Luch decided that he would always pick Die Macher when we played at Bharmer's place. Given that Bharmer rarely plays with us now, the odds of it being Luch's pick at Bharmer's place are pretty low. You'd think it would take a while before something like that would happen again. Well, here we are, just a month after the last time he picked it, and Die Macher graced the table once more.
It's worth noting that I wasn't at that session, and so until this week I firmly believed that Bharmer's wife was fictitious. As it turns out, she's not. I was glad to meet her, but I have to admit that I enjoyed the concept of the imaginary wife. I may choose to stick with it.
Die Macher
Although the others played last month, I haven't played in over a year... and Die Macher takes a bit of time to get the hang of when you are rusty. In the first election I tried very hard to win and wound up tied with Bharmer... but then remembered that one of the key benefits to winning an early election is to put a media cube on the victory point track. You'd think I would have placed one in the region if I was trying to win it, wouldn't you? That was 25 vps out the window.
I managed to stay in the lead for seats throughout the game, and it seemed like a decent enough strategy. Although I fumbled through most of the game, I set myself up well for the final two regions and scored a major comeback (it was the 80 region, and no one else was well setup for it). Kozure, on the other hand, had been consistently playing well throughout. Was my last big score enough to win?
No. Kozure won by 10 points. Well played, sir!
Die Macher is a good game, but I can't say I love it. For it's length, there are simply too many large swings of luck. The 80 province that came up in the last election effectively neutralized all the gains Kozure made in three whole elections (two 20s and a 40). That's 1.5 hours of playtime, folks! I was understandably irritated when it came out.
It's fascinating to watch so many interlocking mechanisms work together, and getting good at manipulating them all must surely come with a certain amount of satisfaction. For me, however, I look back fondly at the days of simple, streamlined and short euros... like (sarcasm) PowerGrid (sarcasm).
Saturday, November 28, 2009
Saturday, November 21, 2009
Steamy Trucker, or Trucker McSteamy? (Galaxy Trucker, Steam, Excape)
a.k.a. The night Luch learns a new strategy: it's called "Strategy".
Galaxy Trucker (w/The Big Expansion)
We started out with Galaxy Trucker. In the past few games, I've found that the first flight has lacked some tension, so I decided to introduce a few elements from The Big Expansion in order to liven things up. We added the new tiles and the Rough Road Ahead cards (at difficulty level:1). After a brief explanation of the new rules, we were off.
In our first round, the Rough Roads Ahead card we drew was a brutal one called "Remorseless Fate". Among other things, whenever a Combat Zone or Sabotage is encountered it automatically affects all players except the one with the highest relevant stat. Sadly, no events of this sort occurred in the first round, so the card had no impact. Once again, very little occurred at all. It may have been even worse for the others because at least I was in first place and got to face the weak challenges along the way... the others just sat and watched. I will have to introduce evil machinations and/or the new ship classes next time, because now that we know what we are doing round 1 feels like wasted time.
In our second round, we drew the "piercing projectiles" RRA card. This one causes any meteors or blasts that blow off a piece of your ship to also take the next one behind it. Sounded very interesting, but once again very little actually happened in the second round, so the card didn't have any impact. The round was mostly notable because Shemp realized just as we were about to start flying that he had built the round 1 ship again! He was a little embarrassed that despite his mistake, he only finished building second...
Anyway, either we are getting better at this, or we had an unusually tame 2nd round. Once again, I'm thinking evil machinations next time.
In our third round, we drew "Metal Fatigue". This one has us roll a coordinate on the board every time we cross open space. If a piece exists at the coordinates rolled it is destroyed. Ouch. This flight was more like it. We flew through meteor shower after meteor shower. Then, we flew through more meteor showers. It was insane. My left wing broke off early. The front of my ship was smashed by a large meteor. My starter crew cabin was destroyed (was it metal fatigue?). I limped past the finish line with the back right hand quarter of my ship still in one piece. It was really fun.
