Author Archives: nannyGOAT

Next Meeting – 20th May 2014

Our next meeting will be on Tuesday 20th May, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Walk the Plank! which is a quick piratical game of disorganised chaos and fun.  As it is a fairly quick game, it will give us the opportunity to decide what longer games we would like to play once everyone has arrived.

Walk the Plank!

And talking of the pirates…

Long ago, when sailing ships ruled the waves, Captain Jeff and his crew were in danger of being boarded by a pirate ship.  As the crew became frantic, the Captain bellowed to his First Mate, “Bring me my red shirt!”

The First Mate quickly retrieved the captain’s red shirt, which the captain put on and led the crew to battle the pirate boarding party.  Although some casualties occurred among the crew, the pirates were repelled. Later that day, the lookout screamed that there were two pirate vessels sending boarding parties.  The crew cowered in fear, but the Captain, calm as ever, bellowed, “Bring me my red shirt!”

Once again the battle was on.  However, Captain Jeff and his crew repelled both boarding parties, though this time more casualties occurred.  Weary from the battles, the men sat around on deck that night recounting the day’s occurrences when an ensign looked to the Captain and asked, “Sir, why did you call for your red shirt before the battle?”

The Captain, giving the ensign a look that only a captain can give, exhorted, “If I am wounded in battle, the red shirt does not show the wound and thus, you men will continue to fight unafraid.”

The men sat in silence marveling at the courage of such a man. As dawn came the next morning, the lookout screamed that there were pirate ships, 10 of them, all with boarding parties on their way.

The men became silent and looked to the Captain, their leader, for his usual command.  Captain Jeff, calm as ever, bellowed, “Bring me my brown trousers…!”

6th May 2014

This week, we started out with our “Feature Game”, Splendor.  This is a fairly simple game of gem (chip) collecting and card development.  On a player’s turn, they have a choice of four options:  They can collect three different gems (or chips); they can collect two identical chips (but only if there are four or more left); they can pay chips to buy a card, or they can reserve a card and get a gold chip for their troubles.  Gold chips are “wild” and can be used to replace any other colour when buying cards.  Each card also represents a gem and, once bought, can be used in any purchase thereafter.  At the start of the game a set of “noble” tiles are revealed and these are awarded to players with sets of three types of gem cards and give points at the end of the game.  In addition, some cards also give points at the end of the game and the game ends at the end of the round when one player has fifteen points.  The game was very tight with Green edging it by one point.

Splendor

Our second game was Tzolk’in:  The Mayan Calendar a game we last played back in December last year.  This is a worker-placement game with a difference:  players place their workers on the wheels of a Mayan Calendar that actually turn at the end of each round.  On their turn, players can either place workers on the wheels, or they can remove them from the wheels, but they can never do both.  Players can place as many as they can if they choose, but the more they place, the more it costs.  When workers are removed from the wheels, players perform the associated actions, however, generally, the longer the worker has remained on the wheel, the larger the rewards.

Tzolk'in:  The Mayan Calendar

Each player gets to pick from a small number of starting advantages and Green chose to start with an extra worker.  In contrast, Blue started out with a moderate supply of corn and spent her first few turns getting extra workers and a building to help her feed them.  Green was making excellent progress and also had a building to help feed his workers, and then we realised that he hadn’t made sure he had three corn at the start of each round.  The penalty (as for most things in this game) was angering the Gods, so he regressed down all three temples and we carried on, but unfortunately his rhythm was broken.

Tzolk'in:  The Mayan Calendar

Green really struggled to feed all his workers and have enough corn to do anything.  Blue stopped concentrating on what she was doing and Green stole the monument she had been working towards (which rewarded good positions on the technology tracks).  In her confusion, Blue went a little overboard harvesting corn and ended up buying her way out while Green held back by his lack of corn.  As there was no competition for placing skulls, Blue picked up a hat-full of points there, and with the bonuses provided by her positions higher up the temples, she inflicted brutal revenge for the single point defeat in the previous game.

Tzolk'in:  The Mayan Calendar

Learning Outcome:  Do not anger the Gods:  they will have their revenge.

Museums at Night – Games in Oxford!

