Games that MVGA owns are titled in red. Most of our session reports are provided by Eric Brosius. Thanks for your hard work, Eric!
6 January 13 January 20
January 27 January
3 February 10 February 17
February 24 February
3 March 10 March 17
March 24 March 31 March
7 April 14 April Gathering
2005 (coming soon) 21 April 28 April
Snow cancelled this week's MVGA.
No report available.
Roll Call: Anton, Greg, Paul H., Rich, Walt, Eric, Dan, Bill.
GOLDBRÄU
(Paul H., Rich, Walt, Dan)
We had a brand-spanking-new copy of Goldbräu at MVGA this week, and we were eager to give it a spin. Goldbräu is a game in which players purchase shares in beer gardens and breweries, vying to make the largest, frothiest profit margins. None of us had played before, so we chose 4 likely suspects and went over the rules carefully before we started in. In the early stages, the players didn't pay too much attention to the purchase of breweries, but this was a costly omission, as a brewery can skim off up to half the profit of a beer garden it has a contract with, and this can be a substantial amount for a healthy fermenticultural enterprise.
Various options are available to the players, but it's not clear which one is best in your first game. The uncertainty is magnified by the fact that players choose their play options each "day" simultaneously, and by the fact that it's usually better to be the only one taking an option than to share it with an opponent (like in Basari.) Dan found himself continually in poor position as a result of the seating order (I assume he was competing with the player on his right for control of beer gardens and breweries; we recognize this issue from games like Union Pacific that present the same problem.) Paul H. and Rich navigated the winding path to riches more effectively than the others. The game ended in an exact tie, as the rules don't seem to specify a tie-breaking procedure.
Final scores: Paul H. 99, Rich 99, Dan 75, Walt 63.
Eric's rating: I've never played Goldbrau. However, Paul H. rated it a 5, Rich a 7.5, Dan a 7 and Walt a 6.
RA (Anton,
Greg, Eric)
With 7 players at MVGA, 4 of them playing Goldbräu, we needed a 3-player game for the others. Greg suggested Ra, an auction game that's an MVGA favorite. Anton had brought his copy of Ra to MVGA, so we were all set. There's no copy in the MVGA game locker; Ra is out of print or I'm sure we'd have purchased one by now. We'll be ready with our money when the reprint comes out later this year. Greg hadn't played for a while, but it all came back to him quickly as we reviewed the scoring for the various kinds of tiles. Greg started out with a bang in the first epoch, buying everything in sight regardless of what suns he was getting for the second epoch.
His spendthrift ways paid off as the sun set quickly toward the end, leaving Anton and Eric far behind. Greg scored 24 points in the first epoch with a set of four civilizations, the only pharaoh for a cheap 5 points, a gold tile, five floods and one Nile. Anton had a few points and Eric broke even, scoring 2 for an unused god tile and losing 2 by tying for fewest pharaohs with Anton. We turned over our tiles for the second epoch and saw that the tables were sure to turn. Eric had the 13, 12 and 10 in his set, Anton had mid-range tiles, and Greg had the 1, 2 and 3. Greg's ability to hold his lead would depend on his ability to snatch decent sized sets of tiles with his measly suns. It didn't turn out well as Eric used his powerhouse sun set to recover a lot of ground, gaining the lead in pharaohs, building a monument set and picking up his own civilization set.
In the third epoch Greg again had small suns, while Eric and Anton shared the larger ones. Greg did a better job of sniping this time, re-taking the pharaoh lead while Eric and Anton worked on monuments and collected civilizations. Eric got 5 points from Anton for suns at the end and we knew it would be close as we counted the scores.
Final scores: Eric 46, Greg 45, Anton 39.
Eric's rating: 9. People say Ra is dominated by luck. If that's really true, how did Tom Dunning win the Ra tournament in two successive years at the World Boardgaming Championships? Both years Tom bested a field of more than 100 opponents to win.
TRANSAMERICA
(Anton, Greg, Eric)
The Goldbräu players were just finishing the rules explanation as we finished with Ra, so we knew we'd need another 3-player game or two. Eric suggested TransAmerica, a game he's been playing on Brettspielwelt. Anton asked whether the game has more than luck to it, and Eric assured the other two that, based on what he's seen on BSW, skill makes a big difference. TransAmerica is short and works well with any number, so we set it up and started off.
In the first round, Eric connected his fifth city and found Anton was off by only one. Greg was 5 tracks away from connecting. Scores after Round 1: Eric 13, Anton 12, Greg 8. Anton connected on the second round, but in connecting from Los Angeles, Greg's west coast city, to his fifth city, Sacramento, Anton built through San Francisco, which was Eric's fifth city. This meant neither Anton nor Eric would lose points, and Greg lost just 2, as he was also close to finishing. Round 3 was also nip and tuck, but Eric slipped in ahead of the others. Scores after Round 2: Eric 13, Anton 12, Greg 6. Scores after Round 3: Eric 13, Anton 10, Greg 5. The final round was a blowout. Greg and Anton started in the west, but Eric started in the middle of the country. Eric connected his red and orange cities, New Orleans and Jacksonville, before joining up with the other two lines to grab Helena, his blue city, and his green city. Unfortunately for Greg and Anton, their orange and blue cities were Washington/Bismarck and New York/Chicago, all in areas that hadn't seen rail development. Both of them needed 13 to connect their networks, so the game ended in a hurry.
Final scores: Eric 13, Anton 0, Greg 0.
Eric's rating: 7. The key to TransAmerica is obviously getting your opponents to build track you need while not building track they need. The geography adds an element of uncertainty and randomness. It's sometimes in your best interest to play a cat and mouse game, refusing to hook up to other players' track, but at other times you need to hook up if you want to avoid a crisis. The trick, which I'm still learning, is to know what to do when.
DIE FUGGER
(Anton, Greg, Eric)
Goldbräu was rolling along, but we had room for another short 3-player game before it finished. Eric dug a little card game out of his tub o' games. Die Fugger is a simple game of market manipulation. Players lay down cards which will score at the end of each round, and the number of cards laid down for each commodity determines how the prices of the commodities will change (and thus how many points each player will receive for the commodities laid down.) Commodities for which many cards are played will rise in price, leading to a bandwagon effect as players attempt to pile into commodities that seem popular. You must be careful, though: if you drive the price up too far there will be a crash and the commodity value will drop to 1. It can be a long way up from 1.
In the first round, Eric and Anton buried one card each for points at the end of the game. They also played merchant cards which would provide additional cards at the end of the round. Greg focused on playing commodities to the table. The round ends when one of the commodities has 5 cards showing; in the first round the price of this commodity is sure to crash because the price goes up by 5 from 5 to 10, and any commodity whose price exceeds 9 crashes. The 2nd and 3rd place commodities rise in price, each by the number of cards showing, and the 4th and 5th place commodities each drop in price by 1. The 3-player variant has an extra card dealt to the table each time a player lays down a commodity; this adds uncertainty in a way that isn't present in the 4-player game. When the fifth blue card came up, one color was in second and the other three were tied for 3rd, so that they all went up in price. Greg took the lead because of the extra cards he had played. Score after Round 1: Greg 25, Eric 18, Anton 17. The second round saw all commodities crash except for blue, which had crashed in the previous round. This meant the only decent way to profit was through blue cards, and Anton led in this category as Eric sold one card for only 1 point. Each of us buried a card for the end of the game in this round; it wasn't much of a sacrifice given the low prices. Score after Round 2: Greg 29, Anton 27, Eric 19. The scores stayed remarkably close over the next few rounds, as we tried to avoid anyone getting too much of an advantage. No cards can be buried after Round 2, so we knew Greg would have to overcome a 1-card handicap. Buried cards count double, so an endgame card can be worth up to 18 points. Score after Round 7: Anton 94, Greg 87, Eric 86. The game ends when one player reaches 100 or more, and Greg did it with a bang, scoring 16 while Anton and Eric were seemingly still sorting their hands. Score after Round 8 (and final): Greg 103, Anton 95, Eric 92. When one player has reached 100 at the end of a hand, the buried cards are turned up and scored at double value, using the prices in effect at the end of the last round. Greg's single card had just crashed in price, leaving him with a score of 2 after doubling. Anton had one card worth 5 and another worth 2, or 14 after doubling. Eric had two cards of the same color, worth 5 each, or 20 after doubling.
Final scores: Eric 112, Anton 109, Greg 105.
Eric's rating: 7. There are real choices in Die Fugger, but I tend to play tactically; I'd rate the game higher if I saw more strategy in it. The close scores in this game are typical; among thoughtful players, everyone will be in it until the ends.
MODERN ART
(Anton, Greg, Rich, Dan)
We haven't played Modern Art, a Eurogame classic, at MVGA for a long while, but someone brought a copy this week and we brought it back to life. I have only the order of finish for this game, with rough estimates of the points each player scored.
Final scores: Rich ~450, Greg ~425, Dan ~350, Anton ~345.
Eric's rating: 6. I realize this rating is heresy, but I have no idea what to do in this game. So many other gamers rave about it that I'm willing to try it more to see what I'm missing.
POWER
GRID (Paul H., Walt, Eric)
Walt let it slip that he had never played a game of Power Grid, the power plant management game by green-haired Friedemann Friese. It's amazing that Walt managed to go this long without playing Power Grid (we played it eight times at MVGA during 2004, even though we didn't receive our copy until May.) Walt speaks German fluently, so we had to play on the Germany map (the board is 2-sided.) We chose the three southern areas to play on. The connections are fairly expensive, unlike up in the northwest near Essen, though there are two pairs of double cities, each pair effectively at zero distance. Although Walt had never played Power Grid, he had many games of Funkenschlag under his belt, so it didn't take long to explain the differences.
We started off with the initial power plant auction. Paul put the #05 hybrid up for auction. Walt bid $6 and got it for that price. Paul then bought the #03 oil burner for $3, leaving Eric with the rare opportunity to take the #04 coal plant at list price. Paul put two cities down in Leipzig and Halle, reasoning that although he could power only one city, he might as well grab the other one cheaply. Eric used the same reasoning to take Frankfurt and Wiesbaden, and Walt took Mannheim and Stuttgart. We powered our plants to earn $22 each, no doubt disappointing citizens in three cities where power lines had been newly installed, but no juice was available! In the second round, no one bought a plant, so that the #06 trash burner was thrown out of the game. This didn't halt the capital expenditures, though. Walt bought a third city in Wurzburg, starting the process of walling off Bavaria, Eric saved his money, and Paul crept out to Erfurt. In the subsequent auction phase, Eric took the #10 coal plant for $17 as Walt took the #13 windmill and Paul the #07 oil plant. The new plants coming off the stack were uniformly small and inefficient, so we cruised through the next few rounds buying only in a desultory manner. When the plants are poor, city connection tends to lag, and there's a chance that Step 3 will arrive before or soon after Step 2. We faced an odd trade-off; Paul had the best plants, but he was locked into the Saxony/Thuringia area and faced high costs to build out. Walt had the smallest plants, including some wind power, so although he had lots of room to build, it wasn't necessarily to his advantage to do so. Eric was in the middle, with plants that were better than Walt's but not as good as Paul's, and with a smaller jumping cost than Paul to break through Walt's wall. Paul broke up the logjam, as he couldn't afford to sit at 4 cities any longer. Unfortunately, he made the move to Step 2 just after Eric had grabbed the #20 coal-burner, making city connection a lot more lucrative.
Eric had a load of coal plants and stashed away a large supply for the future as we moved into Step 3. The high-capacity #31 and #36 coal plants were now available, but Eric would be first in the fuel-buying phase, so neither Walt nor Paul could be sure of the availability of fuel. They took trash and uranium plants, and Eric took the #40 oil plant which came up, banking on the depressed price of oil (we hadn't seen many oil plants.) On the next turn, Walt and Paul again upgraded plants, but Walt only brought his capacity to 15 as Paul was stuck at 11. Eric had been saving his money and, going first in the building phase, was able to connect 6 more cities to reach 17, ending the game. Paul stayed at 11, since he couldn't power more than that, while Walt built to 15, maxing out his capacity.
Final scores: Eric 16 cities, Walt 15, Paul H. 11.
Eric's rating: 9. There's luck in the power plant draw. The aim in Power Grid is to play in such a way that your chance of getting lucky is maximized. For the second time in 2005, we finished a 3-player Power Grid game in 75 minutes. This abbreviated playing time makes it a lot easier to put up with the games in which you don't get the plants you were hoping for.
SAN
JUAN (Greg, Rich, Dan, Bill)
Bill showed up as Modern Art and Power Grid were underway. Bill is an occasional member who comes when his cribbage group isn't meeting. Anton had to leave when the Modern Art game was over, but Bill replaced him in a quick game of San Juan. All I have is the final scores, but Bill came out on top despite his late arrival.
Final scores: Bill 39, Dan 35, Rich 32, Greg 18.
Eric's rating: 8.
PUERTO RICO (Greg, Paul H., Rich, Walt)
Eric, Dan and Bill left at this point, but there were still 4 players eager for more action. Paul usually has to leave at 10, but he didn't have work in the morning and was determined to take full advantage of the extra time. This game had a lot of shipping and little trading. Walt used an early tobacco operation to finance a factory and a harbor and ran away with the game (not an easy thing to do with this group.) He capped it off with a Customs House and finished the game before anyone else could grab a large building.
Final scores:
VPs Bldgs Bonus Total
----- ----- ----- -----
Walt 23 16 5 44
Rich 21 14 0 35
Greg 17 11 0 28
Paul H. 12 12 0 24
Eric's rating: 10.
BALLOON
CUP (Greg, Walt)
Rich and Paul went home, but Greg and Walt stayed on to play two games of Balloon Cup, a game Greg learned a few months ago and wanted to try again.
Final scores, Game 1: Walt 3, Greg 2
Final scores, Game 2: Walt 3, Greg 2
Roll Call: Eric, Rich, Dan, Walt, Mike
SAN
JUAN (Eric, Rich)
Eric and Rich arrived at the Masonic Hall in Holliston roughly on time, but we were the only two in attendance. No one had said anything about being away, so we waited a while for more. No one showed up for some time, so we decided it was time for a 2-player game. Rich pulled Balloon Cup and San Juan out of the game locker and Eric opted for San Juan. Although San Juan works for 2, 3 or 4 players, it's a fine 2-player game. Eric was first governor. We used the variant in which the governor is dealt 5 cards, the next player 6, and so on (if there are more than 2.) You must discard down to 4 before you start, but the players who come later in the seating order get more options to choose from.
Eric looked at his 4 cards and chose the prospector, as he had nothing worth building. Rich then built a Coffee Roaster as Eric, still not happy with his selection, built a Poor House. Eric chose councilor in an attempt to find a card he wanted to build and the first round was over. Rich was the new governor and he crafted, taking advantage of his new Coffee Roaster. Eric prospected for yet another card, and Rich traded, gaining 3 new cards while Eric had to settle for 1. In 2-player San Juan, a player with an advantage in production generally has to do all the work of crafting and trading because the opponent can stick to building, prospecting and counciling. This makes a production strategy less effective than in a 4-player game, where you can count on somebody being forced to help you as all but one role is taken each round. In the next round Eric built a Quarry as Rich built a Smithy. This established the theme of the game as Eric focused on purple cards while Rich focused on production buildings. This wasn't necessarily by choice; you must play the hand you're dealt. At this point the game was fairly even. Eric as the builder of purple buildings would gain benefits from each one he built, while Rich would not be able to use more than a few production buildings. On the other hand, Rich could score a lot more points from the Guild Hall (2 per production building) than Eric could from the City Hall (1 per purple building.) Rich ran into trouble when he was unable to draw the right production buildings, especially Silver, which are worth 5 points to a Guild Hall strategy. He built a Prefecture to keep Eric from counciling, and later a Quarry but every purple building represented a diversion from his preferred line of play. Parity was broken when Eric managed to play a Library, doubling the privilege for one role each round (in the 2-player game you use 3 roles each round, with the governor getting the first and third role.) Rich did draw and build the Guild Hall, and Eric the City Hall, but Rich never did get another 6-value bonus building, while Eric got and built the Triumphal Arch and the Palace to win by a substantial margin.
Final scores: Eric 45 = 20 + 10 (City Hall) + 6 (Triumphal Arch) + 9 (Palace); Rich 35 = 23 + 12 (Guild Hall)
Eric's rating: 8. I've just recently started appreciating San Juan as a 2-player game.
ALHAMBRA
(Eric, Rich, Dan)
Dan arrived partway through San Juan, and we let him choose the next game. He offered several options, and we chose Alhambra, a game we've enjoyed at MVGA since it first came out. The club owns a copy of the English version by Uberplay. There's no language issue with respect to the components, but the English version has a green currency (the German version used red which was easy to confuse with orange) and the box insert in the English version was actually designed to hold the components. We began by drawing our initial hands of money cards. You draw cards until you reach a total of 21, hoping to get as many cards as you can to provide maximum flexibility. Dan got three big cards, Eric got three big cards, and Rich got five or six cards (he started with a pair of 1's.) With small cards, Rich would have to play carefully to avoid being wall-bound (the cheap tiles have lots of walls.) He was up to the challenge.
Rich laid 5 tiles while Dan had only laid 2 and Eric 1, but he arranged the 5 tiles in such a way that he was able to break out of his initial clump of walled tiles and begin a new unwalled section. Rich's initial set of 5 purchases included two towers, the most valuable building type, and he kept the lead in towers throughout the game, overpaying if necessary to prevent his opponents from challenging his dominance. At the first scoring we all had multiple small segments, but Rich's 6 points for towers put him in the lead. Scores after the first scoring round: Rich 15, Dan 8, Eric 6. Soon after the first scoring, Rich managed to connect two sections of wall to create one large, lucrative wall. Eric had built up a large stash of yellow money, but it seemed every tile that could be bought with yellow money was a garden. Gardens are valuable, but Eric wound up buying and placing seven gardens during the course of the game, outstripping his opponents by a wide margin. Eric spent so much on gardens that he couldn't afford to keep up in other colors. One thing you need to learn in Alhambra is when enough is enough. Scores after the second scoring round: Rich 63, Dan 48, Eric 31. There were only a few tiles left in the bag when the second scoring was completed. When the bag ran out, Eric won all three of the final auctions, but it wasn't nearly enough to close the gap.
Final scores: Rich 150, Dan 128, Eric 94.
Eric's rating: 8. Alhambra is fun because it's fun to put those tiles together as you try to create a long wall while leaving room for expansion. This game is by no means driven by luck. As with any game, if the players play with equal skill the result comes down to luck, but there's plenty of scope for skillful play.
POWER
GRID (Eric, Rich, Dan, Walt, Mike)
Walt and Mike arrived just as Alhambra was ending. We were especially happy to see Mike, because he hadn't been to MVGA since August. We still think of Mike as a regular, and we missed him while he was away. We questioned Mike to find out whether he had been playing video games instead of coming to MVGA, and we urged him to return to the light side. Five has been a great number for boardgaming ever since El Grande came out in 1995. We discussed options and pulled five possible 5-player games out of the locker: El Grande, Puerto Rico, Power Grid, Princes of Florence and Oasis. We went through them one by one and settled on Power Grid. Walt had just learned it the previous week and was eager to play it again. Mike's a whiz who has won Power Grid (or its predecessor, Funkenschlag) multiple times at MVGA.
We decided to play on the German map again, and we eliminated the northeastern region, Brandenburg. Rich started the auctions by putting the #04 coal burner up for auction and buying it for $7, a relatively low price for this desirable plant. Dan then took the #05 hybrid, also for $7. Eric got the #07 oil burner, Walt the #09 oil burner, and Mike the #10 coal burner, all for list price. Rich started in the Rhineland region with its cheap cities, and he built Essen and Dortmund (though he could power only one,) hoping to discourage opponents from building in the same area. Dan built up north in Hamburg, Eric in Frankfurt and Wiesbaden, Walt in Erfurt and Halle, and Mike (hoping to blockade the south) in Wurzburg and Mannheim. The Round 2 auction was tense. Mike took the #13 windmill, dropping the #23 nuclear plant into the current market and putting the #25 coal plant (a highly desirable plant) into the on deck circle in the future market. We all wanted someone else to buy a plant so the #25 would drop to us. Eric bid Walt up on the #23, but Walt got it for $27. The replacement was the #16 oil plant, so the #25 would have to wait a turn. Eric put the #16 up and got it for list as Rich and Dan licked their chops over the #25. Unfortunately, the new plant was the #18, which wasn't what Rich and Dan were looking for. Dan bought the #06 trash plan for list, and Rich took the #08 coal plant. At this point we had the #04, #05, #08 and #10 plants all burning coal, so the price of coal was soaring. Dan connected Kiel, Rich Munster (blowing the #03 away) and Eric Fulda, but Walt and Mike saved their money, as neither could power any additional cities.
Round 3 started with Eric buying the #18 windmill for list price. Everyone was hoping for bigger game, but the #11 nuclear didn't fill the bill! Rich, Walt and Mike passed, but Dan decided to take the #11, raising his capacity to four cities. He built Flensburg for three cities, Rich passed, Mike built Saarbrucken to cut Eric off, Walt built Leipzig, and Eric built Kassel. Eric led in cities for most of the game, gaining incremental additional income while keeping fuel costs low by specializing in oil plants (which his opponents didn't compete for) and windmills. The drawback to Eric's strategy was that he was unable to gain access to the best plants in the auctions, but at this point he had enough power for 7 cities, compared to 4 cities for Walt and Dan and 3 cities for Rich and Mike. In the next round, Eric and Walt passed, but Mike just had to get a better plant, so he took the #15 coal plant for list price. Rich and Dan gladly let him have it, and the #25 finally dropped into the current market. Dan let Rich have it for $28, taking the #26 oil burner (with its more plentiful fuel supply) for list. Rich built two cities, Osnabruck and Dusseldorf, to reach five. Dan built Bremen, Mike built Nurnberg to finish the blockade, and Walt built Hannover to avoid being blocked in. Eric then jumped behind Rich to Duisburg for his fifth city. It looks like a long way from Kassel to Duisburg, but the build only cost $32. Rich and Dan were now the leaders, as they owned the only endgame plants, but Eric with his cash hoard was still dangerous. Plant selection turned dismal again in Round 5. Walt took the #24 trash plant and Mike the #29 hybrid (powering 4 cities for one fuel, not 3---the card is misprinted,) but the capacity-six plants hovered tantalizingly in the future market. We connected only two cities as we began to jockey for position for Step 2. Mike took Stuttgart and Dan took Wilhelmshaven, and we all powered five except Walt, who hadn't yet connected five cities. The capacity-six plants finally went on sale, drawing spirited bidding. Rich was first up, taking the #31 coal plant for nearly $50 after a bidding war with Dan. Dan then outlasted Eric for the #30 trash plant, and Eric got the #32 oil plant, extending his specialization in oil. This round Eric kicked the game into Step 2 by building Aachen and Koln. Round 7 saw another power plant drought. Eric cut his fuel costs by taking the #27 windmill replacing a capacity-3 oil plant (the #16) with another capacity-3 plant, but everyone else saved their money. Now that two players could build into each city, there was a connection flurry. Mike grabbed Wiesbaden, Frankfurt and Fulda for 8, Dan took Osnabruck and Munster for 7, Walt took Bremen and Cuxhaven, and Eric took Essen, Dortmund and Dusseldorf for 10 as Rich passed, confident of the first built next time.
The Round 8 auction was the most spirited of the game. Eric started by putting the #35 oil plant up for auction. This plant powers five cities for one oil, and Rich was determined not to let Eric get it. Rich finally took it for $51. Eric then put the #34 nuclear plant up, but Walt took it for a price above $40. The #20 coal plant was next to appear. It takes three coal, but powers five cities. Dan got that one for $40. At this point Dan and Rich both had plants to power 16 cities, giving them an unassailable capacity edge. The game ends at 15 cities, so all they needed to do was build to 15, a task they could certainly accomplish by Round 9. Eric passed, and Mike, seeing nothing attractive, also passed. Rich connected four new cities, Dan two and Walt one. Mike only had power for eight, so he passed, happy to take the best position in the turn order. Eric counted his money carefully and then connected five cities to end the game. Eric could power 11 of his 15 cities, just nipping past Rich, who could power 16 but only connected to 10. This is an example of a game that ended during Step 2, before the Step 3 card was turned over. We checked the power plant deck and found that the Step 3 card was the very next card to appear; if the game had gone on to Round 9, we would have had six plants in the current market.
Final scores: Eric 11 cities, Rich 10, Dan 9, Walt 9, Mike 8. Eric's rating: 9. There are a lot of ways to lose a game of Power Grid. You can fail to buy big enough plants (this almost happened to me here; I ended the game with two small windmills.) You can fail to connect enough cities. You can be unable to buy the fuel you need (this is most often a problem with coal.) If you spend too much in any area, you'll run out of money in another area, so it's important to maintain a balance.
WYATT
EARP (Rich, Dan, Walt, Mike)
Eric left at this point, but a game of Wyatt Earp was just starting. I have no report for this game.
From Dan:
The final scores for Earp (in 3 rounds) were: Dan 26, Walt 25, Mike not far behind, Rich not far behind Mike.
I can't give you an exciting play by play, but there were a few highlights:
Roll Call: Paul H., Eric, Dan, Paul L.