Despite my big lead from rounds 1 and 2, my disastrous round three knocked me back. The final tally put Luch in front, me and Kozure tied for second and Shemp last.
The new tiles didn't add as much to the experience as I'd expected. Mostly, they serve as modifiers to other pieces so they end up making the ship construction a little bit trickier as it's much easier to fill up your ship and discover that vital items (such as cannons, storage, crew quarters or thrusters) are entirely missing. My favorite pieces were the reactor furnace and the statis chambers (the engine booster also seems quite interesting, but it didn't get used in our game). My least favorite additions were the armor plating and the luxury cabins since they seem to do very little in practice. I quite liked removing a random number of pieces at the start because it adds an element of the unknown tot he distribution and could create shortages of certain types of pieces that players need to deal with. The RRA cards are a great idea and I like that players can set a difficulty level and simply draw more than one to make each flight harder. Overall, I'm very glad I bought the expansion because Galaxy Trucker is a game that is only fun when it is challenging, and the base game does get easier with time.
Steam
After our last game on the germany map, I wanted to revisit the USA/Canada map with four players since it's the tighter of the two. When we first played it a few months ago, we each stayed in our respective corners as we learned the ropes of the game. Would it play the same way now that we know what we are doing?
I started right away in the same section as Kozure since he was the leader in our previous games and I was determined not to let him run away with it. The two of us spent the entire game battling over the south and east of the board. Meanwhile, Luch and Shemp were coexisting much more peacefully in the west. The force competition with Kozure led to some very tight and intertwined track, as well as some strong competition and tension over the while game. Unfortunately, since the folks in the west were keeping to themselves it was much easier for them to prosper. Shemp got all his ducks in a row and also benefited somewhat from a very well place link that netted him a fair number of points on other player's deliveries. He won the game, I came in a relatively close second, followed by Luch and then Kozure.
When the board is open enough, or when players are feeling peaceful, all players can coexist in the game and the winner is solely determined by the best forward planner. I guess the trick is to identify who is in the lead and build networks that hamper that player, while simultaneously advancing your own agenda. We'll have to pay more attention next time!
Excape
We played with the house rule that the leading player can't benefit from rolling doubles. It worked well as a variant, and I think we'll be playing with it from now on. I won the game, which is something I've never managed to do. I pulled ahead to a significant early lead but stayed close to the end for quite a while. Shemp eventually overtook me, but it was shortlived and I made it to the end first. Luch started out playing his usual style, rolling high and placing low in order to bump as many players he could (and not getting himself very far in the process). At a certain point, he switched gears and started playing to benefit himself as much as possible. When it started working, he said "so this is why you guys use strategy!".
Of course, he has often won at this game and yet in the game he discovers "strategy" he does poorly. Shows what we know.
Conclusions
Galaxy Trucker and Steam are two of my favorite games in a long while. Yes, Galaxy Trucker could use a tweak in the difficulty of the first round. Also, yes, I miss some of the tactility of Railroad Tycoon (taking shares, the plastic trains, etc). Regardless, they are excellent games that do what they set out to do very well. When I get around to putting together an updated top 10 list, I'm sure both of these would find themselves there somewhere.
Galaxy Trucker (w/The Big Expansion)
We started out with Galaxy Trucker. In the past few games, I've found that the first flight has lacked some tension, so I decided to introduce a few elements from The Big Expansion in order to liven things up. We added the new tiles and the Rough Road Ahead cards (at difficulty level:1). After a brief explanation of the new rules, we were off.
In our first round, the Rough Roads Ahead card we drew was a brutal one called "Remorseless Fate". Among other things, whenever a Combat Zone or Sabotage is encountered it automatically affects all players except the one with the highest relevant stat. Sadly, no events of this sort occurred in the first round, so the card had no impact. Once again, very little occurred at all. It may have been even worse for the others because at least I was in first place and got to face the weak challenges along the way... the others just sat and watched. I will have to introduce evil machinations and/or the new ship classes next time, because now that we know what we are doing round 1 feels like wasted time.