Tonight is “Museums at Night” night in Oxford.  Each free event will offer a late night experience showcasing a vast array of objects, animals, instruments, sounds and specimens from across the globe.  All the museums in Oxford are participating, but the part that most interests us is the Games Night in the History of Science Museum.  This event is in association with the games cafe, “Thirsty Meeples” and includes talks as well as activities.  Fun for all the family – some of the GOATS will definitely be there!

Next Meeting – 6th May 2014

Our next meeting will be on Tuesday 6th May, at the Horse and Jockey pub in Stanford-in-the-Vale.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

This week the “Feature Game” will be Splendor which is a new game of chip-collecting and card development.  As it is a fairly simple game about gold and gemstones that is quick to teach and play and will give us the opportunity to decide what longer games we would like to play once everyone has arrived.

Splendor

And talking of jewels…

Jeff and his friend, Joe, heard that the streets of Blackpool were paved with gold.  So, one afternoon they set out together to make their fortune.

As they got out of the car Joe saw a golden sovereign lying on the pavement.  Bending down to pick it up he said to Jeff, “Would you look at that!  We’ll be making our fortune in no time at all!!”

Jeff stopped him saying, “Leave it there for now, we can always start work tomorrow morning…”

 

22nd April 2014

This was our first meeting back at the Jockey after the fire, so some of us met up before the start to try their new menu.  The first to arrive we’re early, so played a quick game of Hive.  This is a game we’ve messed about with before, but not actually played within the group (though the players this evening were quite experienced).  The game is often compared to Chess because the pieces are Black and White and different pieces have different characteristics in the way they move.  Although much of the thinking is similar, the theme is insects and there is no board, so it is perfect for transporting and playing in the pub. The first game was won by Black, so a rematch was called for.  This time the Ladybug expansion was added, but the result was the same – a second win for Black.

Hive

By this time, more people had arrived so orders were placed and food arrived and duly consumed to everyone’s satisfaction.  We were still expecting more people, so after food we had a quick game of Marrakech.  This is a strange little game about carpets, played on a board made of a grid with coloured strips of fabric representing carpet.  Basically, on their turn, players can choose to rotate the wooden character called Assam by 90 degrees, before the roll the die and move Assam the appropriate number of squares. Players then lay a piece of their coloured fabric covering two squares, one of which must be adjacent to Assam. When Assam moves, if he lands on a square covered with carpet, then the active player pays the owner of the carpet; the amount paid is dependent on the contiguous area covered by that colour.  The nature of the game means it swings to and fro, however, it felt quite tight, so much so that when two players finished with the same score, it seemed they must share victory, until Blue reported her score that is…

Marrakech

Next up was Mammut. This is a funny sharing game that (amongst other things) features the incongruity that is the sabre-tooth duck.  The idea is that on their turn players can either take any number of prey tiles from the central pool or take all the tiles from one other player, retuning at least one to the centre.  Thus, you have to be careful what you take because if another player thinks you have been greedy or you have tiles they want, they may get stolen!  The round ends when everyone has tiles and there are no tiles left in pool, and players score points depending on who has the most or least of the different types prey.  Yellow and Blue made a good early showing, but Blue soon struggled and Red, Green and Purple all began to compete strongly.  Coming into the final round Yellow was clearly in a good position with Green and Blue languishing at the back.  With the final round of scoring, Blue surged forwards only to be overtaken by Purple who picked up a lot of points.  Despite her valiant efforts though, Yellow just pipped her to the win by just one point.

Mammut

The last game of the night was our “Feature Game” which was Mascarade.  This is a relatively short game of bluffing that also challenges the memory.  Each player is initially dealt a character card face up. Players study the cards and try to remember who has which card before they are all turned face down and play begins.  Players take it in turns to either swap cards with another player, look at their own card, or declare their character in a bid to perform the associated action.  Since swaps are done in secret under the table, all certainty quickly goes, so when a player declares their character it is not always obvious whether they are right.  If a player is unchallenged, they perform the associated action without revealing their card.  If, on the other hand, another player thinks the declaration is incorrect, they may claim they are that character instead, in which case, the cards belonging to all claimants are revealed and anyone who is wrong pays a fine.

Mascarade

This was a new game to all of us, but once we got going it was a lot of fun with a lot of confusion as cards were swapped (or not).  At one point, Green bought Yellow’s dummied swap for Blue’s “Cheat” card and decided he also fancied the “Cheat” so traded with Yellow.  Blue then traded with Purple, so when Green declared he was the Cheat, Purple challenged – the confusion on Green’s face was a picture!  In the confusion, Blue capitalised and collected the last three coins she needed to win.