COLORETTO
(Paul H., Eric, Dan, Paul L.)
We were pleased to see Paul L. at MVGA, as we hadn't seen him since December 16. Eric had ordered a copy of Coloretto for Dan as part of a recent shipment, and we decided to start with this filler game as we waited to see who else would show up. Paul L. hadn't played Coloretto before, so we went over the rules before we started. On each round of the game, each player gets a stack of 1 to 3 cards. If you take small stacks you can focus on what you want, but it's hard to build up a large score. If you hold out for larger stacks, you may be forced to take cards that cost you penalties.
In this game, Dan and Paul L. tried to get small stacks. They both took 1-card stacks from time to time because the card was in the color they most wanted. Eric took the opposite approach, grabbing 3-card stacks in various colors. He got five of the "+2" cards, but had two or more cards in five different colors. Eric was hoping to get blue cards by waiting, but generally got stuck with other colors. Paul H. played an in-between game. This yielded a lot more cards than Dan or Paul L., but a more concentrated collection than Eric. In the end, although Dan and Paul L. each got a 6-card suit, Paul H.'s 5-card, 4-card and 3-card suits won out. Paul had a few other cards, but the negatives were offset by two +2 cards.
Final scores: Paul H. 31, Dan 29, Paul L. 29, Eric 21.
Eric's rating: 8. Coloretto plays quickly and offers some interesting decisions.
FOR SALE
(Paul H., Eric, Dan, Paul L.)
We were still hoping for more people to arrive, so we needed a second quick game. Eric suggested For Sale, a game he had bought used (but oddly enough, still in the shrink wrap!) A game of For Sale is over almost before you know it: first there's a set of auctions in which you bid chips to get buildings, and then there's a set of auctions in which you offer buildings to get checks. Bidding for buildings goes around and around the table. On your turn you must either add a chip or drop out and take the worst remaining building, paying all the chips you have bid thus far. This can make for tough choices: do you drop out and take the #3 building, a relative hovel, or do you raise again and hope someone else drops out, giving you the #11? We bid eagerly, using up almost all our chips. Dan got the #20 building, the most valuable in the game, but he spent so many chips that he was also forced to take some poor buildings. In the second phase, we each started with five buildings. There were five auction rounds. In each round, five random checks (with values from $0 to $20) were dealt face up. Each of us then chose a building from our hand and played it simultaneously. The person who played the highest valued building got first choice of the checks, and so forth, with the worst building getting the smallest check. The key in this stage of the game is to guess how strongly your opponents will bid each round; you can then either outbid them or (if they're bidding high) expend your worst building and save your better ones for later. Dan proved the master during this phase, cruising to a fairly comfortable win.
Final scores: Dan $58, Paul H. $54, Paul L. $53, Eric $43.
Eric's rating: 8. For Sale is a real game that can be played in 20 minutes. When it's over, you can think about what you could have done better (with my score in this game, I obviously could have done better.) I went into the second phase with four buildings: #17, #16, #11, and #10. I would have expected to score well with these buildings, but I got pasted in the auctions.
SEAFARERS OF
CATAN (Paul H., Eric, Dan, Paul L.)
It was looking as though there would be only 4 of us for the evening, so it was time to pick a longer game. We've always liked Settlers at MVGA, but it's often pushed to the side by all the new games that are available. We were surprised that Paul L. had only played Settlers a few times, quite a long time ago, and we reviewed the rules with him before we started. We decided to play the "Through the Desert" scenario, with one big continent, three small islands off to the "south" (compass directions aren't given so we'll assume the picture in the scenario book is oriented in the usual way) and a portion of the big island separated from the rest by a strip of desert. Dan won the last game of Seafarers we played at MVGA, so we knew we'd have to keep a close eye on him as the game went on.
Paul H. and Eric placed their settlements near the southeastern coast, aiming for quick access to the islands and their victory points. Paul L. started in the middle of the big island, with no practical access to the coast, but easy access to the desert crossing. Dan started on the west coast, placing towns near a 2:1 sheep port and a 2:1 grain port. Some of the resources were hard to come by, and this was aggravated by the placement of the robber, which always seemed to be near Eric and Paul H. Eric sailed to the gold island, which pays a resource of your choice when a '10' is rolled, while Paul H. sailed to the larger island. Paul L. floundered at first, building roads in spots that did not allow him to build a settlement. He got the needed cards together for a settlement, but even with three roads on the board, he couldn't build. This put him in a hole he couldn't get out of. Dan took a different tack, building up settlements and then cities near grain and sheep hexes to fuel his 2:1 trading strategy. Dan was soon out-producing his opponents, and it looked like he might be hard to stop.
Dan is one of the cleverest traders I've ever seen. He was offering deals like "I'll trade you the resource you need as long as you promise to give me one resource of my choice back later in the game whenever I ask for it." Dan's sales pitches didn't always meet with acceptance, but he pulled ahead steadily. Paul H. kept building ships, and then snaked roads around the small island to gain longest road for 2 points. He made it to 11 VP, one short of victory. Eric had 9 VP and two soldiers on the table, so that one more soldier would give him 11, and he was close to another settlement or city. Before they could cash in, however, Dan built roads and boats to extend his chain to 12, edging out Paul H., taking the Longest Road card, and winning another impressive victory.
Final scores: Dan 12, Paul H. 9, Eric 9, Paul L. 7. Eric's rating: 8. I'm not crazy about Cities & Knights with its extra complexity, and I don't care at all for the 5- and 6-player expansions, but I'll play 4-player Settlers or Seafarers any time.
OLTREMARE
(Paul H., Eric, Dan, Paul L.)
Paul L. owns a copy of the original edition of OltreMare. He brought it out to MVGA on December 16 and we enjoyed our first playing. Eric asked to play it again. Dan and Paul H. hadn't played it before, but were happy to give it a shot. OltreMare is a game that allows a variety of strategies. You can spend freely to gain valuable cards, or you can play a stingier game and accept the lower rewards. Since money counts toward victory, the question you must ask is whether you're gaining more than you're losing whenever you spend money. Dan was the free spender in this game, often buying several cards for $3 each, while Eric bought few, preferring to gain new cards by playing cards with market stands on them. Eric and Paul L. started right next to each other in the southwest corner and were never able to gain more than a few tokens. Paul H., on the other hand, played the token game like a pro, ending with 6 or 7 tokens, compared with 4 for Dan and 3 for Eric and Paul L. Dan traded freely, aiming to win the victory points for trading most often on other players' turns.
After playing Settlers, a game in which people prefer to trade on their own turns, it was easy to appreciate the way OltreMare makes it worthwhile to trade on your opponents' turns. Of course, Dan had to fund the trading with extra buys. Dan went most of the game without putting cards into his pirate stack (partly because he bought it down, and partly because he had the token that protects against pirates,) but in the end he started to fill it up and ended with as many cards as anyone. Eric's frugality paid off in the end. Because he didn't need as much hand capacity, he was able to play cards that allowed more card plays. This led to more played cards than his opponents were able to achieve (even though the individual lots were worth less.)
Final scores:
Eric: 22 cash + 36 for 9 batches of goods - 6 for pirates + 1 for tokens + 6 for trading = 59 Dan: 1 cash + 39 for 5 batches of goods - 6 for pirates + 3 for tokens + 12 for trading = 49 Paul L: 7 cash + 34 for 5 batches of goods - 5 for pirates + 1 for tokens + 4 for trading = 41 Paul H: 15 cash + 20 for 13 batches of goods - 4 for pirates + 6 for tokens + 4 for trading = 41
Eric's rating: 8. I enjoyed my second playing as much as I enjoyed my first. The game feels somewhat similar to Bohnanza, but you don't have to worry about keeping your hand in order, and the additional things to think about make the game interesting.
CIRCUS
FLOHCATI (Paul H., Eric, Paul L.)
Dan had to leave, but Paul L. suggested that the 3 of us who were left play Circus Flohcati as a closer before we called it a night. Circus Flohcati is the English (really language-independent) version of the original Zirkus Flohcati. Paul L. explained that there are 10 colors, each with cards numbered 0 through 7. There are also a few special action cards. On your turn, you have the opportunity to take a card. If you don't like the ones on offer, you may turn over a new card from the top of the deck, but if you get one that's the same color as one already on the table, you lose your turn (and the new card is discarded.) Early in the game we were a little too picky, but as we saw Paul L. start scooping up small cards to make triplets, we followed along. Paul H. played a triplet of 7's and another of 5's; this can be costly if you can't replace those cards with reasonably high cards of those colors, but Paul H. was using the "bird in the hand" approach. At the end, Paul H. had the most triples, but Eric got a gala and the most points for cards left in his hand to win.
Final scores:
Eric: 40 for triples + 43 for hand + 10 for gala = 93 Paul L.: 50 for triples + 25 for hand = 75 Paul H.: 60 for triples + 9 for hand = 69
Eric's rating: 6.
Roll call: Roll call: Walt, Paul H., Eric, Dan, Rich
LEAPFROG
(Walt, Paul H., Eric, Dan, Rich)
Attendance was light at exactly 7pm, probably as a result of the snow that had just started to fall, but we had five regulars by quarter past. The live steam group was using the downstairs hall (as they do most Tuesday nights in the winter,) so we met in the back room upstairs. Walt suggested that we start with Leapfrog, a game that comes packed in a VCR tape box. I suppose DVDs have arrived in such a big way that the leftover VCR tape boxes are starting to pile up. Inside the box are six beautiful colored frogs, with a set of six chips (numbered 1 to 6) in each color. There are also six tadpoles (glass beads) as well as a lily pad and a frying pan (gulp!)
Each of us took a frog and the corresponding set of colored chips. The sixth color would be neutral and would play at random. This provides a little bit of extra pressure; it's one thing to be beaten by another player, but it's another thing to be beaten by a frog who is moving randomly! Walt explained that the game would consist of three races. The first race would be a test of speed, the second a test of skill, and the third a test of bravery. He randomly ordered the frogs and placed the lily pad at the front of the line to indicate that our aim was to be at or near the front. Each race takes six rounds. In each round, players simultaneously play one chip each face down next to their frogs. The chips are then turned up and the leaping begins. To move the frogs, you look for places where a higher-numbered frog is immediately behind a lower-numbered frog. There may be more than one such place; start with the one nearest the front. Switch the two frogs. Then check whether any frog has moved a number of spots forward or back equal to the number on its chip. If so, that frog is locked in place and cannot be switched again in that turn. For example, if the first three frogs play chips numbered 1 - 6 - 5, in that order, the 6 and the 1 switch, but the 1 frog has moved 1 and is now locked. This is a bad break for the frog that used a 5, since it cannot move past the 1. You repeat looking for places where switches can be made (always starting from the front) and you keep switching until no more switches can be made (either because the chips are in descending order or because frogs are locked.) You then go on to the next round, using one of the chips you have not yet played. If not for the "locking" rule, you'd be sure to move ahead when you play a chip that is larger than the chips your opponents play, but with locking, you have to time your moves so as not to be blocked at the wrong time. This makes Leapfrog a bit of a guessing game. The neutral frog played its chips at random, adding a bit of extra chaos to the game. In the first race, Rich moved his frog steadily ahead, but the neutral frog played a canny game as well, finishing second, just in front of Walt. The three players at the back got tadpoles as consolation prizes. At the end of the game, one tadpole is worth one point, but two are worth 5 and three are worth 10. This makes tadpole hunting a possible strategy. After one race, the scores were Rich 6, Neutral 5, Walt 4, Eric 3*, Dan 2*, Paul 1* (where asterisks denote tadpoles.) For the second race, Walt moved the lily pad to the back, indicating that our aim was to be near the back. Only two tadpoles would be awarded this time, to the two players nearest the front. It's not as easy to get to the back and stay there. To move to the front you can play a 6 (which can move you a long way if you aren't blocked,) but if you play a 1 to try to drop back, you can only move back one space. Paul started the race at the back and managed to stay there for 6 points, while Rich dropped back through the field like an old lady at a Nascar race to gain another high score, and the neutral frog dropped right back with him. After two races, the scores were Rich 13, Neutral 9, Paul 7*, Walt 6*, Dan 5*, Eric 4**. Eric had the fewest points, but his two tadpoles threatened a big score. For the third race, Walt moved the lily pad back to the front. There was only one tadpole available this time, to the player who finished last. Walt also put the dreaded frying pan next to the second place frog. The frog in first place would gain 6 points, but the frog in second place would be eaten and would not win no matter what the scores were. Rich moved forward confidently as Dan started audibly bemoaning the fact that every time he played a high chip, he was blocked by a locked frog in front of him. Eric tried to move either to the front or to the back (for the tadpole,) but only managed to wallow in the middle. On the final round of the race, Rich moved his frog to the front, and it looked like he would win. But wait! Walt, whose frog was in sixth place, had played his 6 chip. Walt passed one frog after another, moving all the way from worst to first. No frog locked in the final round, and Walt hopped happily into first, pushing Rich into second place where the frying pan awaited.Final scores: Walt 12* = 13 Paul 11* = 12 Eric 7** = 12 Dan 6** = 11 Neutral 11 Rich eaten.
LEAPFROG
(Walt, Paul H., Eric, Dan, Rich)
The first game took only about 15 minutes, so we decided to play a second game. Each of us thought his frog was fast enough, skillful enough, and brave enough to win (except Paul, who declared that he was so bewildered he'd play at random like the neutral frog.) Rich continued his dominance, steering his frog to a first-place finish, just as he had done in the first race of the previous game. Paul's random strategy worked well, leaving him in second, but the neutral frog fell back to the rear, restoring our faith in human effort. The scores at this point were Rich 6, Paul 5, Dan 4, Eric 3*, Walt 2*, Neutral 1*.
In the second race, the neutral frog hung on to last place, earning six points, while Paul pushed his way to the front, earning a tadpole. The scores after two races were Rich 9, Dan 9, Eric 7*, Neutral 7*, Paul 6*, Walt 4**. In the third race, Rich and Paul fought it out for first place, hopping in and out of the frying pan, but on the last round Eric's 6 chip guaranteed him first place and Paul a spot in the pan.Final scores: Eric 13* = 14 Rich 13 Neutral 8** = 13 Dan 12 Walt 6** = 11 Paul eaten.
Eric's rating: 5. This game moves along nicely, and would work well with children. The tadpoles provide extra interest, since you can offset two poor scores with a pair of tadpoles, but as these games show, it's not easy to win (that third tadpole is hard to get.)
FAIRY TALE
(Walt, Paul H., Eric, Dan, Rich)
For our next game, Eric asked whether people were willing to try fairy tale, a card game he had just received in an order that week. It wasn't a good time for this game, as Rich and Walt were yearning for a game with more substance, and the explanation was cut short part way through as everyone wanted to just play and get it over with. In Fairy Tale you "draft" and play sets of cards, hoping to score the most points at the game's end. There are four drafting rounds, each followed by a round of card play. All scoring is done after the fourth round of card play. For each round of drafting, each player is dealt a hand of five cards, looks at them, selects one to keep, and passes the others to a neighbor (the left-hand neighbor in rounds 1 and 3 and the right-hand neighbor in rounds 2 and 4.) Each player then picks up the four cards received, selects another to keep, and passes the others on. This continues until each player has five cards (the last of the five is passed all alone and you have no choice but to keep it.) In the subsequent card play round, you play three of your five cards and discard the two you didn't play. Each player chooses a card, and the cards are simultaneously played face down to the table. The cards are then turned face up and (for cards that have effects when played) the effects are applied. Cards with effects either turn cards face down or turn cards that were previously face down face up again. This is done three times, with each player choosing any hand card each time, and the two unplayed cards are discarded.
After four drafting and card play rounds, each player has twelve cards on the table, some of which may be face down. The face down cards are discarded and the remainder are scored. The scoring is somewhat complicated (the complexity is about the same as the scoring in Ra) and the value of a card to one player may be very different than the value to another player, depending on the cards already played or still available to play. The cards come in four suits: Dragons, Fairies, Holy Empire and Shadow. The first three are equivalent to each other, but the Shadow cards are different, often harming the other suits. The cards also come in three types: characters, buildings and stories. In this game, Rich, Walt and Paul groaned loudly throughout, but Dan racked up a lot of points by focusing on stories. Dan enjoyed the game and said he'd play it again, but Eric and Dan will have to find other people to play it with if they want to play at MVGA.
Final scores: Dan 43, Walt 34, Eric 34, Rich 33, Paul 30.
Eric's rating: 7. I played this game three more times with my wife and my son. Both of them enjoyed it and said they'd like to play it again. I believe the game is a lot better with 3, since you have a chance to see a card you pass come back to you (as long as no one else takes it.) I've also heard that it's excellent as a 4-player partnership game, with players sitting opposite each other adding their scores together.
POWER
GRID (Walt, Paul H., Eric, Dan, Rich)
After three light games, it was time for a meatier game. We still had just 5 players, as no one else had arrived, but we're fortunate to have a large selection of 5-player games to choose from. At first we decided to play El Grande with one of the expansions (we play El Grande fairly often, but never seem to get the expansions into play) but postponed that plan after we realized that we had left the English versions of the expansions at home. Instead we chose Power Grid, despite some grumbling about the frequency with which Eric has won Power Grid recently. This is a pretty tough group; would Eric win again, or would someone else come to the fore? We played on the US map, with the Southeast region left out of the game. This meant that the Northeast, with its cheap connections, was by far the most lucrative area on the board, at least for the early game.
Rich started us off by putting the sought-after #04 plant up, and Eric took it for $6. We had been bidding the #04 up to $8 or $9, but we've eased off a bit recently, because the early builder seems to get locked into a crowded area so often. Rich then put the #03 up, and Dan took it for $4. Rich then took the #08 for list price, Walt took the #06 trash plant, and Paul grabbed the #10. With three plants swallowing coal, it was clear that the price was headed higher. Dan started in Minneapolis, Eric in Pittsburgh, and Walt in St. Louis. Rich then placed two houses in Kansas City and Omaha (squeezing Walt,) and Paul started out on the West Coast with San Diego and Los Angeles. Walt complained about Rich's start, but Rich explained that Walt had to move east toward Eric anyway, so that Rich's starting position didn't matter to Walt. In the second round, Paul was first at the auction table, and he took the #07 (the only plant that would power two cities.) We let him have it at list price. The #15 dropped into the current market, and Rich put it up for auction. Bidding was spirited, and Eric finally got it for $25. Rich and Walt then passed, but Dan took a small nuclear plant, the #17, for list price. Dan built to Chicago, Eric to Detroit (blocking Dan,) and Walt connected to Cincinnati and Memphis, even though he could only power one city. Rich and Paul didn't build, so Walt was first up for the next set of auctions. The #21 plant had dropped down when Dan built the #17, and its 4-city capacity attracted spirited bidding before Rich bought it for $26. Walt then got the #24 trash plant for list price, continuing his fascination with trash as a fuel. Dan passed, and Eric thought for some time before taking the #29, a hybrid powering 4 cities for just one oil or coal (there's a typo on the card, which indicates that the #29 powers only 3 cities, but the designer has indicated that it powers 4.) Paul took advantage of Eric's purchase, buying the #31 coal plant, which powers 6 cities. Paul now had a 10-city capacity, though it would take him some time to pay for the associated connections. Heavy expenditures on plants limited our building, but Rich managed to grab two more cities to take the lead at 4. In Round 4 there was one large-capacity plant on offer: the #30, which powers 6 cities for 3 trash. Dan won the auction, which ended sooner than it might have because we were short of cash. Dan would be paying high prices for his trash with Walt buying to feed his #24. The replacement plant was unattractive, so the rest of us passed. In the building phase, Rich went to 6 cities, killing the #05 plant and dropping the #28 nuclear plant into the current market. Rich was well ahead in cash as a result of his frugal plant buying and his lead in cities connected, so Rich took the #28 without feeling more than a small pinch in his pocketbook. In the subsequent building phase, Eric connected his seventh city (he got all seven Northeast cities, a real savings,) which meant that we'd be able to make a second connection in each city in the following round. Rich connected his seventh city as well. As it turned out, Eric created more opportunity for others than for himself by pushing us into Phase 2; he would have been better off to stop at 6 cities.
Round 6 didn't offer a good choice of plants. The #23 nuclear plant was the best on offer, but the #32 oil plant hovered in the future market, ready to drop. Eric put the #23 up for auction, and the others were thrilled to let him waste his money on this mediocre plant, giving them access to the more valuable plants. Rich was especially happy, since his cash wad allowed him to take the #32 for only a few dollars more than list price. The replacement was the #22, a disappointing plant that Walt was nonetheless willing to take to expand his capacity. At this point, Rich had capacity for 14 cities (and built to 8,) Paul for 10 cities (and built to 8,) Eric for 10 cities (and built to 8,) Dan for 9 cities (and built to 7,) and Walt for only 7 cities (and built to 6.) Rich's extra plant capacity would give him the game if he could connect 15 cities to end it before the rest of us caught up.
Two valuable plants became available in Round 7: the #25 and then the #26. Both of these plants were bid up above $40 before Paul took the #25 and Walt the #26. These plants alleviated the capacity problems their owners faced, but the cash drain was fatal, since it's not useful to have more power than you can use. Dan looked at and purchased the #33 windmill, but windmills are tough plants to win with, and his capacity was still only 13. In Round 8 we could see that Rich would end it, powering 14 cities, and none of the rest of us could hope to catch him---even if we got the plant we needed, we couldn't afford the connection costs. Paul took the #16, and Eric took the #20, but we were playing for second place as Rich built out for the win.
Final scores: Rich 14 cities, Paul 13, Eric 12, Dan 11, Walt 10.
Eric's rating: 9. This is a wonderful game that plays out differently every time. Rich's patience in the power plant auctions proved to be the difference as he avoided laying out cash for plants that didn't quite meet his needs, saving for the opportunities that came up later. The game wasn't really as close as it looked; Rich had a lot of cash and could have outbid us for yet another plant if he had needed to.
TICKET
TO RIDE (Walt, Paul H., Eric, Dan, Rich)
It was still early (we've learned to play Power Grid in less than two hours, even with 5 players) and we had time for one more game. We wanted a lighter game, and we chose Ticket to Ride, a game that seems to scratch that MVGA gaming itch very well. We drew tickets and engaged in the mandatory complaining that seems to be a sine qua non for Ticket to Ride---after all, if you look too happy, someone may get it in his or her head to block you, and nobody wants that! Eric backed up his complaining by drawing extra tickets on his very first turn and keeping two of them, and the others followed suit soon afterward. Maybe we all really did get lousy sets of tickets this time? Paul was first to lay track, between Portland and San Francisco, and Walt laid the parallel section almost immediately afterward. Dan began building an East Coast route: Miami to Charleston to Raleigh to Washington. It was easy to conclude that Dan had East Coast tickets, but it's hard to win with the low pay-outs from all those 2-train links. Eric laid his first link between Phoenix and Los Angeles, and Rich followed with Denver to Phoenix, saying "there's going to be misery for everyone." As it turned out, Rich had really been hoping to build Phoenix to Los Angeles, and Eric actually had five white cards in his hands to build to Denver if Rich hadn't gotten in the way. Eric made his escape by building Los Angeles to San Francisco and then using the five white cards to connect Salt Lake City, but Rich had to build Denver to Salt Lake City to Las Vegas to Los Angeles, which was really the long way around.
Walt built the 6-train green link from El Paso to Houston, a move that normally will frustrate the person who holds the Los Angeles to Miami link, but Rich held Los Angeles to Miami and wasn't planning to use the southern route because he had some cities further north to connect. What really hurt Rich was Dan, who took the tiny 1-train link from Nashville to Atlanta. Rich had to make it to Miami by way of Raleigh, which was just a little too far. Eric built a line in the east, Montreal to Toronto to Sault Ste. Marie, but it seemed like a long way to his western line, which stopped in Helena. This was deceptive, though, as Eric went from Sault Ste. Marie to Calgary and from Helena to Seattle to Vancouver to Calgary, using up his trains, gaining longest route with all 45 trains, and ending the game before the others were ready.
Final scores:
Eric 82 + 48 in tickets + 10 = 140
Walt 63 + 50 in tickets = 113
Dan 59 + 38 in tickets = 97
Rich 62 + 31 in tickets = 93
Paul 57 + 25 in tickets = 82.
Eric's rating: 8.
No report available.
Roll call: Walt, Paul H., Eric, Dan, Rich, Paul L.
We usually finish Wyatt Earp in three hands. The game ends when someone reaches 25, so it can take two or four hands, but for some reason this seems to be rare. This time Walt was on fire, laying down cards right and left. Eric finally went out, hoping (without having counted it out exactly) that he'd be able to match Walt, but it wasn't to be.
Final scores: Walt 27, Eric 25, Dan 19, Paul H. 17.
Eric's rating: 9. There's a lot to this game. I don't even think we've explored all the possibilities; for example, it's rare that we use a most wanted card to attempt to take away someone's outlaw that has already been played to the table.
HISTORY
OF THE WORLD (Walt, Paul H., Eric, Dan, Rich, Paul L.)