In our second round, we drew the "piercing projectiles" RRA card. This one causes any meteors or blasts that blow off a piece of your ship to also take the next one behind it. Sounded very interesting, but once again very little actually happened in the second round, so the card didn't have any impact. The round was mostly notable because Shemp realized just as we were about to start flying that he had built the round 1 ship again! He was a little embarrassed that despite his mistake, he only finished building second...
Anyway, either we are getting better at this, or we had an unusually tame 2nd round. Once again, I'm thinking evil machinations next time.
In our third round, we drew "Metal Fatigue". This one has us roll a coordinate on the board every time we cross open space. If a piece exists at the coordinates rolled it is destroyed. Ouch. This flight was more like it. We flew through meteor shower after meteor shower. Then, we flew through more meteor showers. It was insane. My left wing broke off early. The front of my ship was smashed by a large meteor. My starter crew cabin was destroyed (was it metal fatigue?). I limped past the finish line with the back right hand quarter of my ship still in one piece. It was really fun.
Despite my big lead from rounds 1 and 2, my disastrous round three knocked me back. The final tally put Luch in front, me and Kozure tied for second and Shemp last.
The new tiles didn't add as much to the experience as I'd expected. Mostly, they serve as modifiers to other pieces so they end up making the ship construction a little bit trickier as it's much easier to fill up your ship and discover that vital items (such as cannons, storage, crew quarters or thrusters) are entirely missing. My favorite pieces were the reactor furnace and the statis chambers (the engine booster also seems quite interesting, but it didn't get used in our game). My least favorite additions were the armor plating and the luxury cabins since they seem to do very little in practice. I quite liked removing a random number of pieces at the start because it adds an element of the unknown tot he distribution and could create shortages of certain types of pieces that players need to deal with. The RRA cards are a great idea and I like that players can set a difficulty level and simply draw more than one to make each flight harder. Overall, I'm very glad I bought the expansion because Galaxy Trucker is a game that is only fun when it is challenging, and the base game does get easier with time.
Steam
After our last game on the germany map, I wanted to revisit the USA/Canada map with four players since it's the tighter of the two. When we first played it a few months ago, we each stayed in our respective corners as we learned the ropes of the game. Would it play the same way now that we know what we are doing?
I started right away in the same section as Kozure since he was the leader in our previous games and I was determined not to let him run away with it. The two of us spent the entire game battling over the south and east of the board. Meanwhile, Luch and Shemp were coexisting much more peacefully in the west. The force competition with Kozure led to some very tight and intertwined track, as well as some strong competition and tension over the while game. Unfortunately, since the folks in the west were keeping to themselves it was much easier for them to prosper. Shemp got all his ducks in a row and also benefited somewhat from a very well place link that netted him a fair number of points on other player's deliveries. He won the game, I came in a relatively close second, followed by Luch and then Kozure.
When the board is open enough, or when players are feeling peaceful, all players can coexist in the game and the winner is solely determined by the best forward planner. I guess the trick is to identify who is in the lead and build networks that hamper that player, while simultaneously advancing your own agenda. We'll have to pay more attention next time!
Excape
We played with the house rule that the leading player can't benefit from rolling doubles. It worked well as a variant, and I think we'll be playing with it from now on. I won the game, which is something I've never managed to do. I pulled ahead to a significant early lead but stayed close to the end for quite a while. Shemp eventually overtook me, but it was shortlived and I made it to the end first. Luch started out playing his usual style, rolling high and placing low in order to bump as many players he could (and not getting himself very far in the process). At a certain point, he switched gears and started playing to benefit himself as much as possible. When it started working, he said "so this is why you guys use strategy!".
Of course, he has often won at this game and yet in the game he discovers "strategy" he does poorly. Shows what we know.
