Session Reports: 2005

Games that MVGA owns are titled in red. Most of our session reports are provided by Eric Brosius. Thanks for your hard work, Eric!

2005

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

January 6, 2005

Snow cancelled this week's MVGA.

January 13, 2005

No report available.

January 20, 2005

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

January 27, 2005

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:

February 3, 2005

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.

February 10, 2005

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.

February 17, 2005

No report available.

February 24, 2005

Roll call: Walt, Paul H., Eric, Dan, Rich, Paul L.

WYATT EARP (Walt, Paul H., Eric, Dan)

There were 4 of us ready to play at 7pm, but we knew more were likely to arrive, so we wanted a short game to start with. Walt suggested another game of Leapfrog, a game we had played on February 10, but after some discussion we settled on Wyatt Earp, a rummy-like card game from Mike Fitzgerald and an MVGA favorite.

On his first draw, Eric took an outlaw from the top of the discard pile and played three outlaws and the photo of that color to go out to a 10 point lead in that outlaw. Paul H. played a hideout on Eric, but it failed. Rich came in at this point and sat behind Eric, who showed Rich that he had four Wyatt Earps in his hand. Eric was hoping for hideouts so he could unload the sheriff cards more quickly. A few turns later, Eric again took the top card of the discard pile, played three outlaws and a photo in a different color, and discarded the last Wyatt Earp to go out. Scores after one hand: Eric 11, Walt 8, Dan 5, Paul H. 4.

The second hand was a tough one for Dan, who had only three colored cards dealt to him. Two were photos and only one was an actual outlaw. You can usually only get rid of two sheriff cards a turn, so Dan, with nine sheriff cards, was going to have a tough time going out (especially given that you can't play many of the sheriff cards until you get at least one outlaw on the table.) This time Dan showed his hand to Rich for sympathy. Walt and Paul H. racked up the big scores this time. Scores after two hands: Walt 16, Eric 16, Paul H. 11, Dan 9.

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.)

Paul L. came in just as we were finishing up Wyatt Earp. This made 6 gamers, and it provided an opportunity to play a longer 6-player game. The snow was falling harder and it was already 8pm, so we didn't expect anyone else to show up. We discussed the options, and Paul H. suggested History of the World, a game Paul himself donated to the MVGA game locker a few years ago. Paul H. has changed his work schedule, allowing him to stay later than 10pm, so we had a real chance to finish this long game in a single evening. Paul L. had never played before, but the rules are fairly simple and we quickly filled him in.

History of the World (HotW) is a long game that (as you might guess from the name) represents five or six millennia of world history. The map covers the entire world, and the game is divided into seven epochs, with each player playing one empire in each epoch. We played part of a game back on October 30, 2003. In HotW, each empire receives a certain base number of armies (or fleets.) The base number is printed on the card, though one can augment this number if one possesses the right event card. During the game you keep track of the total number of armies each player has received, and after the first epoch, new empire cards are drawn in order from the player who has received fewest armies to the one who has received the most. When you receive an empire, you look at it and may then pass it to an opponent of your choice who has not yet received an empire or (if you do not have an empire yet) keep it. A big part of the strategy of the game is knowing what empire to pass to whom (and when to keep the one you've drawn.) Players who are way ahead often find themselves playing lousy empires in later turns - and the empires do vary greatly in desirability!

Because everyone is on equal footing at the start, we drew empires at random for Epoch I. Walt started us off with Egypt, the best Epoch I empire but (because it has 5 armies) one that gives a late draw for Epoch II. Rich got stuck with the Aryans, who get no capital and start in Eurasia, a region that scores no points until Epoch V. Rich did place an army in Hindu Kush, where it remained through all seven Epochs, scoring a total of 18VP.
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.

March 3, 2005

No report available.

March 10, 2005

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.

 

March 17, 2005

Roll call: Walt, Paul H., Eric, Dan, Evan, Rich, Mike

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 cities
Eric'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.

March 24, 2005

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.

WEB OF POWER (Eric, Dan, Walt, Rich, Paul H.)