End of Epoch I: Walt: Egypt (5 armies) 7 VP, 5 total armies Eric: Minoans (4 armies) 6 VP, 4 total armies Paul H.: Indus Valley (4 armies) 6 VP, 4 total armies Dan: Babylonia (4 armies) 6 VP, 4 total armies Rich: Aryans (5 armies) 6 VP, 5 total armies Paul L.: Shang Dynasty (4 armies) 4 VP, 4 total armies
Epoch II dawned with Paul L. taking the Assyrians and Eric keeping the Vedic City states. These empires go early in the turn before opponents have had a chance to wipe out your gains from the prior turn. Paul H. was happy to get the Persians, the epoch's largest empire, even though they go last. As it turned out, the Greek City States weren't in play, so Eric's concern about playing before the Minoans were wiped out didn't materialize. Paul H. did well, as expected, but Rich scored very well with Carthage, gaining points for Northern Africa, Southern Europe, and the Mideast and India (presences left over from the Aryans.)
End of Epoch II: Rich: Carthaginia (8 armies) +22 = 28 VP, 13 total armies
Paul H.: Persia (15 armies) +22 = 28 VP, 19 total armies
Eric: Vedic City St. (6 armies)+18 = 24 VP, 10 total armies
Walt: Chou Dynasty (6 armies) +15 = 22 VP, 11 total armies
Dan: Scythians (7 armies) +13 = 19 VP, 11 total armies
Paul L.: Assyria (8 armies) +15 = 19 VP, 12 total armies
In Epoch III Eric received the first draw, and it was the Hsiung-Nu, another Eurasian empire. He passed them to Dan, whose leadership of the Scythians had already given him a presence in the areas neighboring Eurasia. Another tactic in HotW is to pass an empire to someone who's already strong in that part of the world, under the theory that it's not as advantageous to have one's presence limited to a single part of the world. Dan passed the Han Dynasty to Walt, who'd be forced to overrun the remnants of his Chou empire, and Walt drew the powerful Romans, which he passed to Paul L. as the trailing player (perhaps Walt also reasoned that as a beginner, Paul L. would pose less of a threat.) Rich received the Macedonians, a strong empire, but one that often serves as road kill for the Romans who come right behind. Eric got the Celts back from Paul L., a fortunate break in that the Celts go first, allowing Eric to score again for the Vedic City States. Rich had a disappointing run as the Macedonians, losing an unexpected number of battles as a result of poor die-rolling, but his position early in the turn order allowed him to score the Carthaginian points a second time for a good score. Paul L. played a Naval Supremacy card and stomped pretty much everything in sight around the shores of the Mediterranean, but ran out of steam as he reached the edge of India. Eric got another lucky break as the Maurya dynasty did not appear, granting the Vedic City States a potential third epoch of power.
End of Epoch III: Rich: Macedonia (15 armies) +29 = 57 VP, 28 total armies Paul L.: Romans (25 armies) +34 = 53 VP, 37 total armies Walt: Han Dynasty (12 armies) +26 = 48 VP, 23 total armies Eric: Celts (8 armies) +22 = 46 VP, 18 total armies Paul H.: Sassanids (9 armies) +16 = 44 VP, 28 total armies Dan: Hsiung-Nu (7 armies) +11 = 30 VP, 18 total armies
In Epoch IV, it's traditional to give the Khmers (if they come up) to the Romans. You score at the end of your empire's turn, so being last in the order of play gives maximum time for the other players to cut away at the remnants of the Roman empire. In this game, however, after Dan took the powerful Arabs, Paul H. gave the Guptas to Paul L. The Guptas are a fairly weak empire, but there was a power vacuum in India because the Maurya had not appeared. Paul L. scored most of his Roman points again to take a big lead. Walt spent yet another epoch in China, but scored reasonably well, gaining total control of China and pushing into Southeast Asia and India. The Goths didn't appear, helping Eric's Celts and leaving more room for Rich's Huns.
End of Epoch IV:
Paul L.: Guptas (8 armies) + 44 = 97 VP, 45 total armies
Rich: Huns (14 armies) + 27 = 84 VP, 42 total armies
Walt: T'ang Dynasty (11 armies)+ 25 = 73 VP, 34 total armies Eric: Khmers (5 armies) +20 = 66 VP, 23 total armies Paul H.: Byzantines (12 armies)+ 19 = 63 VP, 40 total armies Dan: Arabs (18 armies)+32 = 62 VP, 36 total armies
In Epoch V, Eric realized that he could draw and keep a strong empire while retaining his place at the head of the line, given his 11-army edge over Walt, his closest competitor, but it wasn't to be. Eric drew the Seljuk Turks, a weak late-epoch empire, and passed them to Paul L. in an attempt to slow him down, but wound up with the Chola, a miserably weak empire that duplicated his presence in India. The big scorers in this epoch were Walt, with the Franks, who start the epoch off, and Dan, who played the Holy Roman Empire extremely well to claw his way back into the game. Paul H. received the Mongols - finally a decent empire starting in Eurasia! There was no Sung Dynasty, but the Ming Dynasty go first in Epoch VI, so it wasn't as good for Walt as you'd expect.
End of Epoch V: Paul L.: Seljuk Turks (12 armies) +30 = 127 VP, 57 total armies
Rich: Vikings (9 armies) +27 = 111 VP, 51 total armies
Walt: Franks (10 armies) +36 = 109 VP, 44 total armies
Dan: Holy Roman Emp. (10 armies) +38 = 100 VP, 46 total armies
Eric: Chola (8 armies) +30 = 96 VP, 31 total armies
Paul H.: Mongols (20 armies) +28 = 91 VP, 60 total armies
Eric was hoping again for a strong empire in Epoch VI, but he got the Timurid Empire, which is a weak Epoch VI empire. He was reluctant to pass it to Paul L. since it goes early in Epoch VI and was in a region where Paul L. was not represented; Eric didn't want to give Paul another two-bagger. There are worse empires than the Timurids, and Eric hoped someone might give Paul L. on of them. This turned out to be a mistake as Paul L., drawing fifth, would draw and keep Spain, the best Epoch VI empire. Eric received the Ming Dynasty, a stroke of good fortune, given that the Ming go first and had no overlap with Eric's empire. Paul H. was stuck with the miserable Inca/Aztec empire this time; he drew last and had to take potluck, but the other card left in the deck (the Mughals) wasn't much better. If Pauls had drawn in the opposite order, the outcome of the game may have been different.
End of Epoch VI:
Paul L.: Spain (15 armies) +29 = 156 VP, 72 total armies
Walt: Ottoman Turks (15 armies) +32 = 141 VP, 59 total armies
Dan: Portugal (10 armies) +39 = 139 VP, 56 total armies
Eric: Ming Dynasty (10 armies)+42 = 138 VP, 41 total armies
Rich: Timurids (8 armies) +26 = 137 VP, 59 total armies
Paul H.: Incas/Aztecs (4 armies)+19 = 110 VP, 64 total armies
We had finally made it to the big showdown: Epoch VII. The scores were close, with four players lined up on the score track like pigeons on a telephone wire. The prize in Epoch VII is Britain; while they have only 20 armies compared to 25 for the Romans in Epoch III, you don't have to worry about being picked on when you get Britain, since the game ends after you play. Eric drew first, as usual, and got the Netherlands. The Netherlands offer some opportunities, but they have only 8 armies, and Eric passed them to Dan. Dan was next to draw, and he passed the Manchu Dynasty to Rich (yet another Eurasian empire!) Rich was next up, and he took the United States, the worst Epoch VII empire, and passed it to Eric. Paul L. was last in the order, and three weak empires had been drawn, but no one had yet passed an empire to him. Walt drew Russia and kept it; Russia goes first in the turn, so no one can pick on Russia until after its owner scores for the last time (at which point it doesn't hurt.) This left the two Pauls, and Paul H. drew France, a strong empire, which he kept. Amazingly, Paul L. had made it all the way to the sixth card draw without receiving an empire! We didn't know it, but the two remaining cards were Britain and Germany (a weak empire that goes at the very end of the epoch; Germany's turn represents the start of the World War.) Paul drew a card and smiled slightly - we knew he had Britain!
Final scores: Paul L.: Britain (20 armies) +50 = 206 VP, 92 total armies Walt: Russia (12 armies) +45 = 186 VP, 71 total armies Rich: Manchu Dynasty (12 armies) +44 = 181 VP, 71 total armies Dan: Netherlands (8 armies) +40 = 179 VP, 64 total armies Eric: United States (10 armies) +29 = 167 VP, 51 total armies Paul H.: France (15 armies) +40 = 150 VP, 79 total armies
The game finished at about half past 1am; it took about 5 1/2 hours. The box says it should take 45 minutes per player; we took about 55 minutes per player, but we don't play regularly, and I'm sure we're a little slower than people who do.
Eric's rating: 8. I enjoy this game, despite the fact that I'm not a strong player (I was last when we halted the incomplete game back on October 30, 2003.) It can drag if people don't pay attention, but we moved it along nicely, without too many long pauses.
No report available.
Roll call: Eric, Dan
WAR OF THE RING
(Eric, Dan)
MVGA was "on tour" this week. The Masonic Hall was booked for a Masonic event (imagine!) and our regular meeting was cancelled. Walt had brought a copy of War of the Ring to MVGA earlier in the year, and we all admired the gorgeous map and the plastic minatures. Word was that the game took many hours to play, so we weren't sure when we'd have a chance to try it out. Eric borrowed Walt's copy and played two games (one with his son and one with a friend in New York) before deciding to buy his own copy. When we heard that MVGA would be cancelled, Dan suggested a game of War of the Ring to Eric. It turns out Dan and Eric live only 5 minutes apart, so the drive was a lot shorter than usual.
Dan hadn't played before, but he spent some time reading material on the internet to get ready for the game. He and Eric agreed that Dan should play his first game as the Shadow player. The Shadow relies on brute force and is a little easier for a beginner to play than the Free Peoples, who rely on finesse. We sat down to play at about 7:15. Eric had started to set the game up, but he waited to set up most of the game so Dan could participate and learn more about the components. Although Dan had read fairly extensively before he arrived, it's helpful to have the actual game components in front of you as you go through the rules. Eric reviewed the rules and also made some tactical and strategic comments (Eric is quite new to the game as well, but even a few games make a big difference.) Eric also described some of the more powerful and surprising cards to Dan, including the Ents, the "move armies more than one space" cards, the Corsairs of Umbar, and the Dead Men. We finished setting up around 8:15 or a little after. We drew our initial cards and began play. On Dan's first turn he put one Eye in the hunt box and rolled one additional Eye for a total of two. This hinted at easy going for the Fellowship. Dan's other five dice were all armies and musters---useful cards early on, but this gave him no ability to chase the Fellowship with Nazgûl or play Character cards. Eric rolled two character dice, beginning a trend that would continue throughout the game: Eric rolled several several character or Will of the West dice almost every turn. These are critical for moving the Fellowship, and a shortage can be a real problem for the Free Peoples. The Fellowship was revealed on its second move, and Eric took 1 damage as corruption. He decided to place the Fellowship in the High Pass to avoid harassment from North Dunland and the rigors of Moria. Dan used his dice to play muster cards, bring Sauron and Saruman to war, and introduce Saruman. Eric moved twice on the next turn without being revealed, but he did take 2 damage via the death of Gandalf as he heroically defended the Company. Dan mustered several times in Isengard, preparing a sudden attack on Rohan, and Eric used a muster to push Rohan down on the political track. The next turn, Dan put two Eyes in the box and rolled a third Eye, and for the third turn in a row failed to roll a character die. This left Eric free to move the Fellowship without fear of Nazgul scrutiny, but on the first move he was revealed in Carrock, losing Pippin and taking 1 corruption point. Strider was now the guide, and he hid the Fellowship easily. Dan used his many military dice to attack the Fords of Isen, destroying the small force of Rohirrim, and moved all but one regular forward toward Helm's Deep. Eric immediately said "and now the Ents will attack!" in jest (you need Gandalf the White to play Ent cards) but he did use a Will of the West die to bring Gandalf back in Fangorn, threatening an Ent attack. Dan besieged Helm's Deep with an overwhelming force, and Eric was relieved to be able to play Éomer, beefing up the defense a little. Dan whiffed on two seige rolls, beginning a string of terrible luck while attacking the stronghold. On the following turn, Eric actually drew an Ent card and used it to attack Isengard, which still had only one regular in it. Eric rolled two hits, taking Saruman out of the game. Dan was counting on a few turns of safety, since Eric had drawn only a few strategy cards, but when you play a game with a deck of cards, you never know what will happen! This was a blow to Dan's chances. He brought the Witch King into the game to recover the lost action die; the Witch King entered play in Minas Morgul, where strong forces of orcs and Southrons were beginning to threaten Gondor. Dan had played quite a few recruiting cards: Shadows on the Misty Mountains, Pits of Mordor, and Many Kings to the Service of Mordor, and his forces in Moria and Dol Guldur were threatening the Elven strongholds, but the Elves were still far from war. Dan added to the menace by playing the Balrog on the table, and by playing Worn with Sorrow and Toil, which makes it costly for the Free Peoples to take damage via casualties. Eric moved twice without being revealed, and he declared in Dale, scooting along the Old Forest Road. Dale is a little out of the way, but Eric was already at five corruption, so the chance the heal was welcome. Declaring in Dale also eliminated Worn with Sorrow and Toil, an important consideration with a long way yet to travel. Eric got the Mithril Coat and Sting, the Horn of Gondor, and Axe and Bow on the table in the next few turns, but these cards only reduce damage and don't necessarily eliminate it. Eric drew good cards for the defense of Gondor just in time to stave off the Witch King's assault. He played Guards of the Citadel, moved in force to Osgiliath, and played Faramir's Rangers and The Eagles are Coming to weaken Dan's force and strengthen the good guys. Gandalf rode from Fangorn to Osgiliath, leaving Helm's Deep to fall (finally) to Dan's forces. With a large force, three leaders and Gandalf the White in Osgiliath, Eric had the power to put a serious dent in Dan's hordes, and Dan had to spend more time gathering replacements. On one turn Dan put just one Eye in the box and failed to roll any more, and Eric got three swords, allowing him to push the Fellowship Progress Counter to 5 - enough to make it from Dale to the Iron Gate and enter Mordor! At this point, Dan cannily played Cruel Weather as his last action, pushing Eric back into Dagorlad and postponing Eric's quest by a full turn. Eric's defense of Minas Tirith was so imposing that Dan focused up north instead, moving a large force against Lórien. At this point Dan's military luck changed. He took Lórien with little difficulty, bringing his total to 4 VP. He directed forces toward the Woodland Realm, Dale and Erebor, and these three objectives together with Edoras or Pelargir would give him the game. Unfortunately for Dan, the delays around Helm's Deep and Minas Tirith meant that the tale of the Ring would be complete before Dan could complete his attacks. The game would hang on whether Dan could corrupt Frodo before the Ring was destroyed. Eric had been holding Dead Men of Dunharrow, Paths of the Woses and Help Unlooked For in anticipation of a trip for Strider to Rohan and Gondor, but he decided Strider would be more valuable guiding the Fellowship into Mordor. At this point Eric was up to 5 corruption and was hidden in Dagorlad with 5 companions still in the Fellowship. Dan was holding the Nazgûl Search card in his hand. This card reveals the Fellowship and, if played as the last action of the Shadow turn, provides another turn of delay, since the Fellowship may only enter Mordor if hidden. In another stroke of bad luck for Dan, he rolled a bushel of Eyes, giving him fewer dice than Eric's 5. When this happens, the Free Peoples get the last action of the turn as well as the first action. Eric moved the Fellowship and was revealed in Morannon. Dan played The Breaking of the Fellowship and drew a useless Eye. Strider hid the Fellowship and Dan used Nazgûl Search to reveal them again, but Eric got the final play to hide the Fellowship, allowing him to declare in Morannon and enter Mordor. Neither player had drawn a single special hunt tile card up to this point, so we had no special hunt tiles to place in the coffee cup as we entered Mordor, but we did replace Dan's Eye. We knew 10 VP were out of reach, so we started using event dice to draw character cards, discarding strategy cards as needed. Dan put Give it to Uss into the cup and Eric countered with Sméagol Helps Nice Master. Eric had five companions, but this allowed Dan to shove four dice into the hunt pool (at one point he had six dice after he rolled!) Despite Eric's ability to sacrifice companions, Eye tiles could put him over the edge easily, so he moved carefully. Dan drew and played Foul Thing From the Deep and Isildur's Bane and finally he started to draw the Eye tiles, just when he didn't want them. When Eric moved, Dan drew 2 and 3 damage tiles, but Eric had no problem killing off companions to soak up the damage, and there was no stopping his progress (Give it to Uss wasn't drawn.) Eric threw the Ring into the Cracks of Doom with the corruption marker on 6 for a victory that was closer than it looked (if Dan could have drawn Eyes when Eric moved and numbers when he played Foul Thing From the Deep and Isildur's Bane, instead of the other way around, a corruption win was a real possibility.) Dan had 4 VP and strong forces headed toward the Woodland Realm at the end of the game. We finished at 11pm. Not counting the rules explanation and set-up, the game took a little under three hours. We didn't feel we were rushing, though Dan and Eric are both experienced gamers who tend to play games quickly. In my opinion, reports of six-hour games are not typical of what most players will experience. It's true that Dan's abandonment of his military aspirations near the end sped the game up a bit, but not by a lot.Eric's rating: 8. If you love Tolkien's books as I do, this game is an engrossing experience that drips with theme. The asymmetry of the forces is convincing; as the Free Peoples you wonder how you will stave off the evil hordes (they not only outnumber your armies, but also receive so many additional dice!) As the Shadow you have so much to do it's hard to keep track of it all, and you're annoyingly unable to impede the Fellowship at critical times. The Fellowship movement mechanic (in which the exact location of the Fellowship is not determined until they declare or are revealed) is brilliant.
POWER
GRID (Walt, Paul H., Eric, Dan, Evan, Rich)
The Masonic Hall was already buzzing by 7pm,
with 5 gamers ready to go. We selected
Power Grid, a game that accommodates from 2
to 6 players and is interesting for any of
those numbers. As we were setting the game
up, Rich came in to make 6. We decided to
play on the German map, leaving out the
northwest corner region. The map is crowded
with 6, but Phase 2 comes when someone gets
to six cities and the game ends at 14.
The initial auction started with the #04
coal burner, which Eric was delighted to get
for the bargain price of $5. Evan took the
#05 hybrid for $6 next, followed by Dan,
who took the #08 coal burner for list price.
As plants were bought, we drew replacements
from the deck, and the selection wasn't
very good---the first two we drew were the
#12 hybrid and the #11 nuke! It looked like
good plants would be hard to come by.
Rich considered his choices - the #03, #07 and #09 oil burners and the #06 trash
plant---and put the #03 up for auction, taking it for list price. Walt saw that
the #06 was the only trash plant in either the current or the future market and
bought it, reasoning that the ample trash supply in a 6-player game would bring
the price down. Paul finished off Round 1 by taking the #11 nuke, which powers
two cities for one uranium.
Rich started off by connecting two cities, in Essen and Dortmund,
even though he could only power one. He connected an extra city to
discourage anyone else from starting in the Rheinland, crowding Rich
and limiting his building options. Eric wasn't discouraged, however,
connecting one city, Dusseldorf, immediately adjacent to Rich. Evan
struck off on his own, connecting Halle and hoping to wall off the
entire northeast section of the map for himself (or at least to make
it expensive for anyone else to compete with him.) With Hannover
out of play, Erfurt became a key link; all routes to the northeast
must pass through this city. Walt snuggled up close to Rich and Eric,
building the twin cities Wiesbaden and Frankfurt, and Dan and Paul
built down south. Evan's ploy had worked, at least to the extent
that he had far more building room than the rest of us.
In Round 2, Dan started us off by passing. He already had a plant
that would power two cities, and none of the options looked all that
attractive. Walt then put the #12 hybrid up and got it for $16
after a bit of an auction. Rich took the #09 for list price. We bid
Evan up to $13 on the #10 coal plant before letting him have it, and
this purchase dropped the #22 windmill down. Eric got it for list
price as Paul was saving his money for expansion. Dan, Walt and Rich
declined to build this time, each happy with the two cities he had
connected, but Paul, Evan and Eric needed to expand from the one city
each had connected so far. Eric took Duisburg and Koln, further
squeezing Rich, Evan took the link at Erfurt, and Paul expanded
down south.
The power plants on offer for Round 3 were still unattractive, but
the valuable #26 oil plant was visible in the future market. Eric
put the #21 hybrid up for auction and it went to Rich for $25. At
this point Eric and Walt opted out of the auction phase. Paul took
the #23 nuke for $25, extending his nuclear monopoly, and the #26
became available. Dan put it up for auction, and competition was
fierce. Dan finally bowed out as Evan took the #26 for $36. As a
consolation prize, Dan got the #27 windmill, powering three cities,
for list price. Our power capacity was outstripping our building
at this point: Dan built one to get to three cities, Rich hopped
over Eric into Aachen, counting on the fact that Eric's #22 would
allow Rich to build first next time, and Evan took the cheap build
in Leipzig. Paul passed, Walt built Fulda and Trier, and Eric
passed (he could only power three cities anyway.)
Walt was first to the auction block in Round 4, and there was a
plant he wanted: the #30 trash burner, which powers six cities.
He took it for $40 after a spirited auction. Everyone else passed
except Eric, who picked up the #34 nuke for list price. It powers
five cities for one fuel rod, but uranium would be costly with Paul
already running two nuclear plants. Paul now connected two more
cities, and Rich took Munster and Osnabruck, the last cheap open
spots in the Rheinland. Eric settled for Kassel. He didn't
really want to stop at four cities now that he had power for eight,
but there was nothing else within reach. Evan built Magdeburg,
walling his area off more securely, Dan built one more, and Walt
saved his money rather than pay a huge cost to escape from the area
in which he was confined. As we sat back to take stock, Evan looked
like the clear leader. Only three players had room to expand at a
reasonable price---Evan, Dan and Paul---and of these three, only
Evan had a high-capacity plant, the #26. Eric and Walt had good
capacity, but both of them were hemmed in. Rich had one more city
than the rest of us, but he was hemmed in as well, and his best
plant was the #21, a marginal end-game plant.
The following round saw no power plant purchases, and the #07 plant
was discarded. The players who were unable to expand didn't want to
spend for mediocre plants that provided unneeded capacity, and the
players who could expand wanted to do so. Building was subdued,
however, as no one wanted to build the sixth city that would push us
to Phase 2. Paul, Evan and Dan each built one city to bring them to
five, joining Rich, while Walt and Eric chafed at their inability to
build. Evan connected Dresden, so that Berlin was now the cheapest
northeastern city for the rest of us to connect. Walt had the
cheapest build to Berlin at $46, and he just wasn't prepared to spend
so much. Plant purchases picked up again in Round 6, as the hole
opened up when the #07 plant was discarded was filled with larger
plants. Dan began auctioning plants: Evan took the #31 coal plant
for $46, Dan took the #20 coal plant for $29, Rich took the #29
hybrid for $39, and Paul took the #28 nuke (his third!) for list
price. Walt and Eric were hoping to get cheaper plants if the run
of good ones continued, but the draws were not in their favor. The
current market now contained the #14, #16, #17 and #18 plants, all of
which were more or less obsolete at this stage of the game. Evan's
position now looked even stronger: his plant capacity was 13, with
Dan next highest at 10, and only Evan had meaningful room to expand.
On the other hand, no one had more than five cities connected, so the
game had plenty of play left in it.
Both Walt and Eric had been entertaining thoughts of attacking Evan's
monopoly. They were first in line to build, and Walt stepped right
up to pay $46 for Berlin, giving him five cities. Eric declined to
pay $52 for Frankfurt-on-Oder, reasoning that Evan would certainly
start Phase 2 now that Evan's wall had been breached. Dan connected
the final open Bavarian city, guaranteeing that Phase 2 would start,
and Evan took Schwerin. No one really wanted any of the plants on
offer for Round 7, but Eric, who was last in line, took the #16 oil
plant to replace his #04 and raise his capacity to 10. Eric then
built five cities (mostly ones Rich was already in) to bring his
count to nine. Paul built two, Walt one, and Rich four (mostly ones
Eric was already in.) Dan connected two and Evan three. Starting
in a crowded area can help at the start of Phase 2, since it is
cheaper to make those second connections, and Rich and Eric both
profited from this phenomenon. The plants on offer were still not
that good; Eric and Evan passed, but Rich made the best of a bad
choice and offered up the #15 coal plant, which the others were glad
to let him take for list price. Dan now put the #19 trash plant up
for auction, with Walt paying $20, and Dan took the #24 trash plant
for list price. Paul's patience was rewarded as the new plant was
the #25 coal plant---he got the best plant of the round for list.
If the Phase 3 card had shown up, we might have ended it, but
building was fairly subdued. Paul connected one city to make his
total 8, Walt connected two to make 9, Dan connected three to
make 11, Rich added just one to make 10, hanging back in the turn
order, Evan grabbed one as well, making 10, and Eric stayed put at 9.
When we flipped a plant during the bureaucracy phase, it was replaced
by the Phase 3 card, and we knew the game would end in Round 10. Dan
started off by buying the #39 nuke at list price. This initiated a
series of spirited auctions, with Rich taking the #36 coal plant for
$65, Walt taking the #50 fusion plant for $55 and Eric paying $49 for
the #40 oil burner. Evan took the big #46 hybrid for list price and
Paul took the #35 oil plant. Evan had capacity for 18 cities, with
Rich, Walt and Dan at 15 and Eric and Paul at 14. If Evan could link
up 16 cities, he would win for sure, but if not, it was anyone's game.