Conclusions
Galaxy Trucker and Steam are two of my favorite games in a long while. Yes, Galaxy Trucker could use a tweak in the difficulty of the first round. Also, yes, I miss some of the tactility of Railroad Tycoon (taking shares, the plastic trains, etc). Regardless, they are excellent games that do what they set out to do very well. When I get around to putting together an updated top 10 list, I'm sure both of these would find themselves there somewhere.
Labels:
Excape,
Galaxy Trucker,
Steam,
The Big Expansion
Saturday, November 14, 2009
Skulligan (Roll Through the Ages x2, Glory to Rome, Race for the Galaxy, Dominion)
It was Kozure's pick this week, and he was lookin' to play some quick n' light civilization building games.
Roll Through the Ages
We opened with a relatively recent purchase that hadn't yet seen any play at WAGS... Roll Through the Ages. A long time ago I used to play computer yahtzee quite a lot, but I can't say this type of "combination seeking" dice games have really been my thing since (I'm not counting games like Excape, Liar's Dice or Can't Stop, because those aren't really the same type of game). Still, with the recent crop of dice games I started to get interested and settled on this one to try. Ra: The Dice Game and Settlers of Catan: The Dice Game just seemed too derivative of their parent games, while this one seemed fresh.
You roll a number of dice based on the number of cities you've built. Building cities or monuments requires "workers", while developments require "goods" and/or "money". Cities need to be fed, so more cities means more dice but also means more upkeep. All the while, any "disasters" that come up must be set aside and the more a player gets the worse the result (with one exception, where if exactly three disasters are rolled the other players are penalized). At first blush, I was disappointed that it wasn't more Yahtzee like. I was looking to make combinations, to satisfy certain requirements based on series or the like. Luckily, my initial fears were unfounded. Trying to get the dice faces you are looking for, trying to finish items that have been started, trying to push for just enough disasters to affect the other players instead of you... it all boils down to trying to achieve the same sort of thing, but it's more fluid and situation dependent. There appears to be a couple of different ways to get ahead, from focussing on monuments to racking up goods and going for big technologies. It might have been cool if another path to victory was opened up along the lines of "wonders" (or whatever) where rolling a particular combination of dice signified the discovery of something important... maybe in a future expansion?
Anyway, it's a fun light game that doesn't take very long to play. The interaction is pretty light, but there is an optional rule for trading that we haven't tried that might help.
Kozure pulled ahead in our first game and ended just as it seemed Shemp was catching up. Lucky for him, he did it just in time and he won by a just a few points. Shemp coined the term "skulligan" by combining the "disaster" face of the die with the word "mulligan". It wasn't an intentional combination, but it worked and we thought it was pretty funny. In our second game, I had a huge streak of luck that gave me an enormous amount of points but I had been hit so hard by disasters and a particularly brutal turn where I lost nearly ten points to famine that I was pulled out of contention. Who won that again? Don't remember (sorry).
Glory to Rome
We then moved on to the quirky world of Glory to Rome. This game is usually best when played a few times in succession because it is so deeply weird that it takes a bit of time to adjust to it. You have to come to terms with the fact that there are a large number of highly unbalanced combos to be found, and that the game is won by the player best able to set one up and exploit it (which ultimately makes it balanced, in a weird way). When we go a stretch without playing, this often seems to come as a surprise that these ridiculously powerful things happen, and it can feel a bit unsatisfying because it feels rather random when it happens.
Oddly, just like the last time we played I managed to build the Garden, which allowed me to execute the patron action once for each point of influence. Just like last time, I had a ton of influence and wound up with a *large* number of patrons. I completed several powerful buildings and stuffed my vault full of goods. The funny thing was I couldn't end the game because I wasn't getting any marble buildings, and therefore couldn't use up the last foundation, and was very afraid someone would build one of those "instant win" buildings. No one did, and I won by a landslide, but it was interesting to me that even in a situation where I am so far ahead the game is such that I know I could still lose at any moment. That's a good thing in my book.