We continued our string of 5-player games with Web of Power, the big little game from Michael Schacht. Web of Power has been out of print for a while, but I understand that a revised version named China will be published in the next few months. This was an unusual game. Rich started us off in Aragon, Dan put an advisor there, and Paul put a cloister down in Franken, the other red region. Eric put two cloisters in Franken and Walt started Frankreich. Over the next turn or two we started England and Bayern as well, with Schwaben not far behind. Web of Power is often a waiting game in which one region fills up before another is opened, but play in this game was wild, with many regions open at once. Frankreich, the largest country, filled quickly as usual, with everyone but Eric getting a share (Eric just couldn't draw purple cards.) Rich achieved a coup when he got sole control of the Frankreich advisors; Rich had two to Paul's one. Frankreich is the most valuable advisor country, so a sole majority there is valuable. Eric, in the meantime, was ignoring advisors completely as he played cloisters left and right. Eric played three in Bayern, two in Schwaben, and then suddenly one in Italien, giving him a 6-cloister chain. Rich and Paul each got 4-cloister chains, while Walt and Dan were not able to string four together anywhere. Eric led at the first scoring, as you'd expect, since the cloisters he was focusing on score at the first scoring while advisors do not.

The final scoring painted a different picture as Rich's excellent advisor connections made the difference. Dan finished in last place as he was able to play two pieces only once during the game (you need a pair of like-colored cards to play two pieces, and Dan was never able to pair up the colors.)

Final scores: Rich 52, Eric 49, Walt 39, Paul 30, Dan 29.

Eric's rating: 9.

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 +   $1 
This 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.

March 31, 2005

Roll call: Dan, Rich, Eric, Paul H., Anton

PARIS PARIS (Dan, Rich, Eric)

We started with only 3 players this week, but we were almost sure there were more on their way, so we began with Paris Paris, a 25-minute game that works for 2, 3 or 4. Walt is famous for being puzzled by Paris Paris, but he wasn't coming, so we'd have to do without the fun of teasing him about it.

Paris Paris plays quickly when you know what you're doing, and it didn't take long for Dan to rack up a few big grand tours, pulling out to a big lead. Rich and Eric tried to catch him, but it wasn't going to happen this time, and Dan won by a comfortable margin.

Final scores: Dan 53, Rich 44, Eric 42.

Eric's rating: 8. Paris Paris is one of my favorite quick games.

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.

April 7, 2005

Roll call: Anton, Paul H., Dan, Eric, Rich

MANIFEST DESTINY (Anton, Paul H., Dan, Eric, Rich)

When we arrived at the Masonic Hall for our regular weekly session, Walt was already on hand, but he was planning to spend the evening teaching some new recruits about Masonry.  This left 5 players available for gaming.  Eric had received a brand-new copy of Manifest Destiny a few weeks back, and we'd spread the map out and looked at the components, but we hadn't yet played a game. Eric and Rich had each played Manifest Destiny once elsewhere, but the others were completely new to the game.  We decided to start the game right away so we'd have time to finish before the end of the evening.  It took a little while to decide that we had exactly 5, so we started at about 20 minutes past 7pm.

Eric taught the rules, with Rich helping out by emphasizing certain things and explaining strategic options.  We chose colors and began to play at about 8:15.

Manifest Destiny was developed by Bill Crenshaw based on an earlier game, Age of Renaissance.  In Manifest Destiny, each player steers a North American culture (the French Canadians, the Yankees, the Virginians, the Cajuns or the Mexicans) through three eras that represent several centuries of history.  The winner is the player whose culture is most dominant at the end of the 20th century. You spread your culture through means like railroads, TV and e-commerce.

Manifest Destiny is shorter than Age of Renaissance.  It is also less complicated in a number of ways.  One of the most obvious simplifications is in the monetary system;  Manifest Destiny does not use $1 bills, so that every price is a multiple of $5, though the prices are about the same as in Age of Renaissance.  Another difference is that Manifest Destiny does not use Misery Points, and does not award victory points for cash.  There are only three sources of victory points in Manifest Destiny.  The primary source is progressions that the players purchase for cash;  each player may earn up to 30 VP from progressions.  The second source is breakthroughs that players obtain by rolling dice;  there are 19 VP available from breakthroughs, but only one or two players can score for any given breakthrough (two players can cooperate to share research toward a breakthrough.)  The final source is a 2 VP bonus to any player who has more cities than any other player;  this bonus can bounce back and forth among the players as they build cities and steal cities from opponents.