As it turned out, Evan could only connect 14, and Rich matched this
feat, beating Evan on the tie-breaker.
Final scores: Rich 14 cities + $16 Evan 14 cities + $8 Dan 13 cities + $21 Eric 13 cities + $11 Walt 11 cities Paul 10 citiesEric's rating: 9. What an interesting game! Evan looked like the runaway leader for much of the game, but he spent a little too much money and Rich's more efficient operations made the difference. Walt cost Evan by building to Berlin, but Walt was out of room and it was clearly his best move. If Rich and Evan had just a little less money the game would have lasted one more round, and Evan's higher capacity would have given him a comfortable win, but Power Grid is a game of timing.
GOA
(Paul H., Dan, Evan, Rich)
Mike came in during the second half of our Power Grid game. We hadn't seen Mike for some time and welcomed him back to MVGA. With 7 of us on hand we split into two games. One group played Goa. Rich and Evan concentrated on the shipping column early in the game, but Rich was able to stay just ahead of Evan and gained five bonus cards as he moved down the track. Dan was forced to play a money game, while Paul built up his expedition card column. Rich suffered from a damaging colonist failure, but Evan threw conservatism to the winds and paid $30 to Rich for a single tile late in the game, so that Evan gained 4 VP from the transaction while Rich gained 7 VP.
Final scores: Rich 48, Evan 45, Dan 36, Paul H. 31.
Eric's rating: 7.
WEB
OF POWER (Walt, Eric, Mike)
The three of us who were not playing Goa started with Web of Power, an MVGA favorite that works great for 3, 4 or 5 players. Mike drew the dreaded first player position (the first player can only play one cloister, which often attracts massive attention from the others.) Walt did not have a card in the needed color, so he placed a cloister in Frankreich, the largest and most valuable country. Eric was able to play a double in Mike's country, and he followed up with a double in Frankreich on his second turn. This began a long run of doubles for Eric, who soon had the most cloisters and the most advisors in Frankreich. Walt played a number of advisors in the east, but Eric cooperated with Mike and sometimes took advantage of him, running away with a lopsided game.
C1___C2___Ad__Ch__Tot Eric 17 + 33 + 29 + 4 = 83 Mike 13 + 31 + 04 + 4 = 52 Walt 09 + 22 + 10 + 4 = 45
Eric's rating: 9.
SAINT PETERSBURG (Walt, Eric, Mike)
Goa was still going, but it was getting late and we wanted another short game that works well with 3. We haven't played Saint Petersburg for a while at MVGA, so we decided to take it for a spin. Eric was first in the Round 1 building phase, and he grabbed an Observatory (even though he claims he can take them or leave them) and began drawing orange cards. Mike gained a lead in the money race and started to accumulate buildings, while Walt played an intermediate strategy. The game was cash-rich, as many money cards and relatively few victory point cards came out early, so Eric was able to play the many nobles he drew. Walt got his own observatory part way through the game and began to close the lead in nobles as Eric branched out into buildings. Mike's lead started to close, and in the final scoring his opponents' noble collections relegated him to last place.
Final scores: Eric 139 (9 nobles), Walt 118 (9), Mike 114 (7).
Eric's rating: 10.
Roll call: Eric, Dan, Walt, Rich, Paul H.
GESCHENKT
(Eric, Dan, Walt, Rich)
There was an event downstairs at the Masonic Hall this week. It sounded like a middle school dance, though I didn't get close enough to tell for sure. As usual when the downstairs hall is being used by another group, MVGA met upstairs in the back. We started out with Geschenkt, a little game Walt included in the games he brought for the evening.
Geschenkt is a simple game with a simple premise. A deck of cards numbered 3-35 is shuffled and nine random cards are set aside face down. Each player receives 11 poker chips and a randomly-selected starting player turns over the top card and makes a decision. He or she may either take the card, placing it on the table to begin a card collection, or place a chip on the card, passing play on to the next player around the table. Each player in turn either adds a chip or takes the card. When you take a card, you take all the chips on the card and add them to the chips you have stuffed in your fist (the number of chips you have is secret, even though others could in theory remember how many you've played and how many you've picked up.) Sooner or later a player will take the card; either the chip pile will prove enough of a lure or one player will run out of chips. The player who takes the card turns over a new card and either takes it or places a chip, continuing the game. The game continues until the entire set of 24 cards has been taken, at which point players count their scores. You gain points for taking cards and subtract a point for each chip in your hand, but in Geschenkt, the low score wins. This means you want to avoid cards and take chips (of course, sooner or later you must take cards to gain more chips lest you run out of chips.) You score your cards by adding the numbers on the cards you have taken. There's a twist, however. If you have a consecutive run of two or more card numbers, you score only for the lowest number in a run. Thus, 31-32-33 scores only 31. This means the player who owns the 31 or the 33 can take the 32 without suffering harm, even though the same card may cost other players dearly. There is often a test of wills as a player who can take a card cheaply nevertheless adds chips once or twice to bleed the players who can't afford to take it. In this game, Dan scooped up a lot of cards, but was able to arrange them in runs so as to minimize the damage. Rich took only three cards, but used up most of his chips, so that Dan was able to squeak past Rich for the win.Final scores:
Dan 4-7, 18-20, 31-33 = 53 - 24 chips = 29. Rich 10, 27-28 = 37 - 4 chips = 33. Eric 15, 17, 22-25 = 54 - 12 chips = 42. Walt 8-9, 11-12, 35 - 54 - 3 chips = 51.Oddly enough, that adds up to 43 chips, not 44 as it should be with 11 per player. Walt had better check the floor the next time he's at the Masonic Hall.
Eric's rating: 6. This game is cute, but in the two games I've played so far it's seemed like there's a lot of luck and not as many interesting decisions.
MODERN ART
(Eric, Dan, Walt, Rich, Paul H.)
Paul H. arrived as we were finishing up Geschenkt, so we needed a 5-player game. Walt had brought several games with him and suggested that we move on to Modern Art, a game that works well with 5. Walt had the newer Mayfair edition, which is packed in a much smaller box than the original version.
Modern Art is an auction game that puzzles many players. In most auction games, the focus is on the bidder, but in Modern Art, the focus is on the auctioneer. Each player gets a hand of cards that is auctioned off over the course of four rounds. On your turn, you choose a card to auction. Each card specifies the auction method: once-around, in the fist, fixed price, or open outcry. Each card represents a painting by one of five modern artists, and a painting is sold at the end of the round for a price that depends on how popular the artist was (e.g., how many paintings for that artist were sold.) Bidders tend to bid a fairly high percentage of a painting's expected value, so most of the auction benefits go to the seller. The first key to victory lies in manipulating circumstances so that the paintings you auction are highly desired by the other players. It's also important to bid appropriately for paintings auctioned by others (and especially to avoid over-paying,) but clever selling is critical. It's possible to win a game of Modern Art without buying a single painting, especially if bids are high. In the first round, Eric and Paul bought most of the art. Eric bid high for a pair of ChristinP's (each player gets two cards that allow a pair of paintings to be auctioned) and then auctioned off his own pair of ChristinP's to Paul. Paul ended the round with ChristinP in first place, so that his paintings were worth $30 each. Paintings by Yoko were worth $20 each and Gitters were third at $10. The second round followed a similar course, with Eric and Paul continuing to bid energetically, though Walt bought a number of paintings himself. This time Lite Metal was the favored artist, pulling in $30 a painting, but Yoko's works were now worth $40, having been popular in two successive rounds. Dan was showing remarkable restraint; he had not bought a single painting during the first two rounds. In the third round, Eric started by selling a pair of Kryptos to Paul for a hefty price. These were the first Kryptos to be auctioned, and we knew there were a lot left in players' hands. Walt and Rich each auctioned single Lite Metals (Dan finally bought one!) and Dan sold Eric a second pair of Kryptos for an even higher price. Paul then ended the round with only two artists represented on the table, so that third place money was not awarded. The gloves came off in the fourth and final round, as Walt and Dan each bought enough art to stock a junior mansion while Eric and Paul sat on their money. We knew the game would be close as we counted the money at the end of the game; there were wide differences in the number of paintings the players had purchased, but the auctions had avoided the excesses that sometimes produce a runaway leader. In the end, Eric won by $7; this was his first ever victory in Modern Art. Final scores: Eric $434, Rich $427, Dan $349, Walt $344, Paul $330. Eric's rating: 7. I enjoyed this game more than previous games, partly because I finally won one, but also because I had a clearer idea about what was going on. It's not easy to understand what makes the difference between winning and losing in Modern Art.
POWER
GRID (Eric, Dan, Walt, Rich, Paul H.)
We've been on a Power Grid
binge recently. Eric, Dan, Rich and Paul have played quite a few games at MVGA,
but Walt learned the game only recently. We suggested another game of Power Grid,
and Walt asked for an "annotated" game in which the more experienced players would
explain their strategy at the end of each round so he could understand what drives
the decisions. Power Grid is deceptive; it is an easy game to learn because the
rules make economic sense, but it's a tricky game to master. We all know how hard
it is to make the pancakes and the maple syrup come out even; in Power Grid you
must make the city connections, the power plants and the fuel supply come out
even!
Walt was chosen to start Round 1. He put the #05 hybrid up and took it for
$7. Dan then auctioned the #04 coal burner, which Eric got for $7. Dan took the
cheapo #03 oil burner for $4 and Rich and Paul took the #09 oil plant and the
#10 coal plant for list price. This left the #06, #07, #08 and #11 in the current
market; it's unusual to see the #07 and #08 both untaken at the end of Round 1,
and it left four of us with plants that could only power one city.
The board layout
was unusual; we had randomly chosen to remove the Midwest region, which stretches
from Minnesota all the way down to Tennessee. This resulted in a roughly U-shaped
board with choke points at Raleigh and again near New Orleans. It would not be
easy to break out of the eastern parts of the board, so initial placements were
critical. Dan started off in Savannah. He reckoned that the southeast was almost
as cheap as the northeast while being harder to cut off. Eric built in Birmingham
using the same reasoning, and Walt took the bait, starting in New York and Philadelphia.
Even though Walt could power only one city, he wanted to discourage Rich or Paul
from moving in next to him by using up a little more room. Paul had been teasing
Rich, suggesting that if Rich wanted to demonstrate his true mastery of the game
he'd start out west where the horizons is far away, and Rich accepted the challenge,
taking Omaha and Cheyenne (though Rich, too could power only one city.) Paul then
grabbed Oklahoma City and Dallas, joining Rich out west and leaving Walt with
plenty of room in the northeast. Paul powered two cities for $33 while the rest
of us each powered one for $22. Paul is fond of nuclear plants, and he took the
#11 right off the bat for list price, bringing his capacity to four cities. Rich
then took the #08 for list price. Rich often buys two plants with numbers that
are close, optimizing his turn order position relative to others with the same
number of cities. Rich's purchase dropped the #21 plant down into the current
market. The #21 hybrid powers four cities for only two fuel; it's far better than
any of the other plants we were likely to see early on. There was spirited bidding
before Dan took the #21 for $34. This left the #07 oil plant for Walt and the
#13 windmill for Eric, who explained that it would pay for itself if he ran it
for two rounds. As it turned out, Eric would keep the #13 a lot longer than that!
Dan built into Jacksonville and Atlanta, hoping to secure a duopoly with Walt
in the northeast, but Eric hopped into Raleigh, leaping to the head of the line.
Walt had fuel to power only two cities, so he passed, confident that he'd get
the first shot in Round 3. Rich also passed, and Paul jumped into New Orleans,
tightening the ring around Eric and Dan.
In Round 3, the power plants on offer
were not particularly tempting. The #19 trash plant was the highest one available,
and it powers only three cities at the fairly high cost of two trash. Dan and
Paul passed, but Eric had power for only two cities, so he bought the #19 at list
price. This didn't improve the options any, and Rich and Walt passed in turn,
preferring to wait for bigger game. Walt had saved enough money to connect Washington,
Norfolk and Pittsburgh, bringing his total to five. Walt could only power three
of the five, but by connecting five cities he discouraged Eric or Dan from moving
north. Rich connected Denver, Eric took his last cheap spot in Memphis, Paul took
Kansas City, and Dan connected Tampa and Miami, reasoning correctly that they'd
be gone before his next building opportunity if he didn't take them. The game
was cash poor as we began Round 4. No one except Dan owned a big plant, and he
had paid a high price for his. As a result, our interest in new plants was subdued.
Dan put the #27 up for auction and Paul took it for $28, after which Dan passed.
Walt took the #30 trash plant for list price. This plant, which powers six cities
for three barrels of trash, is a valuable plant, but none of the rest of us could
see how to buy the plant and fuel and still be able to connect cities. Eric passed,
saving for builds, and Rich took the #16 oil burner. Rich finally connected Santa
Fe, Eric went all the way from Raleigh to Boston, Paul took Houston, and Walt
and Dan saved their money. The only unbuilt cities east of Santa Fe were Detroit
and Buffalo.
The power plants for Round 5 were so disappointing that no one bought
a plant; the best one available was the #23 nuclear plant, but Paul was soaking
up half of the uranium supply and the #28 nuclear plant hovered temptingly in
the future market. Because no one bought a plant, we discarded the #06 trash burner
and moved to the fuel and building round. Rich extended his network to Billings
(the northwest looks costly, but the line from Denver to Cheyenne to Billings,
Seattle and Portland is reasonable in price) and Eric snapped up Detroit and Buffalo.
Dan opted not to build and Paul paid $43 to jump over Rich's block in Santa Fe,
connect Phoenix and gain access to the southwest. Walt had by far the highest
capacity, but his cheapest connection would have been $78 to Salt Lake City, so
he was not able to expand so as to be able to use that capacity. Round 6 finally
offered better choices in power plants as the #31 coal plant was on offer in the
current market and a number of other large plants were waiting in the future market.
Paul H. started us off with the #31, and Dan again bid high to win it for $48.
This brought the #25 coal plant into the game, and Rich paid $42 for this valuable
plant. Paul then took the #28 nuclear plant, which powers four cities for one
uranium rod. Eric passed to save money for the next round, but Walt paid list
price for the #29 hybrid plant. Realistically, only Rich and Paul could build,
and though Rich passed, Paul connected San Diego and Las Vegas to push the game
into Phase 2. Paul had capacity to power nine cities and was happy to power eight
of the nine the others powered only five (Eric had six cities connected, but his
capacity had been stuck at five since Round 3.)
The Round 7 plants were once again
a disappointment. Paul passed, but Eric held his nose and took the #23, even though
Paul already had two nuclear plants in operation. Eric planned to connect more
cities and could not afford to be stuck with a capacity of five. Dan bought the
#24 trash plant, replacing the #03 he had been hanging on to since Round 1, and
Walt and Rich passed. At this point, Dan's plants had the capacity to power 14
cities, Walt's 12, Rich and Paul's 9, and Eric's only 7. On the other hand, Paul
had 8 cities connected, Eric 6, and the others 5. The onset of Phase 2 brought
a burst of city connecting; Rich grabbed 3 new cities and Walt and Dan grabbed
4. Dan and Walt had taken each other's best spots, so Eric was able to connect
only 2 cities while Paul, building out west, also connected 2. Paul had accumulated
a huge pile of cash, powering more cities than the rest of us using fuel-efficient
plants, but it looked like it could be difficult for him to increase his capacity.
The Round 8 plants were so poor that Paul and Dan were forced to pass, but Walt
took the #18 windmill and Rich took the #15 coal plant, both for list price. Eric,
bidding last, was happy to see the #20 coal plant appear in the current market,
and he took it for list price. It was late in the game for the #20, which powers
5 cities but uses 3 coal, but coal was relatively plentiful and it allowed Eric
to increase his capacity from 7 to 11. Eric had the opportunity to buy extra trash,
shutting Walt's #30 plant down, but Eric planned to trade his #19 plant in on
the following turn and was reluctant to waste money. In the building phase, Paul
and Rich connected 3 cities each, Walt and Eric 2 each, and Dan 1.
The dam finally
broke in Round 9. Paul was first up and bought the #33 windmill, raising his capacity
to 11. Paul could have paid a huge price for a bigger plant, but the #33 was the
largest plant available. Paul's purchase brought the #32 oil plant into the current
market, and the bidding was intense, forcing Rich to pay $66 for this capacity-six
plant. Walt bought the #26 oil plant next, paying $55 for a capacity of 5. This
left two nearly equivalent capacity-five plants in the market, and Dan took the
#34 nuclear plant for face value while Eric took the #35 oil plant. During this
auction the Phase 3 card appeared, but when the card appears during the auction,
you wait till the next turn to combine the future market with the current market.
We wondered whether the game would end this round. Eric built 3 cities to reach
his capacity of 13. Dan could power 15 cities, and would have won if he could
have connected 15 to end it, but he fell short by $4, connecting only 14. This
was a tough blow for Dan. His capacity of 15, while impressive in Round 9, would
not be enough to win in Round 10. Dan would have to buy yet another plant. Rich
went next, connecting 1 city to make 12, as did Walt. Paul declined his build;
he could have connected 15 cities easily but could not power them. We collected
our money; Paul powered 11 cities, Walt and Rich 12, Eric 13 and Dan 14. The auction
in Round 10 featured 6 plants available for purchase. Dan began by auctioning
the #36 coal plant. This was the first capacity-seven plant to become available,
and Paul with his huge pile of cash was not to be denied. He took the #36 for
$60, raising his capacity to 15. Next Dan auctioned off the #39 nuke, which Rich
bought for $42, raising his capacity to 16. We held our breath as the new plant
was revealed, and it was the #46 hybrid, another capacity- seven plant. Dan put
it up for auction, but Eric and Walt let him have it for list price; neither of
them could afford to buy and fuel the plant and still have money to connect the
cities it could power. Dan replaced his old #21 plant with the #46 to raise his
capacity to 18, a winning amount for sure if he could connect the cities. The
#50 fusion plant was flipped next, and Walt let Eric have it for list price, raising
Eric's capacity to 16. Walt realized that the $55 he had paid for the #26 in Round
9 and the high cost of fuel made it impossible for him to buy a plant and connect
cities. Walt's capacity was already 15, so he passed and decided to take his chances.
At this point there was nothing left to do but buy fuel, connect cities, and record
the scores. Walt started off by connecting three cities for a total of 15, all
of which he could power. The game would now definitely end, since one player had
connected 15. Rich then shot past Walt, connecting 16 cities, all of which he
could power. Paul still had piles of cash, but he connected only two more cities,
bringing his total to 15. He could power no more than 15. Eric connected three
new cities, bringing his total to 16, all of which he could power. It was all
up to Dan and his capacity of 18. Dan was looking unhappy. He looked at the board,
and at his money, and was able to connect just two more cities, for a total of
16. Victory would come down to the tie-breaker, which is cash on hand.
Final scores:
Eric 16 cities + $74 Rich 16 cities + $8 Dan 16 cities + $4 Paul 15 cities + $251 (!) Walt 15 cities + $1This was the closest game we've had yet at MVGA. Any one of the five players could have won if the plant deck had come out favorably, and Paul in particular would have won going away if better plants had been available in Rounds 7, 8 and 9. Eric's rating: 9. This game cannot be won using a single fixed strategy. The power plant draws are just too unpredictable. You have to maintain your patience and react appropriately to the plants that become available.
Roll call: Dan, Rich, Eric, Paul H., Anton
SAN
JUAN (Dan, Rich, Eric)
We finished Paris Paris before anyone else showed up, so we took
a trip to the MVGA game locker to find another short 3-player
game. We often play Wyatt Earp in situations like this, but this
time San Juan edged its way into the lineup. This smooth-playing
card game is often accused by novices of having only one way to
win, but they typically differ about what that way is. In this
game, Dan and Eric built production, feeding off each other's role
choices, though Dan got an early Library down to stay ahead of Eric
throughout. Rich pursued a building strategy, with a Quarry and a
Library of his own, but Eric was helping Dan more than Rich as he
tried to stay in the game. Rich played a City Hall and a Triumphal
Arch, but it wasn't quite enough.
Final scores: Dan 33, Rich 30, Eric 29.
Eric's rating: 8. San Juan has grown on me. It started as a '7',
but I've raised it to an '8'.
POWER
GRID (Dan, Rich, Eric, Paul H., Anton)
By the time we had finished San Juan, Paul H. and Anton arrived and
it was time to put the appetizers aside and dig into a main course.
We decided on Power Grid, a game we seem to be playing every week
or two this spring. Eric has been getting the #04 coal plant every
game recently (though he hasn't been winning with it) and this week
was no exception as he paid a relatively low $6 for it. Dan then took
the #05 hybrid, a favorite of his, for list price. Rich put the #03
oil plant up, and Anton bid $4 to take it off his hands. Rich was
then outbid by Paul for the #08 coal plant at $9, so he took the #09
oil plant at list price. With this set of starting plants, it looked
like oil would be plentiful early on. Anton started by connecting two
cities, even though he could power only one. Eric and Dan connected
one city each. Paul, who could power two, connected two, and Rich
connected two as well. Our group has a tendency to connect extra
cities early on to discourage others from horning in on what we think
is our own private territory.
In the next round, every player bought a plant. Rich took the #10
coal plant for $14, Paul bid $20 for the #18 windmill, and Anton went
all the way to $23 for the #16 oil plant, which powers three cities
for two oil. With oil looking cheap, this was an attractive plant.
Dan had few good options and took the #14 trash burner, and Eric made
the best of a bad selection and took the #07 oil plant so as not to
fall too far behind in the plant race.
Round 3 saw nothing interesting available except for the #30 trash
plant. This plant has a high capacity, but it's expensive to run,
given the relatively small supply of trash, and we all passed. We
spent our money building instead, with Anton going to four cities
and everyone else to three. Anton bid aggressively again, getting
the #29 hybrid, which powers four cities for one coal or oil, for
$35. Dan took the #28 nuclear plant for $37, and Eric bid $36 for
the "poisoned" #30. Rich decided to settle for the #11 nuke at list
price, and Paul was overjoyed to see the #31 coal plant fall into his
lap at list price.
In Round 4, Rich was the "brightest bulb" as a result of his game-
leading five cities, but he got the coveted #25 coal plant for list
price when the rest of us realized that our heavy spending in Round 3
had made it impossible to prudently purchase another plant. Paul H.
took the #15, but the rest of us grumbled to ourselves over the fact
that Rich's patience had earned him such a juicy opportunity. There
are a lot of things to consider in Power Grid; one of them is making
sure you have cash when there are good buying opportunities. Round 6
saw Rich make another purchase, getting the #32 oil plant for #37.
Eric settled for the relatively inefficient #20 coal plant at #25. By
this point in the game, Rich had capacity for 13 cities. Eric also
had capacity for 13, though at a much higher fuel cost. Paul could
power 11, while Anton and Dan were still at 8 and 7. To remedy this
gap, Anton paid #37 for the #26 oil plant (the analog of Rich's #25.)
Paul then picked up the #34 nuke and Dan the #27 windmill while Eric
and Rich saved their money.
The plants on offer were lousy again in Round 8. We spent our money
building, but Eric's high fuel cost was killing him, and he was only
able to build to eight cities, compared to ten for Dan and eleven for
the others. Round 9 saw sparse buying (the #21 hybrid for Dan and the
#23 nuke for Rich,) but the real action came in Round 10 as we loaded
up for the end of the game. Dan paid $51 for the #38 trash plant,
Anton paid #50 for the #36 coal plant, and Eric paid $40 for the
efficient #35 oil plant. Rich took the #50 fusion plant at list price
and Paul H. took the #33 windmill at list price as well. In the
building spree that followed, Paul started us off by connecting 15
cities with $1 to spare. Rich then connected 17 cities, all of which
he could power, to dash the hopes of the field. Anton got to 16 with
money left over, but he could only power 16, so there was no point
going further. Dan also connected 15, and Eric could only make it to
14, despite the fact that he could have powered 16.
Final scores:
Rich 17 cities Anton 16 cities Dan 15 cities + $36 Paul H. 15 cities + $1 Eric 14 cities
Eric's rating: 9. Power Grid continues to hold my interest. There are many factors to consider; cost of fuel is one that I hadn't been so forcefully impacted by in the past. Walt had lost two games after paying for the #30, but I just had to see for myself. The #30 is a good buy later in the game if trash is cheap, but you need to be very careful in Round 3 or 4.
Roll call: Anton, Paul H., Dan, Eric, Rich
MANIFEST
DESTINY (Anton, Paul H., Dan, Eric, Rich)
No report available.
Roll call: Anton, Dan, Ian, Eric, Evan, Rich
LIARS
DICE (Anton, Dan, Ian, Eric, Evan)
POWER
GRID (Anton, Dan, Ian, Eric, Evan, Rich)
Rich came in while we were playing Power Grid, and it looked like
we'd have 6 players for most of the evening. Six can be a tricky
number to find a game for, but we've been playing Power Grid a lot
recently and it works just fine for 6 players. It's not the
easiest game to play, and the competition in Power Grid is tough
at MVGA, but Ian was up for the challenge of learning the rules and
jumping right in.