Race for the Galaxy
Here's a game we haven't played as a group in a really long time. I personally play on occasion against the computer in the free downloadable version at BGG. It's amazing how the iconography becomes second nature the more you play, but Shemp reminded me how difficult it can be on beginners. He had a few run-ins with symbols he couldn't figure out, coupled with his colour-blindness, and had a frustrating time of it (this game is stupid, is how he put it, I think). Anyway, I had a great game. I started with Epsilon Eradni and a mitfull of military worlds. Everything fell into place beautifully and I put out larger and larger military worlds until I got to twelve card played (which happened the same turn Shemp did it). Here again, I had a very good score and won handily (mid forties, I believe). Experience matters in this game, and I therefore have an unfair advantage.
Shemp has mentioned on a few occasions that games with low interaction are rarely his favorites. Although I do find that I am constantly aware of the other players, from the point of view that I withhold certain cards I think others need and don't bother playing role cards I think others will play for me, I can't argue that the interaction is pretty thin. Oh well, I still like it!
Dominion
Dominion puts me in the opposite situation as Race for the Galaxy, because here I'm the one with less experience. I'm not sure why, but I have a hard time wrapping my head around the powers on the ten cards each time I play. I therefore kind of float through the game doing my best to keep up but then always ending up a distant last. I must respond better to multiple symbols than to blocks of text (actually, I know I do). Other than my general inability to play well, it is a fun game.
I had abrief moment where things were going well for me. I had the coinage card that doubled all my copper, and it worked to get me a couple of provinces very early in the game. Unfortunately, I kept purchasing cards and my deck got bogged down. From memory, I think that Luch won the game by a nose. He is quite effective at this game. He mentioned at the end of the game that he tries to go as quickly as possible to purchasing the 6 VP provinces, and tries not to get distracted by the the cards. I'll have to take that advice...
Roll Through the Ages
We opened with a relatively recent purchase that hadn't yet seen any play at WAGS... Roll Through the Ages. A long time ago I used to play computer yahtzee quite a lot, but I can't say this type of "combination seeking" dice games have really been my thing since (I'm not counting games like Excape, Liar's Dice or Can't Stop, because those aren't really the same type of game). Still, with the recent crop of dice games I started to get interested and settled on this one to try. Ra: The Dice Game and Settlers of Catan: The Dice Game just seemed too derivative of their parent games, while this one seemed fresh.
You roll a number of dice based on the number of cities you've built. Building cities or monuments requires "workers", while developments require "goods" and/or "money". Cities need to be fed, so more cities means more dice but also means more upkeep. All the while, any "disasters" that come up must be set aside and the more a player gets the worse the result (with one exception, where if exactly three disasters are rolled the other players are penalized). At first blush, I was disappointed that it wasn't more Yahtzee like. I was looking to make combinations, to satisfy certain requirements based on series or the like. Luckily, my initial fears were unfounded. Trying to get the dice faces you are looking for, trying to finish items that have been started, trying to push for just enough disasters to affect the other players instead of you... it all boils down to trying to achieve the same sort of thing, but it's more fluid and situation dependent. There appears to be a couple of different ways to get ahead, from focussing on monuments to racking up goods and going for big technologies. It might have been cool if another path to victory was opened up along the lines of "wonders" (or whatever) where rolling a particular combination of dice signified the discovery of something important... maybe in a future expansion?
Anyway, it's a fun light game that doesn't take very long to play. The interaction is pretty light, but there is an optional rule for trading that we haven't tried that might help.
Kozure pulled ahead in our first game and ended just as it seemed Shemp was catching up. Lucky for him, he did it just in time and he won by a just a few points. Shemp coined the term "skulligan" by combining the "disaster" face of the die with the word "mulligan". It wasn't an intentional combination, but it worked and we thought it was pretty funny. In our second game, I had a huge streak of luck that gave me an enormous amount of points but I had been hit so hard by disasters and a particularly brutal turn where I lost nearly ten points to famine that I was pulled out of contention. Who won that again? Don't remember (sorry).