Mascarade

Learning Outcome:  Don’t try to cheat a Cheat!

Back at the Jockey – 22nd April 2014

Our next meeting will be on Tuesday 22nd April, back at the Horse and Jockey pub in Stanford-in-the-Vale.

As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.  However, to celebrate our return after the fire, some of us will be meeting early and sampling the new menu.  We will be there from 6.45pm; please feel free to join us.

This week the “Feature Game” will be Mascarade.  This is a relatively short game of bluffing that also challenges the memory.  It is a card game that everyone can join in with giving us the opportunity to decide what longer games we would like to play once everyone has arrived.

Mascarade

And talking of the mascarade…

Jeff and his wife were all dressed up and on their way to the mascarade ball, but were having difficulties finding a parking space.  After half an hour hunting, now late, Jeff says, “Lord take pity on us. If you find us a parking place I will go to church every Sunday for the rest of my life and give up drinking and partying.”

Miraculously, a parking place appeared.  Jeff looked up again and said, “Never mind, I’ve just found one.”

25th March 2014

While we waited for people to arrive we started out with a quick duelling card game set in feudal Japan, called Tessen.  The tale goes like this:

“Many years ago, in feudal Japan, disagreements and feuds were common among the clans. Fantastic battles were fought for control of resources, land, and supremacy.  Tiring of all the bloodshed, the Shogun declared a plan to minimize the violence…  All disputes would be decided by a Tessen challenge – a competitive hunt for eight types of elusive mystical animals that roamed the land. Whichever clan’s samurai were able to capture and bring back the most animals would be declared the victor, and the dispute would be ruled in that clan’s favour.  The samurai warriors from each clan would certainly attempt to sabotage the opposition’s efforts and capture their animals.  The only weapon the Shogun would allow was the Tessen, a war fan used for both attack and defence.  While the Tessen could still be deadly, there would be far less bloodshed than if the samurai were allowed to use swords.”

Tessen

So, players each have their own deck containing animal and samurai cards.  Players can draw cards, place them in one of five “cages” in their play area, or attack with a samurai card, but although actions are performed simultaneously, they must be discrete actions.  If attacked, the victim must stop immediately to either concede defeat so that the attacker can move the animals to one of their cages, or repel the attack countering with a samurai card of their own.  Each cage can only contain one type of animal and when it has three or more, the animals can be “banked” and moved into storage freeing up the cage for more animals.  The round ends when one player runs out of cards, so they are frenetic affairs which take only a couple of minutes each.  The first round was a bit of a landslide in favour of the Atika Clan, but the Nambu improved significantly on the second round to level the game.  The third round was close with the Nambu starting very aggressively, but the Atika caught up and ran out of cards first preventing the Nambu from banking her final four deer and winning the game. By this time the others had arrived, so exhausted, we left it as a best of three…

Tessen

Next we played our “Feature Game” which was Sushi Draft!.  This game is similar to 7 Wonders in that it is based on “card drafting”, however, the aim is far less complex.  The story goes that the children are having a competition to see who can eat the most of one type of sushi at a Japanese family feast.  Mother, however, wants the children to eat a balanced diet, and will give pudding to the one who eats the most varied meal.  Therefore, the aim of the game is to try to do both.  Players start with a hand of six cards and then simultaneously play one before passing all but one of the remaining cards on to the next player.  Play continues until everyone has played five cards at which point the scores are evaluated and players with the most of each type get a corresponding token and the player with the most different types gets a token.  If there is a draw, then the next highest player gets the token.  About half-way through we realised that some sushi were more valuable than others which changed the game somewhat, but the damage was already done and the winner had already collected the highest value tokens.

Sushi Draft

After some considerable debate, next we decided to play Settlers of Catan.  Nearly twenty years old, this is often credited with being one of the first modern boardgames.  As such, it has largely been usurped by more recent and fashionable games.  However, although we were all quite familiar with it, it was a while since most of us had played it, so we decided to blow off the dust.  The game is played on a modular board made up of hexagonal tiles corresponding to resources (wood, clay/brick, sheep, wheat/grain and ore), each of which gets a number.  Turns come in two parts.  First the player rolls two dice, adds the numbers together and anyone with a settlement on the edge of the corresponding hexagon, gets that resource.  However, if a seven is rolled, then the active player moves the robber onto one hexagon (preventing allocation resources from that hex) and then takes a card from an owner of one of the settlements surrounding it.