Bidding was energetic for the more desirable plants. Dan paid $8
for the #04 coal plant (usually the most sought-after plant at the
start, because it gives you first shot at the cheap coal, even
though it uses 2 coal to power just 1 city.) Anton paid $9 for
the #07 oil plant and Ian paid $9 for the #08 coal plant. Both
use 3 fuel to power 2 cities; the #08 generates more income than
the #04, but you pay more for coal. Rich got the #05 hybrid for
list price, leaving Eric and Evan to buy plants. Evan put up the
#10 coal plant (which uses only 2 coal to power 2 cities but pays
even more for coal early on) and got it for $12, and Eric took the
#09 oil plant (a low capacity plant that uses 1 oil to power 1 city
and can be a useful supplement later in the game) at list price
rather than take either the #03, #06 or #11 plant.
We built our initial cities. The Southeast was out of play, and
Dan started out west in Las Vegas, hoping to avoid the crush in
the East. Rich started in Cincinnati, hoping to get access to the
East while retaining a window to the west. Anton, who could
light up 2 cities, took Oklahoma City and Dallas, and Ian took
Minneapolis and Duluth under the same theory. The cheap East was
still unoccupied, so Eric jumped into Pittsburgh. Rich urged Evan
to move in east of Eric, but Evan decided that room for Eric was
more critical than squeezing Eric and took the Denver-Cheyenne
pair, generating grumbling from Rich.
In Round 2, Evan took the #13 windmill at list price when no one
bid him up. The #13 requires no fuel, but its 1-city capacity can
be a limitation. Ian took the #03 oil plant at list price; this
plant was already outdated when he bought it, but you can't beat
the price at $3. Ian's purchase brought the #21 hybrid plant down
into the current market. This plant powers 4 cities for 2 fuel
(coal and/or oil) and was by far the best plant we had yet had the
chance to buy. We bid Anton all the way up to $27 before we let
him take it. Eric had no interest in the remaining plants, but
Rich took the often-despised #06 trash plant for list price. Dan,
Rich and Ian connected cities, putting Ian in the lead at 3, but
Anton, Eric and Evan saved their money.
There were no high-capacity plants on offer for Round 3, so Ian
put the #22 windmill (which powers 2 cities) up for auction, taking
it for $26. Anton and Evan passed, as both had adequate capacity
already for this stage of the game, but Dan decided to pay the $11
list price for the #11 nuclear plant, which powers 2 cities. Rich
let Dan take the #11, hoping for a much better plant as a
replacement, but the replacement was the #17 nuclear plant, which
is identical to the #11 except for the higher price tag. Rich
complained half-heartedly before taking the #17. This proved to
be a boon for Eric, as the #29 hybrid became available, and he
was happy to take it for list price. Eric now had only one city,
but he had the Northeast all to himself and could power 5 cities
for 2 fuel. Some of the players felt Eric was a shoo-in to win,
but Power Grid can be a tricky game---there's many a slip twixt the
cup and the lip.
Round 4 began with the entry of the #30 trash plant (which powers 6
cities for 3 trash) into the current market. We've seen a lot of
people crash and burn when they buy this plant in Round 3 or 4, and
we avoided it like the plague. Eric put the #15 up for auction and
let Rich have it for $16. Eric was hoping for a better plant, but
passed when nothing better than the #24 trash plant became
available. Ian and Anton also passed, but Evan wasn't as fussy.
He took the #24, which made the #31 coal plant available for Dan.
The #31, like the #30 and the #32, powers 6 cities for 3 fuel, but
the fuel for the #31 is coal, which is more abundant than trash.
The Round 4 auction ended with the #28 nuclear plant and the #30
unbought. Eric caved in at the start of Round 5 and bought the #30
at list price as the others gave him a wide berth. This brought the
#26 oil plant, another highly-desired plant, powering 5 cities for 2
oil, into the game, and Evan paid $33 for it. Everyone got a plant
this round, with the remaining plants going for list price: Ian took
the #19 trash plant, Anton the #28, Rich the #32 oil plant, and Dan
the #33 windmill. We had been building steadily, and by the end of
the round, Eric and Anton had 6 cities, Evan and Ian had 5, and Rich
and Dan had 4.
Eric led Round 6 off by auctioning the #25 coal plant, the coal
version of the #26. Evan was the high bidder again, taking it
for $34. Evan now had the #24, #25 and #26 plants with a capacity
of 14 cities. Eric settled for the #35 oil plant at list price,
and Ian got the #36 coal plant while the others saved their money
to build. Anton shoved us right into Phase 2 by connecting 3 more
cities to take him to 9. Eric connected the last open New England
city, Boston, to give him 7. The other players stayed at 6, hoping
to take advantage of cheap builds in the following round, when each
city would be open to a second player. Only one plant was sold in
Round 7, with the #20 coal plant going to Anton for $34, as we tried
to save money for building while the opportunities still existed.
Everyone connected 3 new cities except Anton, who sat at 9 as the
others each made it to 9. Eric went on to build a tenth city; this
proved to be a mistake, as it put him last in the building queue for
Round 8. Eric would have been better off stopping at 8 cities so he
could build first in Round 8.
The Round 8 auction was anticlimactic. Rich took the #40 coal plant
for list price, and Anton took the #38, the granddaddy trash plant.
Evan built first, stopping at 13 cities so as not to end the game for
Eric. Each of the other players built aggressively, and when it was
time for Eric to build, he counted his money and realized that he was
$3 short. Rather than build to 13, Eric stopped at 11 so he'd have
the best position for the final round. Bidding in Round 9 was
remarkably calm. Evan put the #50 fusion plant up for auction and
got it for list price. This gave him a capacity of 16 cities. Rich
put the #34 and #39 nuclear plants up, with Dan taking the #34 for
$40 and Ian the #39 for $47. Eric dropped out of the bidding for
these plants when he realized that he couldn't afford to buy one at
such a high price, buy fuel (trash was getting costly) and connect 16
cities. Rich settled for the teeny #23 nuke; Rich was still running
the #17 nuke he had bought in Round 3, and the #23 added one to Rich's
capacity, bringing him to 15. Anton already had capacity for 16
cities, so he didn't bid. His question was whether he could connect
the 16 cities so he could power them.
Evan took the drama out of Round 9 early, connecting three more cities
to bring him to 16 with $9 left over. Dan connected 15 cities, all
he could power, and Ian could only make it to 14 despite his 16-city
capacity. Anton counted carefully and built to 16 cities himself,
with $1 to spare. Rich built his 15th city, and Eric stopped at 15
despite having $64 left over; there's no point connecting more cities
than you can power. Evan beat Anton by $8 on the tie-breaker to win
the game. Ian came in only two cities behind the winners, an
impressive performance for a first-timer.
Final scores:
Evan 16 cities + $9 Anton 16 cities + $1 Eric 15 cities + $64 Rich 15 cities + $23 Dan 15 cities + $22 Ian 14 citiesEric's rating: 9. I'm really looking forward to the new France and Italy maps, which are expected to be available in May.
Roll call: Dan, Rich, Eric, Mike
WAR OF THE RING
(Dan, Eric)
By this time it was 7:30 and Rich was sitting down with Bob to
play several hours of tabletop baseball. We knew Walt wasn't
coming, and most of the other regulars arrive by 7:30 if they're
coming at all. Dan and Eric had played two games of War of the
Ring and enjoyed it, so they decided to play again at MVGA,
given that there were only 2 of them. Once you know the game
you should be able to finish in three hours most of the time, so
we had plenty of time to finish. We decided Eric would play the
Shadow and Dan the Free Peoples, as Dan had played the
Shadow in both previous games.
Eric started off with two dice in the hunt; he had a card that
let him attack the Fellowship if it were revealed and wanted to
increase the odds of a tile draw even if it slowed mobilization.
Eric rolled a third eye and Dan moved the Fellowship once
successfully. Dan had several muster dice and used them to play
muster cards and move Gondor down a step on the political track.
Eric brought Saruman into play with two muster dice and used
character dice to begin moving his forces in Mordor. Character
dice aren't ideal for the Shadow early on because they're only
half as effective as army dice as you move your forces.
On the second turn Eric again placed two dice in the hunt, but
this time he didn't roll any more. Dan moved twice; one of the
moves resulted in a tile draw; a '3' without a reveal. Dan was
not too unhappy as he sacrificed Gandalf the Grey and used a
Will of the West die to bring him back immediately in Fangorn.
Eric had only one muster die this time, which he used to move
the Sauron nation to War. On the third turn, Eric rolled two
additional eyes, giving him four, and used a muster to bring
the Witch King into the game. Eric immediately moved the
Witch King to Angmar with a card, recruiting three units, and
began to march toward Rivendell with character dice. Dan's
supply of muster dice had dried up completely, so he was
unable to add troops in defense; he had plenty of palantir
dice, but the muster cards he drew were for places like
Ered Luin.
At this point, Mike arrived. Mike and Dave are the only ones
who come to MVGA late, and we were delighted to see him after
a long absence (we're still hoping Dave comes back as well.) We
didn't want to make Mike wait through another two hours of play,
so we gave up on War of the Ring in the middle of the third turn
so we could play a game with Mike.
Eric's rating: 9. I've played seven games now, not counting
this partial game, and it's an engrossing game, dripping with
theme and presenting interesting choices. Some people say the
game is the same every time (take the ring to Mordor) but my
games have been different enough that I wonder what will happen
as I begin each game. I've recently raised my rating from '8'
to '9'.
Eric 7 mission cards + 20 shields = 55 Dan 9 mission cards + 9 shields = 54 Mike 6 mission cards + 14 shields = 44.Eric's rating: 8. I'm a big fan of area influence games. The key to a good area influence game is restricting the players' options enough to force tough decisions, but not so much as to dictate play. Interestingly, the influence cards I drew in this game forced me to play some of my markers in locations that would earn me shields, and it was the shields that made the difference. This was the best published game I played at the Gathering, and I've played it with my family since I got home. My wife enjoyed it, which is a good sign. I asked the others to give me their ratings; Dan rated it 8 and Mike rated it 7.
INDUSTRIA
(Dan, Eric, Mike)
____ _Ind_ Tech_ Conn_ Bonus __$__ Total ____ ----- ----- ----- ----- ----- ----- Eric __12_ __19_ __18_ __14_ __2__ __65_ Mike __17_ ___9_ ___9_ __14_ __1__ __50_ Dan_ __16_ __10_ ___6_ ___6_ __4__ __42_
Eric's rating: 7. This is a clever game that's not like any other game I'm familiar with. The auction mechanism introduces considerable angst. One drawback is the fact that a player can have trouble simply because of bad tile draws.
Roll call: Dan, Rich, Eric, Anton
BAKSCHISCH
( Dan, Rich, Eric, Anton)
We typically try to start our session with a quick game. We know that some people show up a few minutes after 7pm, and we don't want anyone to wait too long for the first game to end. This week Eric brought a copy of Bakschisch to MVGA. Bakschisch is a 20-minute blind bidding game that packs a lot of thinking into a simple structure. I have to admit that the box isn't well-packed. It's a huge box full of air with just a few small, though attactive, components.
Each player begins the game with a nice cloth drawstring bag, ten gorgeous gold sparkly coins, a playing piece and a thief. You place your playing piece at the bottom of a winding track that leads up to the caliph's throne at the top of the board. The winner is the player who sits on the caliph's throne at the end of a round. The track is made up of many spaces, each of which contains a picture depicting one of five different characters (not too unlike the board for Candy Land.)
In each round, five cards are dealt face down, then turned over and bid on one at a time. The first four cards in a round give the ability to move forward. Most cards show one of the five characters and give you the right to move ahead to the next spot on which that character is depicted, or to the caliph's throne if no such spots are still ahead of you. There are also a few caliph cards that allow you to move forward one space plus one additional space for each opponent who was ahead of you (this provides a way for trailers to catch up.) When a card is turned up, you reach into your bag and pull out some coins, or your thief, or an empty fist. Bids are revealed simultaneously, and the player or players who bid the most move forward. All bids are lost, whether you win the bid or not (that's how it is with bribes!) If one or more thieves are played, the thieves split the bids for the card as evenly as possible. Anything left over, or the entire amount if no thief was played, goes into a pile beside the board. You then turn over and bid for the next card.
The fifth card of the round is different. Here you bid not to go forward, but to avoid going back. The lowest bidder (including anyone who plays a thief) moves back to the preceding spot on which that character is depicted (or to the start.) If the card is a caliph, you move back one space plus one additional space for each opponent who is behind you. This adds tension, as you may reach the caliph's throne only to lose your place on the final card of the round if you are one of the low bidders. At the end of the round, all the money piled up beside the board is shared as evenly as possible among the players, any thieves played are put back in the bags, and a new round begins.
In this game, bidding was unusually low. On several occasions, three thieves were played at once, leading to moans of dismay among the players. Dan played a cagy game, never bidding high, but often taking advantage of an opportunity to move forward cheaply. He made it to the caliph's throne before anyone else had even entered the top row, and survived the final bid (Rich was almost out of money, so couldn't outbid Dan) comfortably.
Winner: Dan.
Eric's rating: 8. Bakschisch is a quick game that incorporates some features (in particular, blind bidding) that would irritate me in a longer, more complex game. My daughter especially enjoys Bakschisch, and many of the people I teach it to are surprised at how much fun they are able to have in 20 minutes.
TICKET
TO RIDE: EUROPE (Rich, Anton, Walt)
Walt arrived as we were playing Bakschisch. We hadn't seen Walt much recently (he's been too busy being a famous author) so we pretended he was a newcomer and offered to waive the $3.00 fee for his first visit. Paul H. arrived soon afterward, and we divided into two groups of 3 for our next set of games. One group chose to play Ticket to Ride Europe, Alan Moon's new game in the series he started with the award-winning Ticket to Ride.
The game was a close one as the players drew a lot of tickets and struggled to complete them all. Ticket to Ride Europe introduces stations that you may place, allowing you to use an opponent's track link to complete your own tickets. In theory this makes it easier to complete tickets, but in this game each of the three players was stuck with an unfulfilled ticket---Rich for -7, Walt for -8 and Anton for -13. Walt scored only 44 points in tickets, compared to 50 for Anton and 55 for Rich, but he got 10 points for the longest route and kept all three stations for another 12 points to squeak past Rich for the win.
Final scores: Walt 120, Rich 118, Anton 93.
Eric's rating: 7. I've played this game just once. It flows very well (as all Alan Moon's games do.) It's said to be more strategic than the original Ticket to Ride, and perhaps it is, but I found it to be less tense, and thus slightly less enjoyable.
LOUIS
XIV (Eric, Dan, Paul)
We played our first MVGA game of Louis XIV last week, and Eric and Dan were eager to give it another try. Paul hadn't played before but was happy to learn, so we ran through the rules and began to play. In last week's game Dan had managed to play two more mission cards than Eric for a 10 VP advantage but Eric earned 11 more shields to win by 1 VP. Just as in last week's game, Eric was the starting player, which meant he would be forced to play first in both Round 1 and Round 4, and would receive a free Intrigue card to make up for this disadvantage.
In Round 1, Dan managed to play two mission cards, compared to one each for Eric and Paul. Eric got the extra influence card from personality #11, giving him an extra action in Round 2, while Paul raked in a lot of money, giving him the ability to pay for the items he wanted. This general pattern persisted throughout the game. Dan put a lot of influence on personalities #5 and #9, the ones that award crowns, and it seemed he had several crowns during every mission phase. Multiple crowns give you the opportunity to fulfill the powerful dark blue missions, but the mission card decks were laid out in a different order than during Dan's first game last week and he forgot which color cards were best. This means he drew and fulfilled the less valuable light blue missions instead. Eric won the extra influence cards in at least three out of four rounds, while Paul piled up 24 gold Louis d'Or (worth 8 shields) by the end of the game.
Dan managed to play the mission card that allows you to pay 2 gold to pass, so although Eric had five plays to four each for Dan and Paul, Dan was able to pay 4 gold to get the last play. This ran his cash down, however, so that he could not buy everything he may have wanted to buy. Dan did manage to play more mission cards, but in a finish that was eerily reminiscent of our game on April 28, Eric won enough shields (four of them from gold coins) to earn another narrow victory. Paul had the same score as Mike had on April 28, and he achieved it in exactly the same way (6 missions and 14 shields.)
Final scores:
Eric 8 mission cards + 19 shields = 59 Dan 9 mission cards + 11 shields = 56 Paul 6 mission cards + 14 shields = 44
Eric's rating: 8. At first it appears that mission cards are the only path to victory in Louis XIV. Missions are certainly important, and it would be hard to win without earning any, but you shouldn't discount the value of shields. The game often gives you opportunities to earn shields. If you find ways to take advantage, it makes a difference. In the games I played before I played at MVGA, the person with the most mission cards won. The two games at MVGA proved to be exceptions, and this adds to my appreciation of Louis XIV.
ICE CREAM
(Rich, Anton, Walt)
Louis XIV ran a little longer than Ticket to Ride Europe, so the rail gamers gave this quick filler from Joe Huber a try while they waited for Louis XIV to finish. In Ice Cream you first create ice cream cone orders, each requiring one to four scoops in specified flavors. You then compete to fill the orders using pints of ice cream in your supply. When you cannot fill an order, you may pick a new pint from the supply, so that sooner or later every order can be filled. Any opened pints are discarded (per FDA health standards,) so one tactic is to preserve unopened pints for the following day's business.
This 3-player game was close, coming down to the wire. The tie breaker is the number of unopened pints at the end of the game, and Rich and Anton tied even after the tie breaker.
Final scores: Rich 29 + 2 pints
Anton 29 + 2 pints
Walt 28
Eric's rating: 3 after one game. I played one game last month and felt as though I had little control. I believe there may be more decisions than are at first visible, especially when you have the option of almost filling an order (filling it except for one scoop) or taking a new pint. I'll play it again because it's short.
POWER
GRID (Eric, Dan, Rich, Anton, Walt, Paul H.)
We had 6 players on hand, but we hadn't played a 6-player game as a group. Eric, Dan and Paul hadn't played a game with Walt in weeks, and we decided a 6-player game was in order. We considered several options, including Union Pacific, before deciding on Power Grid. Walt expressed his ambivalence about Power Grid, a game he feels he doesn't understand well enough to be competitive in, but when the other 5 of us expressed our opinions, he cheerfully agreed to go with the flow and play.
Talk early on was about the #30, the "poison plant" that has proved fatal to purchasers' victory hopes in recent weeks. Of course, you never know when a given plant will make its appearance, but we knew everyone would be squeezing their electros (the currency) tightly when the #30 appeared.
Eric started the game by auctioning the #04 coal plant and taking it for $7. The other plants were sold at list price: the #07 oil plant to Walt, the #08 coal plant to Rich, the #05 hybrid to Dan, the #10 coal plant to Paul, and the #03 oil plant to Anton. Anton started in Essen and Eric jumped right in next to him in Duisburg. Dan struck out on his own, starting in Lubeck up north. Walt considered joining Anton and Eric in the Rheinland, but thought better of it and started in Augsburg instead. A Bavarian start usually gives you plenty of room to build, but the connections are costly; Walt had power for two cities but could only afford to connect one. Rich took the double cities of Halle and Leipzig in the east, and Paul took Flensburg and Kiel up north near Dan. In the bureaucracy phase, Walt declined to run his plant, saving his fuel and collecting $10 from the government for doing nothing (after all, we were playing on the German map!)
Paul started off Round 2 by auctioning the #12 hybrid. Anton bid $13 and took it for that price. Paul then passed as there were no other attractive plants on offer. Rich held his nose and took the #06 trash burner, but Walt passed (he already had capacity for 2 cities.) Dan paid $13, list price for the #13 windmill. Eric, the only remaining player, was thrilled to see the #20 coal plant appear in the current market. This plant powers 5 cities for 3 coal. It's expensive to run late in the game, but it's a powerhouse early on. Anton, who had been frugal thus far, connected two cities as everyone else added one.
Dan was first in line for Round 3. He bought his second windmill, the #18, as we all passed and hoped for larger capacity options. Our hopes were realized as the #21 hybrid went to Rich for $30 and the #26 oil plant went to Walt for $33. Paul and Anton took the #24 trash plant and the #23 nuke at list price, but Eric, who already had plenty of power from the #20, passed. The heavy expenditure on plants limited building. Dan and Eric each built a third city while the others passed. At this point Walt, stuck in costly Bavaria, had just two cities connected, though he had the best plant yet in the game, while the rest of us each had three connected.
The available plants for Round 4 were so unattractive that we all passed. When this happens, the cheapest plant in the current market is removed, so we tossed the #09 oil plant. Eric built two cities to reach 5, while Walt, Rich and Dan each built one. This made Eric the first bidder in Round 5, and he reluctantly took the #16 oil plant, which powers 3 cities. The #16 can be an end-game plant in the 6-player game, which ends at 14 cities, though it's not much of an option in the 3- or 4-player game. After Eric's purchase the #25 coal plant was drawn as a replacement, and bidding was fierce before Dan took it home for $43. The #25 and #26 plants are prime targets in the early mid-game; they are solid end-game plants and are fairly cheap to operate. Rich needed more capacity, so he took the #28 nuclear plant as everyone else passed. Everyone was at 5 cities this turn; no one wanted to go to 6 and start Phase 2 quite yet.
The turn order for Round 6 was based on each player's highest-numbered power plant, so the order was Rich (#28), Walt (#26), Dan (#25), Paul (#24), Anton (#23), Eric (#20). Rich didn't like any of the plants and passed, content for now with his 9-city capacity. Walt paid list price for the #29 hybrid, an efficient plant but one that is a little small for Round 6. Dan took the "poison" #30 trash plant and we all gave him a wide berth. The #30 is a killer in Round 3 or Round 4, but it's a decent plant in Round 6, as Dan recognized. Paul extended his monopoly in trash, taking the #19, and this brought the #32 down into the current market. The #32 powers 6 cities for 3 oil and is a serious plant. You hate to see a valuable plant come into the market with only one player left, but here Anton and Eric could both still bid. Anton was hampered by the fact that he'd just paid substantial money to jump out of his original starting area to build toward Bavaria, so he let Eric get the #32 for a "mere" $45. At this point Rich said "game over" (pointing out that Eric now had capacity for 14 cities and did not need to buy another plant.) Walt offered to end the game right there (teasing Rich,) but of course Rich wanted to keep playing. Power Grid is a tough game, and it's not easy to play without making any mistakes. There are usually chances to catch up. Anton would have liked the #32, though not at the price he would have had to pay, but he settled for the #27 windmill. Plant capacity was now Eric 14, Dan 13, Walt 11, Rich 9, Paul 9, Anton 8. Eric connected a sixth city to initiate Phase 2, and Paul followed suit, but the other players passed, hoping for better opportunities in the following round, when each city could be connected by a second player.
The Round 7 auctions were sparsely attended as players sought to save their money for building. Paul and Eric passed. Dan started off by taking the #33 windmill (his third windmill) for $36, and this brought the #31 coal plant into the current market. Rich spent $52 for this capacity-6 plant, which put him right back into the capacity race. Nothing else looked good, so we went on to building. Anton started by building 4 cities to reach 9 (he could only power 8 but wanted to get them while they were cheap.) Rich paid a high price to jump all the way into the Rheinland, taking cheap builds from Eric. This was a good move, slowing down the leader while giving Rich access to cheaper builds later. Walt connected only one city, still hampered by the high costs in Bavaria, and Dan connected 3 to reach 8. Eric settled for just one city, hoping to move earlier in the following round, and Paul connected 2.
In Round 8 there were no good plants on display. We tossed the lowest plant (the #11) and the Phase 3 card came up. We read the rules over several times and decided that because the Phase 3 card came up in the auction phase (at the end,) we should remove it and the new lowest plant from the game right away, and then remove yet another low-value plant in the bureaucracy segment. We built furiously, since we had lots of capacity and lots of money. At the end of the round, Eric and Paul had 11 cities connected, Dan 10, and the others 9. It was clear that Round 9 would be the last. Eric led off by auctioning the #40 oil plant. Everyone was wondering why Eric was bidding on plants, since he already had capacity for 14 cities and could just connect them. Eric was worried that an opponent would be able to power and connect 15 cities; this had happened to him in the previous game. Eric was hoping to get capacity for 15 or 16 and build to 15. Anton took the #40 for $41 as Eric realized he couldn't afford to fuel the #40 and connect 4 cities. Eric continued by putting the #50 fusion plant up for auction; Rich took it for $51. Rich had lots of money from inexpensive builds and low spending on plants. Eric then put the #35 oil plant up and got it for list price. Paul took the #36 coal plant, which powers 7 cities, for list price as Walt and Dan passed.
Anton was first to build, and he connected 4 more cities to reach 13. Anton could power only 12 cities, so the only point in connecting a 13th city was if the game would go another round. Rich settled that question by building 5 cities to reach 14. Rich had $17 left; money is the tie breaker if players power the same number of cities. Walt was third to build, but could only connect 3 cities to reach 12. Walt had power for 15 cities, but never broke out of expensive Bavaria. Dan added 4 cities himself to reach 14, but Dan had only $14 left, so would finish behind Rich by $3. Paul didn't build, staying at 11 cities. Eric built 3 cities to reach 14, but he had only $10 left and could not afford another connection. Despite Rich's earlier contention that Eric was a sure winner, he actually finished in third place.