Glory to Rome
We then moved on to the quirky world of Glory to Rome. This game is usually best when played a few times in succession because it is so deeply weird that it takes a bit of time to adjust to it. You have to come to terms with the fact that there are a large number of highly unbalanced combos to be found, and that the game is won by the player best able to set one up and exploit it (which ultimately makes it balanced, in a weird way). When we go a stretch without playing, this often seems to come as a surprise that these ridiculously powerful things happen, and it can feel a bit unsatisfying because it feels rather random when it happens.
Oddly, just like the last time we played I managed to build the Garden, which allowed me to execute the patron action once for each point of influence. Just like last time, I had a ton of influence and wound up with a *large* number of patrons. I completed several powerful buildings and stuffed my vault full of goods. The funny thing was I couldn't end the game because I wasn't getting any marble buildings, and therefore couldn't use up the last foundation, and was very afraid someone would build one of those "instant win" buildings. No one did, and I won by a landslide, but it was interesting to me that even in a situation where I am so far ahead the game is such that I know I could still lose at any moment. That's a good thing in my book.
Race for the Galaxy
Here's a game we haven't played as a group in a really long time. I personally play on occasion against the computer in the free downloadable version at BGG. It's amazing how the iconography becomes second nature the more you play, but Shemp reminded me how difficult it can be on beginners. He had a few run-ins with symbols he couldn't figure out, coupled with his colour-blindness, and had a frustrating time of it (this game is stupid, is how he put it, I think). Anyway, I had a great game. I started with Epsilon Eradni and a mitfull of military worlds. Everything fell into place beautifully and I put out larger and larger military worlds until I got to twelve card played (which happened the same turn Shemp did it). Here again, I had a very good score and won handily (mid forties, I believe). Experience matters in this game, and I therefore have an unfair advantage.
Shemp has mentioned on a few occasions that games with low interaction are rarely his favorites. Although I do find that I am constantly aware of the other players, from the point of view that I withhold certain cards I think others need and don't bother playing role cards I think others will play for me, I can't argue that the interaction is pretty thin. Oh well, I still like it!
Dominion
Dominion puts me in the opposite situation as Race for the Galaxy, because here I'm the one with less experience. I'm not sure why, but I have a hard time wrapping my head around the powers on the ten cards each time I play. I therefore kind of float through the game doing my best to keep up but then always ending up a distant last. I must respond better to multiple symbols than to blocks of text (actually, I know I do). Other than my general inability to play well, it is a fun game.
I had abrief moment where things were going well for me. I had the coinage card that doubled all my copper, and it worked to get me a couple of provinces very early in the game. Unfortunately, I kept purchasing cards and my deck got bogged down. From memory, I think that Luch won the game by a nose. He is quite effective at this game. He mentioned at the end of the game that he tries to go as quickly as possible to purchasing the 6 VP provinces, and tries not to get distracted by the the cards. I'll have to take that advice...
Saturday, November 07, 2009
Hunhh, wha? movin'! ungh... zombies gah. (Last Night on Earth x3, Zombie Fluxx x8)
Luch, Kozure and I gathered for a belated halloween session at WAGS. The flu has been having it's way with many of us of late... I couldn't make it last week, and Shemp was out of action this week. Maybe zombies aren't all we have to fear.
Last Night on Earth
We've played LNoE every halloween for a few years now. It's a notable improvement over the Zombies! games we tolerated before, but it's not our favorite type of game either. Still, it's a nice yearly diversion.
