off to the stone of sacrifice and, well, you’ll know more about that than I by the 'morrow. There's some as 'round here that weren't mighty happy to see Yig come to rule, but those of us who've always expected him, well, it's like the Fourth of July and Christmas and the Black Feast of Shub-Niggurath all rolled into one.
Oh, fellahs, yah look powerful uneasy. Don’t worry, Yig will take you under his feathered coils soon enough, and it’ll all be over. Ayuh, that cold feelin’ creepin’ over you is one of the finer paralytic poisons, courtesy of Martha’s lemonade and our lord Yig hisself. You fellahs probably won’t feel a thing.
Don’t worry. I think the good folk down at the Innsmouth shindig will take a shine to you right proper. They'll treat you fine, afore'n you go.
It’s going to be a wicked good party. Wicked good.
Thursday, August 04, 2005
Gonna get Got
Short Session report:
No new games this week. We started out with a game of Ticket to Ride:Europe and then played Pueblo 3 times.
Even though Kozure couldn't make it, Mrs. Duchamp joined us to make a foursome (the minimum needed to play with double routes). She caught on quickly and we all fought for routes in a surprisingly crowded board (I've been playing the base Ticket to Ride online, and it doesn't feel nearly this crowded with 4 players). Shemp managed a very long route and lucked out with a long ticket which had all three of his initial short tickets inside of it. I butted heads with Luch over a connection to Venezia (which I eventually got, but paid dearly for). I was far too idealistic when I drew tickets later into the game, keeping all three (for a total of 5)... Due to incredible luck drawing cards on my last two turns, I came VERY close, but I was one turn short (I only needed to put a station to finish them all!). In the end, Shemp won with a considerable lead, enough that even had I made all my tickets I still would have been short 2 points (of note, Mrs. D. did very well on her first go, successfuly claiming 5 routes. Conversely, Luch had a hard time and missed many of them, ending with a score low enough to get lapped by the leader!)
Next, we played Pueblo. We tried the "advanced" game, by bidding for turns and using 1 of the sacred sites (pieces which are placed on the board which make those areas off limits for the game). It seemed be a good addition, but we craved even more complexity. We then tried another with 3 sacred sites, to see how difficult it would become. The impact was fairly significant. Right from the start, players are forced into very unattractive moves and tough decisions (a connundrum which gave birth to the phrase "I'm gonna get got", the title of the blog). I enjoy the change of pace this game offers, and I definitely prefer the advanced game (although I still don't quite see the advantage of bidding for turn order on the first turn.. maybe the advantage of that will come apparent with time). Overall, it's a bit of a brain burner but it's definitely fun to play. We closed the evening with a final game of the base version, since we didn't really have time for anything else. I was lucky enough to win the first two games, but Luch won the last.
No new games this week. We started out with a game of Ticket to Ride:Europe and then played Pueblo 3 times.
Even though Kozure couldn't make it, Mrs. Duchamp joined us to make a foursome (the minimum needed to play with double routes). She caught on quickly and we all fought for routes in a surprisingly crowded board (I've been playing the base Ticket to Ride online, and it doesn't feel nearly this crowded with 4 players). Shemp managed a very long route and lucked out with a long ticket which had all three of his initial short tickets inside of it. I butted heads with Luch over a connection to Venezia (which I eventually got, but paid dearly for). I was far too idealistic when I drew tickets later into the game, keeping all three (for a total of 5)... Due to incredible luck drawing cards on my last two turns, I came VERY close, but I was one turn short (I only needed to put a station to finish them all!). In the end, Shemp won with a considerable lead, enough that even had I made all my tickets I still would have been short 2 points (of note, Mrs. D. did very well on her first go, successfuly claiming 5 routes. Conversely, Luch had a hard time and missed many of them, ending with a score low enough to get lapped by the leader!)
Next, we played Pueblo. We tried the "advanced" game, by bidding for turns and using 1 of the sacred sites (pieces which are placed on the board which make those areas off limits for the game). It seemed be a good addition, but we craved even more complexity. We then tried another with 3 sacred sites, to see how difficult it would become. The impact was fairly significant. Right from the start, players are forced into very unattractive moves and tough decisions (a connundrum which gave birth to the phrase "I'm gonna get got", the title of the blog). I enjoy the change of pace this game offers, and I definitely prefer the advanced game (although I still don't quite see the advantage of bidding for turn order on the first turn.. maybe the advantage of that will come apparent with time). Overall, it's a bit of a brain burner but it's definitely fun to play. We closed the evening with a final game of the base version, since we didn't really have time for anything else. I was lucky enough to win the first two games, but Luch won the last.
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