Final scores:
Rich 14 cities + $17 Dan 14 cities + $14 Eric 14 cities + $10 Anton 12 cities + $24 Walt 12 cities + $2 Paul 11 citiesEric's rating: 9. As you can see, the MVGA group really enjoys this game. We've managed to streamline it so we can play in well under two hours (though this game took a little longer than our usual 90 minutes as we thought through some tough decisions.)
No session report available.
Roll call: Paul H., Walt, Eric, Dan, Evan, Rich
JAMBO (Paul
H., Walt)
Paul and Walt arrived at MVGA well before
7pm. Walt was proudly toting a stack of
TBA annuals. He publishes an annual for
the tabletop baseball league he's been
playing in for two decades, and it's
a lot of work.
The 2 early birds kicked off the
evening's entertainment with a game of
Jambo, a 2-player game that Walt has
been playing a lot of recently. Walt's
wife and daughter enjoy Jambo; it's
always good when your family wants to
play a game.
Jambo's theme is trading in the African
jungle ("Jambo" means "hello" in Swahili.)
You each have a hand of cards, a supply
of gold, and a large market stand that
holds up to six goods. You may take
five actions each turn. With an action,
you draw a card, or you use a card and
apply the effects. You may play some
cards to the table, where you may use
them each turn. Cards allow you to obtain
or sell goods or additional cards. The
game ends when one player reaches 60 in
gold, after which the opponent gets one
more turn to match or beat the total.
This game started off slowly. Both players invested in small
market stands. Each small market stand holds three extra
goods. Walt built the first small market stand for six gold,
Paul built one of his own for three, and Walt built another
for three more. The first small market stand costs six, but
once the technology is rolled out, any additional small market
stands (for either player) cost only three. Small market stands
give much more flexibility in goods management, but the cost
is substantial. It's common to see each player hoping the other
will pay six gold to break the ice.
Once the market stand investments had been made, Paul and Walt
began earning money rapidly, buying goods and selling them for
nice profits. Jambo includes various animal cards that allow
you to tweak the game to your advantage, but in this game the
main focus was on commerce. Walt wrapped the game up with a
solid payout to win.
Final scores: Walt 69, Paul 57.
Eric's rating: 5. Jambo plays smoothly, and it's attractive
to wide range of players. My wife also enjoys it. It's not the kind of game
that most appeals to me, but I'm happy to play it if someone else wants to give
it a try.
Dan_ 44 - 13 = 31 ... 9-10-11, 15-16, 20-21-22-23 Eric 66 - 17 = 49 ... 3, 5-6, 12-13, 17, 29-30-31 Evan 64 - _3 = 61 ... 7, 24-25, 33-34-35Eric's rating: 6. Geschenkt is a clever game and a good filler, but I feel as though I have little control and few tough decisions. I never feel a strong desire to play Geschenkt, though I'll join in cheerfully enough if someone else wants to play.
TICKET
TO RIDE: EUROPE (Paul H., Walt, Rich)
Rich arrived just as Jambo and Geschenkt were finishing, giving us 6
gamers. We agreed to begin with two 3-player games as Walt made it
clear that he did NOT want to play another 6-player game of Power
Grid. Eric had a copy of Samarkand that Dan and Evan volunteered to
play, while Paul, Walt and Rich settled on Ticket to Ride Europe.
In the original Ticket to Ride there's a lot of angst as you worry
whether you'll be able to connect your tickets before someone else
blocks your path. The angst is especially acute in a 3-player game
because only one link can be built between any pair of cities, even
if the map shows two available links. Ticket to Ride Europe gives
you three stations that can make up for a missing link, allowing you
to connect tickets at a cost (you spend a turn, one or more cards,
and 4 VP.)
This game was relatively friendly, as the players received tickets
that allowed them to stay out of each others' way. Rich had the
Edinburg-Athens ticket, Walt was in for a trip to Spain, and Paul
concentrated his building in the east. Rich was forced to use one
station to connect Wien to Budapest, but the other two had no need
for stations. Rich's hopes for a long route were ruined by the gap
east of Wien (a station cannot help you with a long route,) and
Walt built a network with many forks, so it seemed clear that Paul
would take the 10 VP for longest route.
Rich ended the game, the scores were rechecked (a good thing, as
all three scores had counting errors,) and the tickets were revealed
for final scoring. Every single ticket was connected, and it was an
unusually close game, but Rich had 50 VP for tickets vs. only 40 VP
for Paul and Walt, and this together with Rich's more extensive
building made the difference.
Final scores: Rich 134, Paul H. 125, Walt 114.
Eric's rating: 7. Ticket to Ride Europe is a fine successor
to the SdJ-winning Ticket to Ride, but I enjoy the original version more, as I
like a game with tension. For others who prefer a more relaxed setting, Ticket
to Ride Europe may be a better choice.
Eric 123 with 4 for most Gems and 5 for most Semi-Precious (tie) Evan 112 with 16 for most Aromatics Walt 101 with 3 for most Precious Metals Rich 96 with 6 for most Dyes and 5 for most Semi-Precious (tie) Dan 71Eric's rating: 5. Ars Mysteriorum is well-constructed, and the components fit the theme very well. On the other hand, it seems at this point that the number of cards you buy is such a critical element that missing a purchase is crippling and getting an extra purchase is a huge boon. I felt that my victory in this game was mainly due to a fortunate deal during the set-up. Further play may prove that balance is a lot better than I've suggested, but at this point I'm not sure what serves to offset this effect.
No session report available.
Roll call: Anton, Paul H., Dan, Eric, Rich, Walt
Eric 67 = 65 in checks + 2 chips Rich 62 = 59 in checks + 3 chips Dan 53 = 53 in checks + 0 chipsEric's rating: 8. For Sale is an odd little bidding game, but it plays in 20 minutes and accommodates 3, 4 or 5. It packs some tense moments into its brief play time, and the box fits almost anywhere.
TICKET
TO RIDE BELGIUM (Dan, Eric, Rich, Walt)
Walt arrived just as For Sale was finishing up. He showed us the
latest draft of a prototype he's developing, and then pulled a
copy of the Ticket to Ride Belgium map out of his tub. Walt had
downloaded the Belgium map from the internet, printed it out and
taped it together. We got a sheet of lucite out of the games
closet to cover the map and prevent the paper from curling up.
The Belgium map is a small one, as you'd expect for a small
country, but it has a lot of short 1- and 2-space single links in
the center. We each drew 3 tickets from the ticket deck. Some of
the players threw one back, but Eric kept all three. On his first
turn, he drew three more tickets and kept them all, giving him a
total of six. This didn't make his opponents feel better. In a
3-player game, only one of a pair of links between two given towns
may be built, but in a 4- or 5-player game it's possible for two
players to share the route. This makes the 4-player game feel less
crowded than games with other numbers of players, and it's not all
that difficult to connect routes.
Ticket to Ride Europe has a number of new rules (tunnels, ferries
and stations,) but the Belgium map is based on the original Ticket
to Ride and uses the older set of rules. The map does share with
the European map a preference for short routes; there are only
two 6-space routes, and the great majority of links stretch 3 or
fewer spaces. The first building flurry took place in the central
part of the southern border, in Walloon country, as Dan, Rich and
Walt all began their construction in the area. Eric built a few
links up north, in Flemish country, and Rich added some links in
that area as well. The three southern builders stretched their
track out to the east, while Eric built a circular route along
the Dutch border, around to Liege and in to Namur. It takes more
turns to use up your trains on this map, because you can't lay
down 5 or 6 trains in a turn very often. Dan and Eric each got
one 6-space link, but no one else took advantage of this chance
to gain 15 points in a single turn.
Eric was the first to use up his track supply, leaving each of the
others with a half dozen or a dozen unused trains. This allowed
Eric to beat Walt by one for longest route, 34 to 33, and claim the
resultant 10-point bonus. We laid out our tickets (each of us had
about six tickets, though some of the players needed three or four
draws to accumulate this number) and every ticket had been completed.
Final scores:
Eric 131 = 66 in track + 55 in tickets + 10 for longest route Dan 115 = 51 in track + 64 in tickets Walt 111 = 53 in track + 58 in tickets Rich 107 = 38 in track + 69 in ticketsEric's rating: 7. The Belgium map is quite workable, but the tickets seemed much easier to complete, and the usual sense of panic was completely absent. The original map is still my favorite.
Rich 42 = 7 missions + 7 shields Walt 41 = 6 missions + 11 shields Eric 40 = 5 missions + 15 shields Dan 39 = 6 missions + 9 shieldsEric's rating: 8. The 2005 gaming crop has been weaker than that of 2004, but in my opinion, Louis XIV is the best new published game. I'm still looking forward to the publication of Tom Lehmann's card game prototype later in the year, but I'm happy to play Louis XIV and suggest it from time to time. Your options are always constrained by the influence cards you draw (as mine were in this game, and as Rich's appeared to be from the sound of it,) but this constraint forces you to come up with appropriate plans and prevents the game from being too predictable. At the end of the game, players receive bonus shields for having the most shields of a type; this adds a random factor to the scoring. This bothers some people, but it doesn't bother me. I've already gotten the fun before the final scoring. I'm far more irritated by the random power card draws in Amun-Re. I got six sacrifice correction cards in a single game once, which seemed so arbitrary it put me off Amun-Re forever.
SETTLERS
(SEAFARERS) OF CATAN (Paul H., Dan, Eric, Rich, Walt)
Eric's rating: 7. I enjoy the standard Settlers game very much, and I enjoy Seafarers almost as much, but I feel the game bogs down when you play with 5 or 6. I recognize that the rules allow building during another player's turn, as long as that player builds, but this adds even more delays as you go around the table each turn saying "are you building? Are you building? Are you building?" My family plays the standard game with 3 or 4 almost exclusively, and though it's a good enough game that I'm happy to play with anyone, I'd prefer to stick to the smaller version.
Roll call: Dan, Anton, Eric, Evan, Rich, Walt, Paul H.
SAN
JUAN (Dan, Anton, Eric, Evan)
Dan 41 = 24 + 9 (City Hall) + 8 (Palace) Anton 32 = 18 + 14 (Guild Hall) Evan 23 + 7 (City Hall) (with 5 cards left over) Eric 20 + 4 (Triumphal Arch) + 6 (Palace) (4 cards left over)Eric's rating: 8. San Juan plays quickly for 2, 3 or 4 and works well for each of those numbers. There's no denying the luck component, but luck is tolerable in such a short game.
TICKET
TO RIDE: EUROPE (Anton, Rich, Walt)
SETTLERS
(SEAFARERS) OF CATAN (Dan, Eric, Evan, Paul H.)
Roll call: Walt, Paul H., Dan, Bill, Greg, Anton, Eric, Rich
Walt 54 = 49 + 5 resources Paul 52 = 47 + 5 resources Dan 45 = 39 + 6 resourcesEric's rating: 6. I'm not sure how I feel about Kreta; it's possible that there's a runaway leader problem. On the other hand, it's a quick game when you don't stall; the one game I played took less then 40 minutes. I'm glad Walt got a copy; I'm planning to play several times before I make my decision.
LOUIS
XIV (Bill, Greg, Anton, Eric)
Eric 52 (7 missions, 17 shields) Greg 42 (6 missions, 12 shields) Anton 39 (6 missions, 9 shields) Bill 37 (6 missions, 7 shields)Eric's rating: 8. There's a raging debate on Spielfrieks about the end-of-game luck in Louis XIV (you turn up all your shields and get a bonus shield for each type in which you are in the lead or are tied for the lead.) For my taste, this luck comes at an ideal time: at the end, when it's too late to spoil the game. The more significant luck factor in Louis XIV comes from the random influence card draws; I've found myself stuck surprisingly often without the cards I need to execute the plan I'd prefer to adopt, but it's fun to try to adapt.
Walt 24 = ( 15 + 6 + 0 in height ) + ( 3 in uniformity ) Paul 18 = ( 12 + 5 - 5 in height ) + ( 6 in uniformity ) Dan_ 17 = ( 14 + 0 in height ) + ( 3 in uniformity ) Rich 15 = ( 20 + 5 - 5 - 5 in height )
Walt 27 = ( 7 + 6 + 5 in height ) + ( 9 in uniformity ) Paul 27 = ( 11 + 10 + 0 in height ) + ( 6 in uniformity ) Dan 24 = ( 14 + 4 + 0 in height ) + ( 6 in uniformity ) Rich 9 = ( 3 + 3 in height ) + ( 3 in uniformity )The rules provide for a tie breaker (highest value in hand of a single currency plus jokers) but I don't have any information to indicate which of Walt and Paul won the tie breaker. Eric's rating: Never played.
SAINT PETERSBURG (Bill, Greg, Anton, Eric)
______Ship__Bldgs_Bonus_Total ______-----_-----_-----_----- Walt____19____17____6_____42 (0 cash, 9 barrels) Rich____17____18____7_____42 (0 cash, 9 barrels) Dan_____19____18____0_____37 Paul H._17____13____0_____30Eric's rating: 10.
Roll call:Paul H., Anton, Walt, Eric, Dan, Evan, Bill, Rich
Three MVGA-ers (Rich, Evan and Eric) will be at the World Boardgaming Championships in Lancaster, PA in August; does anyone else from Unity Games plan to attend? Maybe we could form a team.Walt 36 = 23 + 13 Paul 32 = 17 + 15 Eric 27 = 15 + 12 + 0 + 0 Anton 13 = 13 + 0 + 0Eric's rating: 4. This game is certainly not broken (unlike last week's version with the wrong quarry rule.) I'd rather play Palazzo than be poked in the eye with a sharp stick. On the other hand, the parts didn't fit together well for me. The money accumulation phase and tricky auction procedure (you can never pick money cards back up, once bid, until you've either won or lost the auction) introduce too much fluff given the tiny number of auctions in a game. It also seems that your fortunes are heavily influenced by whether the player on your left or your right initiates giveaways. There may be more to the game than I'm recognizing, and it's so short I'm willing to give it another try, but so far I'm underwhelmed.
SAINT PETERSBURG (Dan, Evan, Bill)
OLTREMARE
(Anton, Eric, Evan, Rich)
The Seafarers players were still wending their way to 10 VP
and the West Coast, so we decided to play one more game while
they were finishing up. Walt's order included a copy of
Oltremare for Eric, and he was eager to try it again. Paul L.
had brought a copy of the first edition to MVGA some months
ago, but unfortunately we haven't seen Paul L. for a while.
Eric's copy was the second edition, with the harbor markers
stuck onto blue plastic disks, but the play is the same as for
the first edition. Oltremare has been compared with Bohnanza.
Clever trading of commodities is essential to victory, and you
can't afford to be too picky, as trades benefit both parties.
Evan and Eric were dealt the same commodity (Wine) to start
the game. This is a slight handicap, as two players with the
same commodity are competing to trade for the same card, but
before long we had all staked out separate commodities to
accumulate. In our previous games of Oltremare large sets
were common, but this week saw many small sets. I don't know
whether this was because we were stubborn traders or because
the cards didn't cooperate.
Evan found it hard to trade with other players during their
turns. Up to 12 VP are available as a reward for this activity,
and Evan received only 1 VP (Eric got 12, Rich 9 and Anton 6.)
Similarly, Eric had trouble picking up harbor markers, as most
of his cards were ship-free. This cost him in end-game VP and
also deprived him of the benefits available from harbor markers.
Eric piled up more cash during the game, but his commodity sets
were by far the least valuable. Rich did well in the trading
and shipping aspects of the game, and he also accumulated the
most valuable commodity sets to win a close game. Oddly enough,
each player loaded exactly 5 batches of goods, but there was
a big spread in value.
Final scores:
Rich: 63 12 cash + 40 for 5 batches of goods - 4 for pirates + 6 for tokens + 9 for trading Anton: 59 15 cash + 37 for 5 batches of goods - 2 for pirates + 3 for tokens + 6 for trading Eric: 57 21 cash + 28 for 5 batches of goods - 5 for pirates + 1 for tokens + 12 for trading Evan: 53 13 cash + 36 for 5 batches of goods - 3 for pirates + 6 for tokens + 1 for tradingEric's rating: 8.
No session report is available.
Roll call: Walt, Rich, Bob, Bill, Eric, Paul H., Dan, Mike
TICKET
TO RIDE (Rich, Bob, Bill)
We welcomed a first-time visitor to MVGA
this week. Bob has been reading our MVGA
session reports on the Unity Games Yahoo
group for a while, and he decided to pay
us a visit. Of course, as a first-timer
Bob did not have to pay the $3.00. Bob
said he hoped to find a game of Ticket to
Ride, but was open to anything we might
recommend. We decided to start off with
Ticket to Ride and move on from there.
We split into a group of 4 and a group
of 3, with Rich and Bill joining Bob for
Ticket to Ride.
Ticket to Ride is always a balancing act. If you aren't
ambitious enough, you'll never score enough points to win, but
if you're too ambitious, you'll fail to complete all your tickets
(either because you're blocked or because you run out of trains.)
There's a significant amount of luck in the game; if you draw
several tickets that can be completed using common track sections,
you gain an edge over opponents who must connect their tickets
separately.
In this game, Rich benefited from drawing two transcontinental
tickets, L.A. - Miami and L.A. - New York. Of course, it's not
always easy to connect to L.A., and if an opponent seizes that
little Houston - New Orleans section, it's a long way around.
Rich stepped nimbly around the pitfalls and connected all his
tickets for a total of 133 VP. Of course, Rich wasn't able to
get the 10 VP for longest route with these cities; Bill took
prize, but fell short with 122 VP. Bob drew a lot of tickets,
and in the end his eyes were too big for his stomach as he failed
to complete them all, finishing with a still-respectable 110 VP.
Final scores: Rich 133, Bill 122, Bob 110.
Eric's rating: 8. The 3-player game is the most tense of all
the options. A double-link connection can be used by only one player; this makes
the other side of the connection unavailable to opponents. The 2-player game
is less crowded, though still enjoyable, and the 4- and 5-players games allow
two players to use a double-link connection. The card draws introduce quite a
bit of luck into Ticket to Ride, but I find the combination of luck, skill and
pure brinksmanship makes an enjoyable game, and my family agrees.
LOUIS
XIV (Rich, Bob, Bill, Mike)
Eric's rating: 10. It's amusing to read through the comments included with the ratings on Boardgamegeek.com. When you compare the comments of the people who rate a game '10' with the comments of those who rate it '1', it's hard to believe it's the same game. I read comments that say there's only one way to win Saint Petersburg, and I wonder which of the many paths to victory they're referring to.
The following comment was posted by Doug Orleans to the UG list:
> I was browsing through the comments for Venice Connection the other day,
and found these two at the bottom:
> After 3 or 4 games you'll realize that the player who starts second nearly
always wins (rating: 3)
> If both players pay attention, the starting player wins the game. *yawn*
(rating: 2)
>
> I wonder if their ratings would go up if they played against each other...
To which Walter replied:
Reminds me of a great quote I found and am using in the new book:
"A man of the state of Chu had a spear and a shield for sale. He was
loud in praises of his shield. 'My shield is so strong that nothing
can pierce through it.'"He also sang praises of his spear. 'My spear is so strong that it can
pierce anything.''What would happen,' he was asked, 'if your spear is used to pierce
your shield?'- Ancient Chinese fable"
I do think St Petersburg is due for a deck of 20 new cards
to be added to the set a la Puerto Rico, but it's still an engaging game. The
problem is, there are enough games coming out that if you don't like it right
away it vanishes from the list of games you're willing
to try. St Pete is among the most popular games at MVGA for 2004 and
2005.
Dan 4T + 6W = 10 Walt 5T + 7W = 12 Rich 6T + 3W = 9 Paul 3T + 5W = 8After the second scoring:
Dan 10 + 18T + 12W = 40 Walt 12 + 18T + 12W = 42 Rich 9 + 25T + 8W = 42 Paul 8 + 18T + 7W = 33Final scores:
Dan 40 + 60T + 13W = 113 Walt 42 + 42T + 17W = 101 Rich 42 + 46T + 9W = 97 Paul 33 + 44T + 8W = 85Eric's rating: 8 for Alhambra with no expansions, but I haven't played a game yet using the expansions.
There is no session report available for this date.
Roll call: Walt, Paul H., Anton, Rich, Jeff, Dan, Ian, Eric, Bill
TRANSEUROPA
(Anton, Rich, Jeff, Dan, Ian, Eric)
Walt and Paul were halfway through a tabletop baseball series when the rest of
us arrived at the Masonic Hall. Several MVGA regulars participate in an APBA
league that's been running for a quarter century. This is a club with history;
MVGA has been meeting continuously since 1965 (though there have been shifts in
the types of games played.) Rich's son Jeff and Dan's son Ian were on hand, augmenting
our usual numbers.
Our first game was TransEuropa. This game transports the mechanism from TransAmerica
to a new continent. As in the original game, the game map is criss-crossed with
a network of lines in the form of a triangular grid, so that there are six lines
emanating from an intersection. Thirty-five of the intersections are marked with
cities, seven each in five colors, and the game comes with a deck of cards, one
for each city. One new feature in TransEuropa is that each city card bears an
illustration of a notable landmark from the corresponding city. This is a nice
touch; many of us know that Rome has the Colosseum and Paris the Eiffel Tower,
but how many know that Budapest is known for the Fishermen's Bastion and Charkiv
for Blagoveshenskii Cathedral?
TransEuropa is played in a series of hands. Ian was our
starting player, and he received the starting player card
(with a picture of the French TGV train.) In each hand you
are dealt a hand of five city cards, one in each color,
which you must connect to win the hand. The red cities are
in the west, in Britain, Spain and western France. The
yellow cities are up north, the green ones in the east, the
blue ones in the south, and the orange ones in the center of
the map. With one card in each color, you know you'll have
to connect cities in various parts of Europe. At the start
of the hand, players place their starting stones (one per
player) in vacant intersections. After this, track building
begins. Each player may build one or two track sections.
You may build track from your starting stone, or from track
that connects to your starting stone. If you build a section
marked with a double line (a bridge, a mountain pass, or
embarking or disembarking onto or off a ferry,) you may build
only one section; otherwise you may build one or two. All
track sections are black, as track does not belong to a
specific player. You may use any track section you are
connected to. At the start of a hand, each player has a
separate network, but before long the networks all join to make
one big network. Because you may use track built by other
players, the key to TransEuropa (or TransAmerica) is to get
your opponents to build track you need.
Eric explained that it's traditional to complain about how bad
your cards are at the start of each hand. After a brief
demonstration of our aptitude for complaining, we started. It
wasn't long before we had combined our track into one network.
Eric finished his connections first with the help of a line
from Warszawa to Vilnius to St. Petersburg that connected
three cities using only three turns worth of builds. Most of
the scores were close, but Dan got no help from the rest of us
and lost 8 or 9 points for the hand (e.g., he needed that many
extra building points to connect his cities.) The game ends
when at least one player has lost a total of 13 points, so the
game was half finished in theory, although Dan could lengthen
the game if he were able to go out in the following hand(s).
In the second hand Dan won the complaining competition by an
impressive margin. Five players strung a network across the
center of the board from Russia to Spain while Anton set out
on a path of his own, connecting Berlin to Malmo. No one
seemed inclined to connect the common network to Anton's
track, so he connected to us. This allowed Eric to add two
track sections, connecting Malmo to Stockholm, and go out.
The damage this time was more substantial. There was no line
to Britain (Eric's red city was Madrid) and this was costly
to several aspiring engineers. Dan lost the remainder of his
points (maybe he was right to complain!)
Final scores: Eric 13, Ian 9, Rich 5, Anton 5, Jeff 4, Dan 0.
Eric's rating: 7. I'll have to play more TransEuropa games
to get a better feel for the comparison to TransAmerica.
The pictures of the landmarks are a clear bonus in TransEuropa, and though some
people find it a challenge to locate the less familiar cities on the European
map, I think it adds to the appeal of the game.
POWER
GRID (Rich, Dan, Eric, Bill)
Bill arrived just as TransEuropa was finishing up, giving us 7
available gamers. The tabletop baseball series had an hour to
go, so we split into groups of 4 and 3 for our next game. We
have played a lot of Power Grid recently, but Bill just learned
the game recently and was eager to give it another shot. Rich
and Eric welcomed the opportunity to get another practice game
in before the World Boardgaming Championships next month, and
Dan joined to make 4.
We played on the German map and removed North Rhine-Westphalia
and Bavaria from play. This meant that the city of Erfurt would
be a key connection. Any link between the northern regions and
the South Rhine region would have to pass through Erfurt.
Bill started us off by putting the #04 coal plant up for auction,
and Eric took it for $6. The #05 hybrid went to Dan for the same
price, and Rich let Bill take the #03 oil plant for $3. This
gave Rich a choice of the #06, #07, #08 or #09. He paid $9 for
the #09, a fuel-efficient wonder that powers one city for a single
oil barrel. Bill, as the owner of the lowest-numbered plant,
began building by connecting the twin cities of Halle and Leipzig
for $20. These cities are just north of Erfurt and provided
building room to the north as well. Eric started in Hamburg,
hoping to wall off an area in the far northwest. This left two
obvious building areas. Dan took the other set of twin cities,
Wiesbaden and Frankfurt, and Rich built in Schwerin, limiting
Eric's options and claiming the northeast.