We started with the "Burn 'em out!" scenario. Luch and I were the heroes and Kozure was the zombies. In this scenario, the heroes need to find explosives and then detonate them in three of the zombie spawning pits. As the sexy cowgirl, I ran to the barn and took on some evil dead with the help of a meat cleaver early on. Sadly, I was outmatched and she fell. By the time we managed to destroy our first spawning pit, we were already halfway to the end of our time limit. Luckily, the three last three heroes did manage to find some dynamite and rushed the infested pits and successfully destroyed them with a few rounds remaining.
We then switched to the "Defend the Manor" scenario. I played the Zombies, and rolled 11 starting zombies. They lumbered towards the manor as the heroes ran about looking for a way to defend themselves. As quickly as it started, the scenario was over... the zombies made it en masse to the manor and Kozure and Luch were helpless to prevent it. It was too quick, and therefore unsatisfying. We rebooted and tried again with the exact same setup. In their second attempt, more attention was paid to drawing out the zombies from the manor using their "hunger" against them. It came down to the wire.. on the final turn the zombies momentarily overran the manor (I say momentarily because the heroes then drew them out). Since we thought the zombies needed to end the turn with enough in the manor we ended the game thinking the heroes had won, but in fact the rules state that the zombies win instantly if they EVER get enough zombies in the manor.
Zombie Fluxx
We played several hands of Zombie Fluxx to end the evening (I'm estimating 8, but I don't really know). Things started out slow, because understanding the cards takes a bit of time. As the hands went on, things started getting a lot faster and the experience became much more fun. The humour is decent, too.
You'd think a game this random would eventually allow all players to win. Not so. I was winless for all 8 rounds... Maybe I just suck.
Last Night on Earth
We've played LNoE every halloween for a few years now. It's a notable improvement over the Zombies! games we tolerated before, but it's not our favorite type of game either. Still, it's a nice yearly diversion.
We started with the "Burn 'em out!" scenario. Luch and I were the heroes and Kozure was the zombies. In this scenario, the heroes need to find explosives and then detonate them in three of the zombie spawning pits. As the sexy cowgirl, I ran to the barn and took on some evil dead with the help of a meat cleaver early on. Sadly, I was outmatched and she fell. By the time we managed to destroy our first spawning pit, we were already halfway to the end of our time limit. Luckily, the three last three heroes did manage to find some dynamite and rushed the infested pits and successfully destroyed them with a few rounds remaining.
We then switched to the "Defend the Manor" scenario. I played the Zombies, and rolled 11 starting zombies. They lumbered towards the manor as the heroes ran about looking for a way to defend themselves. As quickly as it started, the scenario was over... the zombies made it en masse to the manor and Kozure and Luch were helpless to prevent it. It was too quick, and therefore unsatisfying. We rebooted and tried again with the exact same setup. In their second attempt, more attention was paid to drawing out the zombies from the manor using their "hunger" against them. It came down to the wire.. on the final turn the zombies momentarily overran the manor (I say momentarily because the heroes then drew them out). Since we thought the zombies needed to end the turn with enough in the manor we ended the game thinking the heroes had won, but in fact the rules state that the zombies win instantly if they EVER get enough zombies in the manor.
Zombie Fluxx
We played several hands of Zombie Fluxx to end the evening (I'm estimating 8, but I don't really know). Things started out slow, because understanding the cards takes a bit of time. As the hands went on, things started getting a lot faster and the experience became much more fun. The humour is decent, too.
You'd think a game this random would eventually allow all players to win. Not so. I was winless for all 8 rounds... Maybe I just suck.
Wednesday, November 04, 2009
This is your brain. This is your brain crushed by CONAN (Age of Conan)
I wasn't able to attend last week, but for the sake of posterity I will note that Age of Conan was played, and that Shemp apparently crushed all opponents in his debut session. In a result that is eerily reminiscent of my first session some time ago, Shemp was a distant first and crowned Conan for the win. Either that is a bizarre coincidence or this baby's got serious runaway leader problems!!!
Halloween gaming was postponed to next week's session.
Halloween gaming was postponed to next week's session.
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