The Settlers of Catan

The second part of a turn is trading and building, where the active player can trade resources with other players at any rate they can negotiate, or with the Bank at a predefined rate.  Settlements (which score points at the end of the game) must be connected to at least one of the players other settlements by roads, and players start by placing two settlements on the board (in the player order 1, 2, 3, 4, 4, 3, 2 , 1).  Unquestionably the game has its faults, one of them being that the starting positions are really very critical.  While this is unquestionably true, it is not always obvious which positions are the best, and with the random nature of dice, sometimes double six will come up far more frequently than the statistically more likely combined totals of six or eight.

The Settlers of Catan

Since we started out with a random tile lay out we had a very, very distorted map with a lowland region containing all the sheep pasture and wheat fields in big regions with a more mountainous area of with forests and hills.  Even worse, all the clay (used to make bricks) was located on the low probability numbers (two, eleven and twelve), meaning that in theory, these would be difficult to come by.  Initial settlements were predominantly round the sixes and eights with players trying to maximise the variety of resources they had access to.  Blue settled in the highland area while Green, Orange and White tried to get a bit of everything, especially the rare clay.

The Settlers of Catan

It seemed Green had the best placement as he was the first to build a third settlement and followed it quickly with a fourth, meanwhile Blue was getting plenty of ore (which is useless at the start) but struggling to obtain bricks and ended up building a lot of road just to get something built, joined her two settlements and picked up the Longest Road in the process.  Two and eleven seemed to be rolled with peculiar regularity and Green was the main beneficiary as he had multiple settlements that qualified, while Orange and White also picked up the occasional hod-full.  Blue’s long road partitioned off an one corner of the board blocking both Orange and White in the process and when Green beat them to a couple of settlements, that left both Orange and White very tight for space to build and it was a race to the finish.

The Settlers of Catan

Orange judiciously used a monopoly card to steal sheep from everyone and then slaughtered the whole flock to build a city and a lot of road.  Meanwhile White used her impressive skills breading and exporting sheep to great effect to extend in the only direction available to her.  Blue’s productive ore and wood supplies in the mountains, together with the “ore harbour” and “wood harbour” finally started to pay dividends making up for her complete lack of any source of wheat or brick.  Green meanwhile, used his vast grain empire to build cities and collect development cards in an effort to build the Largest Army.  With Blue one point from winning with the cards she needed to build one last city in hand, Green needed just one more Soldier to get the Largest Army and bought a development card.  Although it turned out that three of the next four cards were Soldiers, Green was unlucky and Blue took the win.

The Settlers of Catan

Learning Outcome:  Some of the old classic games are classics for a reason and should not be neglected.

Next Meeting – 25th March 2014

Following the fire at the Jockey, our next meeting on Tuesday 25th March will be held in a private house in Stanford.  Please get in touch if you would like to come along and would like directions.  As usual, we will be playing shorter games from 7.30pm as people arrive, until 8pm when we will start something a little longer.

Since we didn’t get to play it last month, the “Feature Game” will again be Sushi Draft!.  This game is similar to 7 Wonders in that it is based on “card drafting”, however, the aim is far less complex.  The story goes that the children are having a competition to see who can eat the most of one type of sushi at a Japanese family feast.  Mother, however, wants the children to eat a balanced diet, and will give pudding to the one who eats the most varied meal.  Therefore, the aim of the game is to try to do both…!

Sushi Draft

And talking of Japanese food…

It was their wedding anniversary, so Jeff and his wife went out for a meal in a posh Japanese restaurant.  When they arrived, the waiter asked whether they had a reservation, but as Jeff had forgotten it was a “special day” he hadn’t had time to make a booking.  “No problem,” said the waiter, “I’ll see if I can find a table for two.”

As they were waiting for a table to be prepared, Jeff’s wife couldn’t help noticing a fish tank full of beautiful tropical fish. She turned to Jeff and said, “I would love some fish like that for our aquarium at home.”

Jeff agreed, keen to make up for his earlier faux pas, agreed that they were beautiful and asked the waiter what the fish were called.

The waiter replied, “Sushi…”