In Turn 2, Dan with his 2 cities was first bidder. The #06,
#07, #08 and #10 plants were visible in the current market. Dan
bid on the #10 coal plant and got it for $12 after a bid from
Bill. This made the #13 windmill available, and Bill got it for
list price, with the #14 trash plant showing up as a replacement.
Rich now took the #08 coal plant for list price, and Eric chose
the #18 windmill that flipped over next. The replacement was the
#20 coal burner, an early-game powerhouse with a 5-city capacity.
Unfortunately, we had each bought a plant, so we knew we'd have
to wait until Turn 3 to bid for it. In the building phase Eric
could see space would be at a premium, and he connected Lubeck
and Kiel to make it to 3 cities. Rich connected one city, Dan
declined to build, and Bill added a third city himself, moving
north toward Rich and leaving Erfurt empty.
Rich won the auction for the #20 at the start of Turn 3, paying
$28. Eric got #22, another capacity-2 windmill that appeared
next, for list price. The two windmills gave Eric the ability to
power 4 cities with no fuel, but threatened him with capacity
problems later on. Trash plants were starting to pile up in the
display, and Bill chose the #14, which powers 2 cities for two
trash. This dropped the #23 nuclear plant into the current
market, and Dan was happy to get it. Rich jumped all the way to
Flensburg, taking a city in Eric's back yard. Dan added Fulda,
one step from Erfurt, Bill passed, and Eric built to Bremen. A
close inspection of the map reveals that Bremen contains a tiny
statue, distinguishing it from all the other cities on the map.
This is designer Friedemann Friese's tribute to his home town.
At the end of each turn one plant is removed from the market and
replaced with a new plant from the deck. At the end of Turn 3,
the #15 coal plant was drawn and placed in the current market.
Eric, with 4 cities connected, was first auctioneer, and he put
the #15 up for auction. The #15 was the best plant available,
but the other players let Eric take it for list price as they
hoped for better options from the replacement draws. Their hopes
were dashed when the #19 trash plant appeared. Bill was already
burning two trash a turn with the #14 plant, and it didn't look
as though trash would be cheap any time in the near future. The
other players passed, leaving Rich with a capacity of 8, Eric
with 7, Dan with 6, and Bill with only 4. Dan declined to build
again, but Bill added 2 more cities, including Erfurt, as Rich
and Eric added one each. The new plant at the end of the round
was the #12, a decent plant in Turn 2 but a mediocre plant in
Turn 5. Eric passed, content to rake in the income at a cost of
just two coal per turn, but Bill held his nose and took the #12
for list price, increasing his capacity to 5. The new plant was
the #24, giving us the unique sight of three trash plants in the
current market: the #06, the #19 and the #24. Rich and Dan were
happy to pass on these plants. Dan finally connected two more
cities, bringing him to 5. Rich also connected his fifth city,
but Bill could only power 5, so he did not connect a sixth.
Eric had power for 7 cities, but he built only Cuxhaven for 6,
leaving Wilhelmshaven unconnected. Eric reasoned that his two
windmills would allow him to pile up cash faster than the other
players as long as the game remained in Phase 1.
Turn 6 brought the #26 oil plant, with its 5-city capacity, into
the current market. Eric and Rich were both determined to buy
this plant, and Eric bid Rich up to $54 for it. The next plant
was the #30 trash plant, with a capacity of 6 cities. Dan knew
he needed to increase his capacity and bid $44 to take it, even
though trash was still fairly expensive. The #34 nuclear plant
was now available. Eric got it for $34 as Bill decided to hope
the #36 coal plant would drop from the future market. Bill's
plan worked, and he got the valuable #36 for list price. Its
7-city capacity raised Bill's potential to 11 cities, compared
to 12 for Rich, 11 for Dan and 10 for Eric. The Phase 1 stall
continued. Bill connected a sixth city, but Rich and Dan chose
to stay at 5, preserving their favorable spots in the turn order.
After their burst of innovation in Turn 6, the power plant
designers must have taken a vacation. There was nothing at all
we wanted in Turn 7, so we passed through the auctions and cast
the #07 plant out of the game. Dan connected a sixth city this
turn, and Eric began to grow nervous about his meager capacity.
If the Phase 1 stall continued, an opponent would eventually be
able to force the game to its conclusion while Eric's anemic
plants were still operating. Eric connected Wilhelmshaven, his
seventh city, to put the game into Phase 2. We usually enter
Phase 2 in Turn 6 in our games, but the stall put it off till
Turn 7 this time.
In Turn 8, Eric came to the auction armed with his new resolve
to shop for power plants with higher capacities. Unfortunately,
the largest plants on display were the #21 and #29 hybrids, each
powering 4 cities. Eric took the #29 for list price, replacing
one of his windmills with a larger but still fuel-efficient plant,
and the #25 coal plant, another prize, replaced it. Bill put it
up for auction. Rich bid $26 and was surprised to get it at that
price. Rich's capacity was now 15 cities, easily enough to win
the game if he could get the timing right. Rich bought a huge
load of coal to supply his #20 and #25 plants, which between them
used up 5 coal each turn. He also went on a city-building spree,
connecting 4 more to make it to 9. Bill built 2 to reach 8,
Dan built 3 to reach 9, and Eric built just 1 to tie Bill at 8 and
become dimmest bulb with its advantages in the auction. He was
sad to see all his opponents pass in the Turn 9 auction, and took
the #21 to increase his capacity to 13. It was a miscalculation.
Eric went on a city-building drive, but fell just short of being
able to connect 17 cities for the win. Instead he built 8 new
cities to reach 16, grabbing cheap opportunities and knocking a
few shabby plants out of the current market and into the box.
This moved the game into Phase 3, and plants a-plenty would be
ready for the taking in the next round. Bill connected 5 new
cities to hit 13, Rich 3 to get to 12, and Dan 2 to reach 11 (he
was shut into the corner of the board around Frankfurt, so wanted
to wait for the easier Phase 3 builds.)
Six plants were available for purchase at the start of Turn 10,
but none of them had a 7-city capacity (Bill had the only plant of
that size---the #36 he bought at the end of the Turn 6 auction.)
Eric started by putting the #50 fusion plant up for auction. This
plant was the object of spirited bidding, as the price of coal had
risen dramatically and the opportunity to power 6 cities for no
fuel looked attractive. Dan bought it for $75, raising his
capacity to 15. Eric auctioned the #40 next, and Bill bought it
for $56, raising his capacity to 15 as well. The replacement plant
was the #46 hybrid, which powers 7 cities and can run on oil, which
was still cheap. Rich finally let Eric have it for $74; he could
not afford to buy it and connect more than 15 cities, while Eric had
the cash and needed the capacity. The game now rested on the next
plant draw, and Rich was disappointed to see the #39 nuclear plant
appear. Rich's three current plants all had capacity 5, and the #39
with its 6-city capacity was the only plant that would increase his
capacity to 16. Unfortunately, uranium was extremely expensive.
We purchased fuel and began what looked to be the final building
round. After Dan's heroic bid for the #50 and his expenditure for
trash and uranium, he could connect only one city to reach 12.
Rich calculated carefully, looking for a way to connect four more
cities for a total of 16. Eric had made Rich's job harder by
connecting so many cities during Round 9, but Rich finally found
a solution that used every dollar of his cash. Bill was also a bit
short on cash and could connect only one more city for a total
of 14. Eric wanted to end the game if possible, given the greater
potential capacity of his opponents in Round 11, and he had just
enough to connect a 17th city with $3 left over. This was another
exciting, close game of Power Grid.
Final scores: Eric 16 cities + $3 Rich 16 cities + $0 Bill 14
cities Dan 12 cities
Eric's rating: 9. We've played more than a dozen games of Power
Grid at MVGA and people still ask for it every week or two.
PUERTO RICO (Anton, Jeff, Ian)
VPs Bldgs Bonus Total ----- ----- ----- ----- Anton 26 25 10 61 Ian 31 15 0 46 Jeff 15 20 7 42Eric's rating: 10. The Puerto Rico game ended just after Power Grid (which is not a long game, no matter what people tell you.) Walt and Paul H. had just completed their tabletop baseball series and were ready for something new. It was only a little after 10pm, but Eric was tired and left at this point. Reports on the remaining games will be posted by Walt, who took notes for the rest of the evening.
There is no session report available for this date.
There is no session report available for this date.
There is no session report available for this date.
Roll call: Anton, Ian, Dan, Eric, Rich, Jeff
Ian $8K (wins shoot-out with Dan) Dan $8K (loses shoot-out with Ian) Jeff $7K (wins shoot-out with Eric) Eric $7K (loses shoot-out with Jeff)Eric's rating: 9.
Roll call: Anton, Paul H., Eric, Paul L., Rich, Jeff, Walt
WYATT
EARP (Anton, Paul H., Eric, Paul L.)
SHADOWS OVER CAMELOT (Anton, Paul L., Jeff, Walt)
POWER
GRID (Paul H., Eric, Rich)
With 4 players saving Camelot we needed a 3-player game. Paul H.
wanted a shot at Power Grid, a game Eric and Rich will rarely
turn down, so we pulled the MVGA copy out of the game locker and
set it up. We decided to play on the three western-most regions
of the U.S. map to add some challenge.
Eric purchases the #04 coal plant more often than not at MVGA,
and this game was no exception as Rich and Paul passed his $7 bid.
Rich bought the #05 hybrid at list price and Paul took the #08 coal
plant, guaranteeing that the price of oil would begin to drop.
Eric and Rich connected just one city while Paul connected two,
taking advantage of his greater capacity.
In Round 2 Paul led off by taking the #07, the oil-burning twin
of his Round 1 plant. Rich took the small but efficient #09 oil
plant and Eric raised his capacity to 3 with the #10 coal plant.
Eric connected two cities this round to become brightest bulb
for the next round as Rich and Paul connected one each. The
Round 3 plant selection was a big disappointment. We all
passed, and the power plant manufacturers responded by taking
the #06 trash plant off the market, replacing it with the #15.
Eric declined to build, as he had already connected the three
cities he could power. Paul crept into a fourth city to fully
use his capacity, and Rich connected a third city, secure in the
knowledge that he'd be dimmest bulb anyway.
The #15 was the best plant available, but the #21 hung temptingly
in the future market, ready to drop down if a suitable replacement
plant was drawn, so bidding was halfhearted as Paul took the #15
coal plant for $19. The replacement plant was the #16, the oil-
fired twin of the #15. Oil was selling for less than coal, so
Eric put the #16 up and got it for list price as Rich pinned his
hopes on the #21. His patience was rewarded as the #21 put Rich
in position to power up to 6 cities cheaply. Paul was happy
with the 4 cities he had connected, but Eric and Rich both added
fourth cities of their own.
The #21 put Rich in first place in the turn order for Round 5.
He chose not to build, and Eric took the #18 windmill as Paul
passed in hope of a good replacement. It was not to be, so Paul
passed as well. He built one city to reach 5, and Eric added two
cities to reach 6, which he could power for just two cheap oil.
Rich stopped at 5 cities to stay behind Eric in the turn order.
For Round 6 neither the current nor the future market looked
inviting, and Eric put the #23 nuclear plant up for auction.
Uranium was growing cheaper, and Paul took the #23 for $26.
Eric then bought his second windmill, the #27, reasoning that
if the game stalled in Phase 1 for a while, the fuel savings
would pay for the plant. The downside of windmills is their low
capacity, so Eric was taking the risk that he would be unable to
increase his capacity for the end game. Rich continued to show
patience, and he was rewarded as the #29 hybrid plant became
available at list price. Rich's capacity was now 9 cities (for
just four fuel) compared with 8 for Eric and Paul, but Rich had
two capacity-4 plants while Eric and Paul had no plants with
capacity greater than 3. No one built this round, so the game
remained in Phase 1, with expansion opportunities limited.
There were plenty of good plants visible in the future market,
but the plants in the current market were already outdated and
we all passed, saving our money for better opportunities. Eric
was happy to stay in Phase 1 and exploit his windmills, so Rich
added three cities to reach 8, putting the game into Phase 2
and immediately reducing the value of Eric's windmills. Paul
decided to wait to build and remained at 5 cities.
The #25 coal plant was available at the start of Round 8, with
the #32 oil plant just above it in the future market. Rich put
the #25 up for auction and Paul took it for $35 as Eric and Rich
decided to try their luck with the #32. Rich then auctioned
the #24 trash plant and Eric passed, content to wait for the new
plant. He was dismayed when it proved to be the #11 nuclear plant,
an antique that powers just 2 cities, forcing him to pass. Rich
now had capacity for 12 cities and connected four new cities to
take full advantage of that capacity. Paul added three for 8,
and Eric added just two to reach 8, which was all he could power.
Rich's build eliminated the #11 and put us into Phase 3.
The power plant market now opened up, and we all stocked up.
There were no capacity-7 plants visible, but there were plenty of
capacity-6 plants. Paul bought the #40 oil plant for $47 and
Eric bought the #32 oil plant, a plant he had been pursuing for
several rounds, for $35. The #32 has the same 6-city capacity
as the #40, but it requires an additional barrel of oil to run.
Rich was happy to take the #39 nuclear plant, also with a
capacity of 6, for list price. He was so far ahead of Paul and
Eric that it was to his advantage to build as quickly as he could
to bring the game to an end. Rich added 2 cities to reach 14,
Eric added 4 to reach 12, and Paul added 2 to reach 10.
It was clear that the game would end in Round 10, but Eric bid
against Rich for the #36 coal plant with its 7-city capacity,
finally taking it for $51. Rich was content to settle for the
#50 fusion plant, paying list price, and Paul passed, knowing
he could already power all the cities he could connect. Rich
ended the game by connecting 3 cities for a total of 17. He was
able to power 16 of them for a comfortable victory. Eric's
heavy fuel costs and lavish spending on power plants left him
able to connect only 14 cities, and Paul was able to connect 13.
Final scores: Rich 16, Eric 14, Paul H. 13.
Eric's rating: 9. Power Grid offers a variety of strategies.
Rich typically plays cautiously, hanging back in the turn order, but in this game
he jumped out to a big lead and was able to hang on for the win.
LOUIS
XIV (Paul H., Eric, Paul L., Walt)
Paul L. 41 = 5 missions + 16 shields Walt 38 = 6 missions + 8 shields Paul H. 32 = 5 missions + 7 shields Eric 30 = 4 missions + 10 shieldsEric's rating: 8.
Roll call: Walt, Eric, Rich
SAN
JUAN (Walt, Eric)
Attendance was light on the Thursday before
Labor Day, and there were only 2 gamers on
hand at our 7pm starting time. We wanted
a game that would finish in less than half
an hour so we could accommodate anyone who
might show up late. Eric suggested Paris
Paris with a smile---it fits the stated
requirements well, but Walt would rather
drive steel pins through his eyeballs than
play Paris Paris. We rummaged through the
MVGA game locker and chose San Juan, the
Puerto Rico card game.
In a broad sense, you can go two ways in San Juan: you can
build a production engine and cap it off with a Guild Hall,
or you can specialize in purple buildings and add a City Hall
and/or a Triumphal Arch. Walt went for production, with a
Well, an Aqueduct, and a Trading Post, while Eric got an
early Library and a Quarry. The cards came into Eric's hand
just when he wanted them in this game, almost as though they
were on strings. He got a Silver Mine as defense against
Walt's production and trading, augmented soon after with a
Market Hall. Eric was able to build almost every turn. He
even drew the Guild Halls several times each, depriving Walt
of the one building that was essential to his plan. As a
result, the game was a runaway, though a single Guild Hall
could have made a big difference.
Final score: Eric 31 (10 from a City Hall,) Walt 19.
Eric's rating: 8.
TICKET
TO RIDE (Walt, Eric, Rich)
Rich arrived as San Juan was ending. We didn't know it yet, but
we'd have only the 3 of us all evening. It was still early, so
we moved on to another game that we could finish relatively
quickly, just in case anyone else were to arrive.
Eric kept all three initial tickets and quickly drew and kept
three more tickets. The initial stages of the game were
conflict-free as we built in separate parts of the board: Walt
in the west, Eric in the northeast and Rich in the south. It
was a wonder to see how Walt kept extending his line, link
after link, without branching. Rich and Walt took additional
tickets eventually, promising conflict eventually, as only one
player can connect a given pair of cities in the 3-player game.
Eric sagged late in the game as Walt built through Winnipeg,
cutting off access from the south. Eric had two Winnipeg
tickets, but had not yet collected the cards he needed to
connect his line to that city, and he did not have enough
trains to take a detour. Walt soon used up all his trains,
completing a perfect loop, 45 trains long, with Chicago as
its easternmost point. Rich had a respectable score, but
Eric lost 23 points for his two Winnipeg tickets. Walt won
the longest train bonus and completed all his tickets to
win by a mile.
Final scores:
Walt 146 = 80 + 56 + 10 Rich 119 = 76 + 43 Eric 85 = 72 + 13Eric's rating: 8. Ticket to Ride is accessible to everyone. Non-gamers pick it up quickly and enjoy playing it. It's also an excellent game for experienced gamers.
Rich 159 = 18 + 45 + 96 Eric 133 = 8 + 41 + 84 Walt 115 = 9 + 36 + 70Eric's rating: 8. If you can't stand games with a luck element, you'd better stay away from Alhambra. On the other hand, there's plenty of room for skill. Rich has won more than half of his Alhambra games at MVGA, and given that we usually play with 4 players, that didn't happen by chance.
Roll call: Dan, Eric, Bob, Joel, Anton
WEB
OF POWER (Dan, Eric, Bob, Joel, Anton)
TICKET
TO RIDE (Dan, Eric, Bob, Joel, Anton)
Anton 118 = 79 + 29 + 10 Joel 117 = 52 + 65 Eric 116 = 79 + 37 Dan 115 = 83 + 32 Bob 92 = 55 + 37This was one of the closest games of Ticket to Ride we've ever played; the top four finished on consecutive scores. What's more, Joel would have won if he had found a place for his last train, as the tie-breaker is tickets completed and Joel completed 7 tickets. Eric's rating: 8. Bob and Joel indicated that they both really liked Ticket to Ride.
POWER
GRID (Dan, Eric, Bob, Joel)
We had time for one final game. Bob and Joel were in
agreement---it should be Power Grid, another MVGA standard.
Anton had to go home, but Power Grid works well for 4
players. The rules appear complex at first, but the theme
is so strong that Power Grid is easy to learn. If you're
teaching the game to beginners, I recommend that you take
the time about halfway through to reiterate the rules on
how the game ends and how the winner is determined---it's
easy to miss these fine points before you have played your
first game, but it's much easier to understand them even
with a half of a game under your belt. We played on the
eastern four regions of the US map, where builds are
cheaper and it is less difficult to reach the 17 cities
needed to end the game.
The first plant auctioned is often the #04 coal plant, and
Eric purchased it in this game for $6. Dan then paid $8 for
the #05 hybrid. Bob and Joel, respectively, then took the
#08 coal plant and the #07 oil plant, its twin. Eric built
his first connection in Pittsburgh and Dan built in Atlanta.
Joel built Detroit and Cincinnati, and Bob connected
Memphis and Birmingham. This start left all four players
with reasonable expansion room.
In Round 2, Bob took the low-priced #03 oil plant. Joel
auctioned the #13 windmill and Dan got it for $14. Joel
then bought the #09 oil burner and Eric took the plant
that replaced it, the #15 coal burner, for list price.
Eric had first build, and he staked out territory by
connecting Buffalo and Raleigh for $34, all his cash.
Dan added a second city, Knoxville, after deferring
Savannah till Round 3. Joel pushed west to Chicago,
protecting his link to the Upper Midwest. Bob declined
to build, content to remain at two cities.
Eric's spiffy new plant made him the brightest bulb for
Round 3, and he put the #21 hybrid up for auction. Rich
won a game a few weeks ago with the #21, and Dan bought it
for $26 after some spirited bidding. The new plant was the
#18, and Eric passed rather than put a plant up for auction,
reasoning that his current plants would last him another
round. The #18 was more attractive to Joel, with his
higher fuel costs, and he bought it for list price. Bob
hoped for a good replacement, but was forced to settle for
the #19, which burns two trash and powers two cities. Eric
bought a big load of coal, and as a result Dan had to spend
more than he had anticipated on fuel for the #21. This
cost Dan during the building phase; he was unable to
connect a 3rd city after Eric and Joel passed. Bob did
have the money to connect St. Louis, expanding his area of
influence and pressing in on Joel.
Bob started Round 4 by taking the #22 windmill for list
price, and Joel likewise bought the #23 nuclear plant.
The replacement plant was the #25 coal burner, which Eric
put up for auction. He was delighted when Dan let him have
it for list price; Dan already had capacity for 6 cities
and needed to connect more than the two he was already
connected to, so Dan bought no power plant this round.
Eric scooped up 8 loads of coal to keep his three coal
plants supplied for the next few rounds; he now had the
highest-numbered plant and would be buying last next time.
Dan added Savannah and Jacksonville, Eric took Norfolk
and Washington DC, Joel leapt over Eric into New York,
and Bob floated down the Mississippi into New Orleans.
The power plant market was not promising for Round 5, and
the first three players passed before Dan took the #27
windmill, giving him the ability to power 8 cities for
just two coal and/or oil. Dan built Tampa and Miami for 6
connections, Bob swung into Houston and Dallas for 6, and
Joel took Boston, Philadelphia and Duluth to put us into
Phase 2. Eric had no room to build nearby and decided to
wait for the next round.
Joel was brightest bulb in Round 6 and took the #16 oil
plant, the best available in the current market. The #32
oil plant was hanging tantalizingly in the future market,
but it was not available to Joel. Of course, we all passed
on the #16, hoping for more modern options. Dan started
the bidding for the #32, and we let him take it home for
the very reasonable price of $43. The replacement plant
was the #31 coal burner, the twin of the #32, and Eric
made Bob pay $39 for it. The next replacement plant was
a smaller plant, and Eric decided to save his money to
connect cities. It's always a risk to fall behind in the
capacity race, but it's nice to have plenty of money for
the first building opportunity in Phase 2. At this point
Dan had capacity for 13 cities, Bob for 12, Eric for 9 and
Joel for 8. Eric connected Cincinnati, Knoxville and
Atlanta, Bob Oklahoma City and Kansas City, Dan Birmingham
and Joel Washington and Norfolk.
The market was more attractive for Round 7. Joel started
by auctioning the #28 nuclear plant to Bob for $31. He
then settled for the #29 hybrid at list price. Eric put
the #26 oil plant on the block and outbid Dan, paying $33
for this sturdy workhorse. Dan watched carefully as the
replacement was revealed and was reasonably happy with the
opportunity to buy the #20, which powers 5 cities for a
stiff 3 coal, for list price. Building continued apace as
Bob added one city and the others added two each.
Joel started the Round 8 auction with the #39 nuclear plant,
which powers 6 cities for one uranium. He took it for $42
after a few opposing bids. The replacement was the #36, a
capacity-7 coal plant, and Eric was not to be denied, paying
$45 for it and raising his capacity to 17. Dan now took the
#50 fusion plant for list price, and Bob bought the #40 oil
plant for $40. During the building phase, we all turned
timid, even though we were now in Phase 3, adding only four
cities among us to finish in a flat-footed tie with 11
cities each. When there is a tie for city connections, the
play order is determined by highest power plant number.
The leader was Dan with the #50, followed by Bob with the
#40, Joel with the #39 and Eric with the #36. Dan could
already power 17 cities and passed to save money for
building. Bob auctioned the #46 hybrid, which powers 7
cities, and Joel took it for $49 to raise his capacity
to 17 cities. Bob now took the #30 trash plant, which
powers 6 cities, for list price, bringing his capacity
to 18. Eric passed, content with his capacity of 17.
The building phase was an anti-climax, as Eric spent $132
to connect Boston, St. Louis, Memphis, New Orleans, Houston
and Dallas, bringing him to 17 connections and assuring that
the game would end. Joel was able to add two cities for 13,
as was Bob. Dan had a little more money and was able to
build four new cities to bring his total to 15. Bob and
Joel compared cash, and Bob edged Joel out by $5 on the
tie-breaker for third place.
Final scores: Eric 17, Dan 15, Bob 13 + $18, Joel 13 + $13
Eric's rating: 9. This game included two brand-new players
(admittedly with a great deal of general gaming experience) and it went smoothly,
with almost no rules problems or misinterpretations. It's much easier to learn
than you'd anticipate when you read the rules.
No session report is available for this date.
Roll call: Rich, Joel, Bob, Eric, Walt, Anton
SAN
JUAN (Rich, Joel, Bob, Eric)
We started the evening off with six gamers
on hand, but Walt and Anton had arranged to
play a tabletop baseball series before they
joined the rest of us. We usually start
with a quick game so latecomers won't have
to wait too long for a chance to play, and
this week we selected San Juan. Joel
hadn't played before, but he was familiar
with Puerto Rico, so it didn't take long
to teach him.
We saw a range of strategies. Joel played
an early Chapel and buried cards assiduously,
finishing the game with 8VP for his work.
