<< Board Games At Stillpoint | Main | Plan For The Weekend >>
July 13, 2006
Boardgame Club
Thanks to noticing a message on the BoardGameGeek discussion boards, I made contact with a local gaming club, 6AM Gamers. Last night was my first chance to meet them (what with all the travel and other distractions recently). Wednesday night is their regular local meeting, either right here in Concord or a reasonably short (~35 minute) drive away in Laconia. This week was a Laconia week, and I offered to drive the other Concord resident, E. (I didn't ask other players if they minded names being used on my blog, and while I don't expect anyone has a problem with it, out of courtesy they are initials only. I'll ask next time.)
Fun was had, and I think I may be playing (rather than just reading and fiddling with) several more board games in the future!
Details of the gaming are below the fold for those interested...
When we arrived, it was just the host, D, and the two of us, and we decided on Louis XIV for the first game. This sounded great to me, as I love the look of the game but was sufficiently intimidated by the rules that I didn't try to teach them based on just a reading last TurkeyCon. Now I have a better idea how the game flows, and it's significantly simpler than it looks (though still a bit fiddly here and there). But it was certainly a learning game for me, and I was thoroughly trounced, scoring barely more than half what the winner scored, the game ending at 59 - 44 - 36). But I'm pretty sure I can identify three or four mistakes I made (such as not having a strategy at all, just playing via short-term tactics), so another game should show improvement.
Two more players, J and R, arrived while we were settling the affairs of the French royal court, so it was a 5 player game of Rheinlander next. Rheinlander was, you may recall, on my list of "really want to play this soon" games, and I'm quite glad we put it on the table. It was a bit more quickly aggressive than I'd expected from the rules (though that may be a function of having 5 players; with 3, there would be more development time before confrontation begins, something E confirmed from his prior experience with the game), but it was a good, fun game. I had a vicious looking combo of cards in my initial hand, but the way the game developed I never got a chance to use them. Instead, I stuck to steady development, avoided most conflict, and was just ahead of the pack on points when, as a game-ending move, Ray swallowed one of my small duchies. Yes, I was paid 2 points in compensation, but that duchy would have been worth 6 points at game's end... Even with that late -4 point turn of events, I managed a tie for the win (32 - 32 - 28 - 23 - 22). My suspicions about this game are mostly confirmed... I know I like it, and possibly a lot. And, having now seen both the original European and the recent American release... Well, I'm not sure which I prefer on that count. Both have their advantages.
Next, Ra was brought out. I hadn't played Ra since a couple of games at a TurkeyCon at least 4 years ago (because I know it was at the old house, it has to be at least 4 years ago), despite it being on my Favorite Games list, so I needed a slight rules refresher and worried that I'd made a big fumble early on (the move certainly wasn't what people at the table expected). But, in the end, I squeaked out a 1 point victory (in a very close 32 - 31 - 31 - 30 -22 game), so it mustn't've been that bad. If I had to ID my strategy, it was to establish early and maintain throughout a Pharaoh lead (or at least a tie for the lead), snatch one Civilization tile each Epoch to avoid the penalty for having none, snatch other cheap points when available, and otherwise just look small and insignificant. But, I have to admit, it was more luck inhibiting other player's final round scoring options than real skill on my part.
Next, the hot new game Thurn and Taxis was offered, though since it was only 4 players, one of us had to sit out. Fortunately, J had come to the meeting with a set of new purchases and offered to read them over while we learned T&T. All I knew about it was that several comments say it's too similar to Ticket to Ride, but I find the relationship superficial, at most; both games allow you to draw from either an exposed set of cards or the draw pile to build your hand and both feature building routes from city to city, but otherwise they are completely different. Thematically, you're developing postal routes in 17th century Germany; practically, you're trying to meld out longer and longer runs (with adjacency established via a map rather than by numbers) of cards (cities) with a managed balance among concentration and distribution of color (region). Bonuses are paid for performing several tasks (establishing a base in every city of a region, establishing one base in each sub-region, melding a route of longer lengths), with said bonuses decreasing in value for each player who achieves the goal. The base structure of the game is draw 1 card (from face up cards or from deck), play 1 card onto either end of your route (it must be linked by a direct road connection on the map), then optionally score the route (if it is at least 3 cards long). But there are 4 "special actions" and you can (and usually should) play one each turn, those being to discard and replace all 6 face-up cards, draw 2 instead of 1, play 2 instead of 1, or score your route as if it is 2 cities longer than it actually is. I devised a strategy fairly early on and stuck to it, that being to try to bag some quick points and then push as fast as I could toward ending the game (using the "score route longer than it really is" action to progress toward the endgame trigger, scoring one route each of at least length 3, 4, 5, 6, and 7 in sequence). This was an option I had because I was the last player... The rules insist that all players get the same number of turns, so if anyone other than the last player triggers the end of the game, the remaining player(s) get one last turn. As last player, I alone could end the game immediately, so I decided to use that "power", such as it is, to my advantage. No, not the most subtle or sophisticated of strategies, but it almost worked. I did end the game with two of the three other players right on the verge of big scoring plays, but I hadn't socked away quite enough and so came 3 points short, but a reasonably solid second place. Final score, 18 - 15 - 11 - 0, but don't be deceived... that 0 was about to become something much higher on the very next play, probably 12 or more, as he had a major scoring route on the table needing just one more card to complete it, and I'm fairly sure he already had in his hand. This game now hits my "pick up a copy" list (at a fairly high spot), as it is compact, is reasonably quick to teach and to play, offers numerous tactical options, and is fun. A powerful combo!
It now being 11 PM, E and I called it a night and headed back to Concord. I had brought Beowulf and Bolide as potential games to play (and had stuffed Street Illegal, No Thanks, and Pickomino into the oversized Bolide box, just because there's room), but Bolide is a longer game than fit the evening and while E wanted to play Beowulf, he wants to learn it with only 3 players not 5, so it will wait for a future meeting.
Which I'm sure I'll be attending.
Posted by ghoul at July 13, 2006 03:42 PM
Trackback Pings
TrackBack URL for this entry:
http://noneuclidianstaircase.com/cgi-bin/mt/mt-tb.cgi/330
Comments
Post a comment
Thanks for signing in, . Now you can comment. (sign out)
(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)