Bob played an early Smithy and laid down five
production buildings, finishing off with a
Guild Hall, and with a City Hall that was
worth only 4VP. Eric was first Governor and
led off with a Gold Mine, but the vein ran
dry as he failed to unearth a single card
throughout the game. Rich saved for an early
Library and used it to push a purple building
strategy, building a City Hall that was worth
10VP. The struggle between players who want
to craft and trade and those who want to
build makes for an interesting game. Eric
got his own Library and a Quarry and tried to
catch Rich in the building race.
As we neared the end, Eric squeezed out two monuments and
the rarely-built Triumphal Arch. Bob built his own Chapel,
but had time to bury only one card. Joel built a Guild
Hall for a few points and added a Palace for another 6VP.
Rich didn't managed to build any 6-point buildings after
his City Hall, but he didn't need any as he squeezed out
a narrow win in a close game.
Final scores:
Rich 33 = 23 + 10 (City Hall) Eric 32 = 26 + 6 (Triumphal Arch) Joel 30 = 12 + 8 (Chapel) + 4 (Guild Hall) + 6 (Palace) Bob_ 29 = 14 + 1 (Chapel) + 10 (Guild Hall) + 4 (City Hall)Eric's rating: 9.
SHEAR PANIC
(Bob, Eric, Walt)
TICKET
TO RIDE (Rich, Joel, Anton)
no session report available.
Roll call: Rich, Paul H., Eric, Walt
WYATT EARP (Rich, Paul H., Eric)
THROUGH
THE DESERT (Rich, Paul H., Eric, Walt)
With Walt on hand, we had many good 4-player games to choose
from. The club owns a copy of Through the Desert, the game
of sherbet-colored camels (lemon, mint, peach, grape and
lime.) It had been too long since we last played. Though
Through the Desert is a game in which you have many options
from which to choose, it's important to decide which of those
options are most important because the game will end before
you can do everything you were hoping to do. I often fall
into the trap of forgetting to keep track of who has the
longest chains (the player who has the longest camel chain
in each of the five flavors earns 10 VP) and it happened again
this week. I just need more practice!
We began by setting out our starting camels, one per flavor
for each player. The resulting spread of camels was truly
impressive, with no one having any significant room to
maneuver anywhere on the board. We began placing camels,
swallowing up water holes and connecting to oases. Eric
and Paul worked to surround territory to the extent possible
given the ubiquity of camels around the board. Walt spent
less effort seizing territory and grabbed the quick points,
extending chains in flavors that were less popular with the
other players. Rich pursued a middle-of-the-road course.
Before we knew it, the last camels were used up in one flavor
and---wouldn't you know it---Walt had the longest chain in
three of the five flavors, earning 30 VP just for long chains.
Eric did surround some territory, but Paul lost out on a
respectable enclave that he was just one turn short of walling
off. It was a close game, but Walt's long chains were the
margin of victory. Walt also won the last game of Through the
Desert we played at MVGA; we'll have to keep a closer eye on
him next time.
Final scores: Walt 74, Rich 69, Eric 68, Paul H. 35.
Eric's rating: 8. Some people complain that Through the
Desert is dry. What do they expect from a game with a desert
theme, anyway? The camels are adorable and the game plays
quickly once you've played it a few times.
no session report available.
no session report available.
Roll call: Eric, Rich, Dan
TRANSAMERICA
(Eric, Rich, Dan)
_____VPs__Bld__Bon__Tot Rich__20___22___5____47 Eric__23___20___0____43 Dan___14___23___0____37Eric's rating: 10.
Rich 51 = 35 for cloisters + 16 for advisors Dan 52 = 30 for cloisters + 18 for advisors + 4 for a chain Eric 53 = 38 for cloisters + 8 for advisors + 7 for a chainEric's rating: 9. Web of Power provides about as much game as you can possible fit into half an hour. With experienced players, the various strategies (cloisters, advisors and chains) are well-balanced, so you must take advantage of the best opportunities rather than play with a pre-conceived plan.
Roll call: Eric, Anton, Dan, Paul H., Rich, Walt
LOST CITIES (Eric, Dan)
Anton and Paul arrived at MVGA with their
APBA tabletop baseball equipment, ready to
play a series. The TBL league that several
MVGA regulars play in is winding its way
through the final month of the season, with
some teams gearing up for the playoffs and
others preparing for next year by trading
their veterans for next year's draft picks.
Dan and Eric waited a few minutes before
starting a game of Lost Cities. Lost Cities
is a 2-player card game that many gamers
play with their spouses (and often lose!)
Eric tends to take a lot of risks in Lost
Cities, and he started off with a big score
for the first hand, starting four of the
five possible expeditions and scoring well
on all four. Dan played more carefully,
getting fewer cards on the table but taking
less risk of a big negative score.
Score after one hand: Eric 70, Dan 37
Eric's approach didn't work as well in the second hand. This
time he started all five expeditions, fishing frantically for
enough big cards to get a good score in at least one. He
didn't suffer in any of his suits, but he didn't score big,
either (he had -2 in yellow, -6 in white, 5 in blue, 3 in
green and -1 in red for a total of -1.) Dan started four
suits this time and achieved a second respectable score.
Scores after two hands: Eric 69, Dan 64
Rich came in during the second hand and watched for the rest
of the game. A game consists of three hands, and the game
plays quickly, so he didn't have long to wait. Eric again
started five expeditions as Rich rolled his eyes in dismay.
Eric did score 56 points for a yellow expedition with
two doublers and eight cards, but he took a 20-point bath
in red. Dan started three expeditions and they all
contributed positive points as he squeaked out a close win.
Final scores: Eric 70 - 1 + 30 = 99, Dan 37 + 27 + 39 = 103.
Eric's rating: 9. My wife and I have played Lost Cities many
times, and we're evenly matched. More recently I began playing
on BSW (where a hand takes only a minute or two because the
computer shuffles for you) and I was intrigued to find players
who are much, much better than I am. For a supposedly simple
game, Lost Cities has a lot of depth.
TICKET
TO RIDE (Eric, Dan, Rich)
The tabletop baseball series was chugging along, with Paul
growing more frustrated every inning as Anton's Gotham team kept
hitting home runs. We knew Walt would be along later in the
evening, but we weren't sure when. We decided to play shortish
3-player games so we'd be able to include Walt when he arrived.
Ticket to Ride is an MVGA favorite that plays well with any
number from 2 to 5 but is at its nastiest with 3. The 4- and
5-player games have many double track segments (often in two
different colors) that allow two different players to connect
the same pair of cities. In the 2- and 3-player games you may
only use one of any such pair. It can get pretty crowded with
3 players given this restriction.
We started out, as usual, with a period of card collecting. Dan
had kept two of his starting tickets while Eric and Rich both
kept all three. The first track was laid by Eric, who connected
Los Angeles - San Francisco with the help of three yellow cards.
This was a blow to Rich, who had already collected three pink
cards to build the same link as part of his plan to connect
Seattle and Los Angeles. As Rich explained later, there's only
one ticket that involves San Francisco - but unfortunately for
Rich, Eric had drawn that ticket. Eric soon drew new tickets
and kept two for a total of five. His first three tickets were
bunched together in such a way that he felt confident he could
connect some more and wanted to know which transcontinental
route would best do the job. Rich used Seattle - Portland -
Las Vegas - Los Angeles - Phoenix as a workable but less
effective alternate route.
In the mean time Dan was building across Canada in splendid
isolation. At the start of the game Dan had drawn three tickets
that didn't work very well together: Vancouver - Montreal up
north, Los Angeles - Miami down south, and Winnipeg - Houston
in the middle. He discarded the southern ticket and began work
on a "Y"-shaped track. One benefit of Dan's plan was the 30 VP
he would earn for the two 6-car routes Calgary - Winnipeg and
Winnipeg - Sault St. Marie.
Eric and Rich, on the other hand, were fated to bump heads all
through the game. Eric connected New York - Pittsburgh - Chicago
as Rich built Pittsburgh - St. Louis. Eric was hoping to build
Chicago - St. Louis - Kansas City, so he decided to grab the
St. Louis - Kansas City link before Rich could take it. Rich
retaliated by grabbing Chicago - St. Louis, the link Eric needed
to join his disconnected pieces of track. If there's going to
be grief, it might as well be spread around! This set off a
tense bit of card-drawing and track claiming as Rich and Eric
tried to connect east to west at the same time as Dan built
south down the Mississippi River to connect to Houston.
In the end, we all connected all our tickets. Eric detoured
through Nashville, while Rich finally got the red cards he
needed to complete a Salt Lake City - Denver - Oklahoma City
stretch he didn't really want to build. At this point, Eric
had finished all five tickets, so he sucked up some points and
rushed the game to its conclusion by building Duluth - Helena -
Denver as Rich went to New York via Washington DC. Dan had a
fistful of cards left at the end of the game and would have
scored quite a few points if he had been given one or two more
turns to build.
Final scores:
Eric 142 = 74 in track + 58 in tickets + 10 for long route Dan_ 125 = 67 in track + 58 in tickets Rich 116 = 64 in track + 52 in ticketsEric's rating: 8. Ticket to Ride is equally enjoyable with three gamers or with non-gaming family members. It's my favorite Alan Moon game, just edging out Union Pacific for the honor.
SAN
JUAN (Eric, Dan, Rich)
We thought Walt would be arriving around 9pm, and it was ten
past eight. We couldn't afford to start a long game, so we
pulled out San Juan, a game we felt positive we could finish
in 50 minutes. Anton and Paul were still playing their
tabletop baseball series, with Paul complaining gently as
Anton kept losing baseballs in the center field bleachers.
We play the version of San Juan, described in the rule book,
that gives the first player 5 cards, the second player 6, and
so forth, with everyone discarding down to 4 before play begins.
Eric was first Governor, and he built a Gold Mine, eliciting
groans from Dan, who finds the constant card handling required
by the Gold Mine to be a nuisance. Neither Rich nor Dan built,
and Eric felt pleased to have stolen a march on them. The Gold
Mine was a bust, however, as it paid off for Eric only once,
toward the end of the game. On the next turn things became
clearer, as Rich built a Library, giving him double privileges
for the rest of the game, and Dan built a Silver Mine. Neither
player had been able to afford these costly buildings in the
first round, but once built they offered good options. Eric
tried his best to keep up, but a Tobacco Shed was the best he
could do.
None of the players drew the cards he was hoping for. Dan
built a second Silver Mine as his third building and spent most
of the game crafting and trading (Eric and Rich saw no need to
encourage Dan by taking these roles for him!) Eric built a
Quarry and pursued a traditional purple building strategy, with
a Prefecture, a Poor House, a Carpenter a Statue, a Victory
Column, and eventually a Palace, but he never managed to draw
the City Hall or Triumphal Arch he needed to cap it off. Rich
tried to exploit his Library, but Eric kept taking the
Prospector in front of him, and Rich didn't have the cards to
make the most of the double builder discount. Dan built a
Chapel and stuffed four cards under it, but his commodity
based strategy was underpowered because it was two against
one.
When Eric built his eleventh building, Rich passed even though
he had six cards in his hand. Eric was governor on the following
round and built again---a lousy Crane for 1 VP. Rich built the
Triumphal Arch, worth 8 VP, which was just enough to give him the
win. Rich pointed out that Eric should have known Rich had a
6-point building because Rich passed during the previous building
phase. Given this fact, Eric should have counseled in an attempt
to get a better building than a Crane---a building that might have
been worth 2 VP and allowed Eric to win on the tiebreaker.
Final scores: Rich 28, Eric 27, Dan 22.
Eric's rating: 8. San Juan isn't quite the game Puerto Rico is,
but it plays much more quickly. It takes almost no time to set
up, unlike Puerto Rico, where setup is a bit of a chore. We
finished this game in less than 25 minutes.
_____VPs__Bld__Bon__Tot Eric__28___26___0____54 Rich__24___17___0____41 Anton_13___19___7____39 Dan___17___18___4____39 Walt__23____8___0____31Eric's rating: 10. It was nice to play with a totally different set of buildings. The expansion buildings are a bit quirky, and the Union Hall may be excessively powerful, but it was fun to deal with unfamiliar challenges.
Roll call: Rich, Eric, Dan, Anton
TRANSAMERICA (Rich, Eric, Dan, Anton)
When we arrived at the Masonic Hall this
week, we discovered to our surprise that the
door to the closet that contains our game
locker was locked! One benefit of meeting
in the Masonic Hall is that we are able to
keep a nice stock of our favorite games on
hand. No matter how many people show up, or
what their preferences are, we always have
suitable choices. With the closet locked,
however, we had to make do with the games
we had brought. Neither Rich nor Dan had
any games with them, but Eric opened up his
tub o' games to look for 3-player options.
We selected TransAmerica, and just before
we started Anton showed up with some more
games in his satchel.
We've played TransAmerica (or its younger
sibling, TransEuropa) several times in the
past few months. It looks like it's
dominated by luck, since you must connect
a set of cities that are dealt to you at
random, but there's a lot of scheming.
The first one was close, as Rich finished connecting his cities
while Eric and Anton were each 1 away. Dan was 3 away from
finishing his connection. He complained that, no matter what
he does, no one ever helps build track he needs. We suggested
that Dan should wear a tin foil beanie to keep his brain waves
(and information about the cities he holds) secret from mind-
reading opponents.
Scores after Round 1: Rich 13, Eric 12, Anton 12, Dan 10.
The second round was another fiasco for Dan as Eric went out
while Dan was still 4 away from connecting. It was simply
unreasonable that Dan had the only orange city in all of
Dixie (the rest of us had our coastal cities in Washington,
New York and Boston.) This widened the gap and put Dan halfway
toward falling into the Pacific Ocean for the loss.
Scores after Round 2: Eric 12, Rich 11, Anton 11, Dan 6.
Rich opened up a big lead in the next round. When he connected
his fifth city, Eric and Anton were both 5 away from their
west coast cities. Dan almost connected this time, but Rich
now had a big advantage.
Scores after Round 3: Rich 11, Eric 7, Anton 6, Dan 5.
Eric went out first in the next round, whacking Dan for another
4-point loss as Rich and Anton lost as well. Eric had three
cities in the southwest this round (Santa Fe, Las Vegas and Los
Angeles) and began by connecting them as his opponents in the
East were unable to respond. The scores tightened a bit, but
time was running out for Dan.
Scores after Round 4: Rich 8, Eric 7, Anton 4, Dan 1.
In the final round, Anton was first man out ("these are not the
cities you are looking for.") Eric suffered another big loss,
and Dan took a hit for far more than the 1 point he needed to
drop into the Pacific and end the game. Rich got close enough
to pull out the victory despite Anton's strong finish.
Final scores: Rich 6, Anton 4, Eric 2, Dan 0.
Eric's rating: 7.
Thanksgiving - no MVGA meeting.
Roll call: Rich, Walt, Dan, Eric
Roll call: Anton, Rich, Dan, Eric
The game moved along reasonably well, considering that with 4 players there are roughly 500 actions; if you take one minute per action the game will last eight hours. Anton pulled out to a wide lead, but Eric and Rich were counting on the high- scoring blue buildings to close the gap. Money was not as tight as in some games, so Dan's Inn worker seemed to be more of a handicap than a benefit, and in fact Dan didn't realize he could voluntarily remove his worker from the Inn or he would have done so.
Comment from Doug Orleans regarding this observation: " This seems high to me; I would have estimated more like 150-200. In fact I believe the maximum is 4 players * 6 workers * 16 bailiff moves = 384. How did you arrive at 500? Are you counting favors as actions too? Or are you counting worker placements and worker executions separately?
Eric's response: I was counting worker executions too, as well as favor track actions during scoring. My theory was 4 players * 5 workers * 12 bailiff moves is about 240, doubled to reflect executions makes 480 and then a few more for the favor track actions. I was trying to count separate things to do during the game.
We finished up the final round, Eric and Rich laid down the big point-scoring buildings, and we added the final points: 1 VP for $4, 1 VP for three ordinary cubes, and 3 VP for a gold cube. Anton's VP-focused strategy had triumphed over the builders and the Innkeeper. Final scores: Anton 90, Eric 83, Rich 80, Dan 69. Eric's rating: 8. I'll agree with the claim that Caylus is the best published game of 2005, beating out Louis XIV for the honor, though 2005 was a relatively weak year for new published games. The only luck in Caylus is in the initial set-up and in the random draw for initial play order; I feel the extra money given to players who start later in the order doesn't quite make up for the first-player advantage. The "dirty tricks" section of the game, which allows you to spend money to move the trouble-making provost, possibly spoiling your opponents' plans, doesn't quite seem to fit with the rest of the game (admittedly, it may be necessary to inject more uncertainty into a perfect-information game,) though in practice it hasn't been too much of a problem. Editor note: I've played Caylus twice and cannot grasp it. In truth I find it unpleasant and don't have any interest in playing it again. This is a minority opinion, it seems. - WRoll call:Rich, Eric, Dan, Anton, Walt
POWER
GRID (France) (Rich, Eric, Dan, Anton, Walt)
Walt has been reveling in his inability to
win at Power Grid since it came out a year
and a half ago. For some reason, Walt was
away the first few times we played, so he
was behind on the learning curve, and though
he made a number of stabs at the game, he
hadn't yet won a game of it at MVGA.
On the other hand, he had just received the
new France/Italy Power Grid map in a recent
order, and it seemed a shame not to play,
since we enjoy Power Grid so much at MVGA.
After we looked at both sides of the map,
we decided to play on the France map. It
is less intimidating than the Italian side.
The first thing you notice on the France
map is the city of Paris, which is made up
of no less than three city spaces, each one
at zero distance from the others. There's
another difference, though, and one that's
less obvious: Uranium is much cheaper at
the start of the game on the France map.
This reflects the heavy dependence of the
French economy on nuclear power. In the
standard game, the price of uranium starts
at $14, but on the France map it starts at
a mere $5---they practically give it away!
To make sure the potential of nuclear power is realized, the
#13 windmill that sits atop the power plant stack at the start
of a normal game is thrown out of the game and replaced by the
#11 nuclear plant. This guarantees that at least one player
will be able to take advantage of the dirt-cheap uranium price.
In most games I've played, people spurn that #11 as if it were
a toxic waste dump (maybe it is!) In contrast, the rules for
France specifically recommend scooping it up if you can.
Of course, it's only in a 6-player game that the top plant in
the power plant stack can be bought in the first turn, so we
knew Turn 1 would be normal except for more intensive jockeying
for position around Paris. Dan started by putting the #04 coal
plant up for auction, with Rich taking it for $7. Dan then bought
the #05 hybrid plant (one Dan favors) for list price. Walt went
on to take the #08 coal plant, and Eric the #07 oil plant. Anton
had remained silent throughout the entire auction, and he was
pleased to be able to take the more efficient #10 coal plant at
list price. The rules warn about the dangers of fighting others
for space around Paris, so Rich and Dan decided to start out in
the "pays" (or, as we'd say in English, the country.) Rich began
in the northeast, near Belgium, and Dan on the Riviera around
Marseilles. Eric, who always seems to get into a fight in Power
Grid, seized two of the Paris spaces to take advantage of his
plant, which powered two cities for three oil. Walt felt
combative as well and took the third Paris space, together with
the cheap connection to Orleans and points south. By Anton's
turn the board was already getting crowded. He set up shop in
the eastern Pyrenees, just west of Dan.
The #11 nuclear plant was visible, large as life, at the end of
the current market to begin Turn 2. Anton accordingly put it
up for auction and Walt took it, after a brief auction, for $14.
This was too cheap, as it turned out, but it was hard to bring
ourselves to bid aggressively on this plant when the #15 and #20
were both on view in the future market. The replacement plant
was the #12 hybrid, and Anton passed, content with his 2-city
capacity. Eric was feeling spendish and extended his focus on
oil by buying the #09 plant, which powers one city for one oil.
Dan then put the #15 coal plant up for auction and Rich let him
have it, hoping for a shot at the #20. His hopes were dashed
when another small plant came out, so he took the #03 oil plant
instead to raise his capacity to 2. Neither Anton nor Walt
built this turn, but Eric added Amiens to keep his plants fully
used. Rich added a city as well.
In Turn 3, most of the plants on offer were trash plants, and
Eric and Walt passed on the opportunity to buy. Anton felt he
had to have more capacity, so he took the #12 hybrid, allowing
the #20, with its 5-city capacity, to drop in the the current
market. Rich put the #20 up for auction and was pleased when
Dan declined to bid, allowing Rich to buy it at list price. Dan
may have been hoping for an even better plant, but if so, it
didn't come out and he passed as well. At this point, the
plants that had been bought had the potential to consume, in
total, 12 coal, 6 oil, 4 coal or oil, 1 uranium and no trash.
It was clear the the traditional fuels, especially coal, would
be growing scarce. Rich's #20 was a valuable asset, but one
could not discount Walt's low-cost operation. Eric declined
to build more cities he could not power, but Walt, Rich and
Dan each built to 3 cities. Anton was a bit short on cash and
stayed at 2 cities even though he had just raised his plant
capacity to 4.
Rich was first auctioneer for Turn 4, and he passed, already
well ahead in capacity and preferring to use his cash to connect
more cities. Dan was next in line, and he took the #27 windmill
for list price as the rest of us focused on larger-capacity
options visible in the future market. Walt now put the #25 coal
plant, usually a highly-prized commodity, up for auction, and
Eric was delighted when his $26 bid was successful. Walt had a
different goal in mind, however, as he went on to make a play for
a second nuclear plant, the #28, which powers 4 cities for just
one uranium. He paid $30 after one bid for Anton, and Anton then
passed, still short of cash and in need of more connections. By
the end of Turn 4, Walt and Eric had capacity for 8 cities, Dan
and Rich for 7 and Anton for just 4. Rich, Walt, Eric and Anton
each added one more city.
As we reviewed the fuel market, we saw that the price of trash
had dropped dramatically, and uranium was also very attractively
priced, while coal and oil were going for premium prices. The
plants on offer were not attractive, but Eric decided to get into
the nuclear business, taking the #23 for list price. This caused
the #29 hybrid to become available, and Rich bought it for $35
after the most spirited auction of the game. Dan now put the #26
up and let Anton have it for $27, betting that the #30 trash
burner would drop. It did, and Dan was happy to receive this
capacity-6 plant for list price in an environment of cheap trash.
All through this game we were a bit off-balance, as the relative
values of the various plants were different from what we were
used to in the original game. Building costs on the France map
are higher than on the U.S. or Germany map, and as a result it's
more important to think about city connections and relatively
less important to focus on power plant capacity. In Turn 6,
Walt bought the #36 for list price, and Dan bought the #32 for
list price. Eric put the #35 oil plant, which powers five cities
for just one oil, up for auction, and when Rich bought it for $38,
Eric and Anton passed---none of the remaining plants was of any
interest. Now Dan had the lead in capacity, with power for 15
cities and two excellent plants (the #30 and #32.) Rich was just
behind with 14 cities, though his largest plant had a capacity
of only 5 and it would be difficult for him to add capacity
quickly. Walt had power for 13 cities, 7 from the #36 and 6 from
his two nuclear plants, the #11 and the #28. Eric and Anton were
far behind in capacity, as they both could power only 9 cities.
In this situation, Eric and Anton were hoping for more attractive
plants to appear, while Dan was hoping for a moratorium in power
plant design innovation.
Turns 7 and 8 saw no plants bought, as the current market was
choked with obsolete plants and the replacements were no better
than the plants we discarded. Walt expanded his network to 13
cities (matching his capacity) and Rich to 12, but Dan, Eric
and Anton connected only 9 cities each. It seemed obvious that
the game would end on Turn 9, so we jockeyed for capacity. Walt
paid $25 for the #21, raising his capacity to 15. Dan bought
a second trash burner, the #24, for $26 to raise his capacity
to 16. Rich passed, unable to increase his capacity, but Eric
bought the #33 windmill to increase his to 12, and Anton bought
the #34 nuclear plant to raise his to 12 as well. Dan had the
most capacity at 16, but it wasn't clear whether he could afford
to connect the 7 new cities he'd need to win. Walt easily built
two new cities to make 15 and guarantee that the game would end.
Rich built two as well, maxing out his capacity and leaving him
one city short. There was some tension as Dan built one, two,
three, four, five, six, ... just six cities to leave him at 15,
tied with Walt. Anton and Eric were able to connect only two
new cities each, leaving them at the back of the pack.
The tie-breaker in Power Grid is cash on hand, and when Walt
and Dan revealed their bankrolls, Walt easily won, with $64
unused at the end of the game. Dan could have saved some money
if he had declined to buy the #24 plant, but it wouldn't have
been enough to catch Walt.
Walt was thrilled with his very first Power Grid victory. He
focused on nuclear power, and the low uranium prices throughout
the game saved him a great deal of money and allowed him to stay
ahead in the city-connection race while the rest of us were
paying $6, $7 or even $8 for coal and oil. You can bet that
the bidding on the nuclear plants will be more aggressive the
next time we play on this map!
Final scores:
Walt 15 cities + $64 Dan_ 15 cities + $9 Rich 14 cities Eric 12 cities Anton 11 citiesEric's rating: 9. The new map, and more importantly the new rules for nuclear power, throw a curve into the traditional Power Grid system and will force us to think out of the box. It's an added bonus that Walt won the game; we won't have to listen to his complaints about never having won. (No, now I can complain about Caylus! And yes, I was thrilled to win.
Roll call: Rich, Eric, Dan, Anton, Bob
No session report available.
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