Manifest Destiny features a deck of cards that serves several purposes.  Each card represents an event, or a historical leader who makes it easier to obtain progressions or breakthroughs.  Many cards also provide the option for cash payments to players who control territories that produce certain products.  In addition, each card has a number (from 1 to 64) that is used to determine who gets to choose turn order first for the following turn, with higher numbers giving earlier choices.  A few cards are "Destiny" cards with especially strong events;  these cards have low numbers, and only one player can play a Destiny card each turn (unless someone owns the "Patriotism" breakthrough.)  The deck contains some cards that may only be played in a single era and others that can be played several times over the course of three eras.  Only cards that can be played in Era 1 are available at the start of the game, but the deck is reshuffled twice, once at the end of Era 1 and again at the end of Era 2, with new cards added each time.

The game ends when at least one player gets 30 VP, or when the deck runs out for the third time at the end of Era 3.  The player with the most VP is the winner.  Tie breakers are cash on hand and income, in that order.

In our game, Rich started us off by bidding $10 to choose his culture and get first choice of turn order at the start of the game.  Eric had the California Gold Rush destiny card and bid $0 in the second seat, judging that no one else would be eager to play Mexico.  Anton then bid $5, hoping to get Virginia so he could cash in his Destiny card, which paid off Tobacco.  Dan had drawn the Hudson Bay Company Destiny card and bid $10, eager to take advantage of the $10 income boost that card confers to the player who starts in Canada.  Paul, who was last to bid, also bid $0, feeling that his Manifest Destiny card would be usable in almost any position.  Rich selected his starting position first, taking Louisiana with its quick access to the west.  Dan then took Quebec, Anton Virginia, Eric Mexico and Paul was happy to settle for Pennsylvania, the last remaining spot.

Richard had first choice of turn order and chose to play third.  The first and second players get to buy at most 3 and 5 tokens, respectively, and Turn 1 is prime time to expand.  Dan took the second spot, after which Anton selected the first slot, hoping to get a cheap city that would augment his Tobacco payout.  Eric then took the fourth slot and Paul the fifth.  Dan played Hudson Bay Company, as expected, and jumped out into the lead.  Anton expanded into Carolina for another Tobacco and built a city in Virginia.  Unfortunately, Anton did not get a chance to play the Destiny card that would pay Tobacco off for several turns as he was unable to return to the first slot.  Dan moved west across Canada, Rich moved north and east, postponing a move west until he could purchase Westward Ho, and Eric grabbed territories in Mexico and Central America, including one of the Gold spots.  Eric paid $25 for Westward Ho so he could use his Oregon Trail card in Turn 2, so he could not afford Telegraph, which limited his expansion.  Paul had plenty of tokens and expanded across the Northern US.

By the end of Turn 2, everyone had purchased Westward Ho and Telegraph, and Paul had gotten a token into the Northwest.  The other players urged Paul to attack Eric in Oregon before he could grab the Northern California gold territory, but Paul decided it was too early to waste his energy bashing another player and chose to pursue his own goals instead.  Eric was happy to be left alone, and grabbed Northern California, using his priority turn order token to assure first slot in Turn 4 and the opportunity to play the California Gold Rush.  The lucrative payoff for this card made Eric the new leader, and the other four players each began to take Eric's territories with their tokens.  Anton did the most damage, grabbing Central America, Yucatan, and the Jalisco gold territory.

An important part of Manifest Destiny is researching breakthroughs. This is mainly done by rolling dice, but there are several leader cards that confer free breakthrough steps.  Dan got a few good leader cards, bought two pioneers, and was a die-rolling genius, scooping up both Patriotism and Mechanization, the two best Era 1 breakthroughs.  The other breakthroughs took more work, with Rich picking up Turnpike for a free token each turn as Anton took Storytelling, which confers the right to play a Destiny card even if another player has already done so.  Eric fought off a Spy card by playing President, and we discussed whether the high number on President counted toward turn order choice (we decided it didn't, but when we asked on Boardgamegeek later, we found that it should have counted after all.)

As we moved into Era 2, Eric still had some strong positions in the west, though his territory count had dropped.  Dan was still the income leader, but was largely confined to Canada and a few nearby territories.  Rich had been building transportation progressions and was poised to leap overseas, gaining first access to multi-product territories across the world.  Anton had consolidated his Tobacco monopoly, taking Cuba, while Paul was suffering from terrible luck on the breakthrough die rolls and a difficulty in getting payout cards that matched his products.  Paul figured if he couldn't get cards to match his territories, he'd get territories to match his cards, and began moving late in the turn order to buy lots of tokens.  This paid off as he used several event cards to augment his attacking power. Dan and Eric collaborated on the  Electricity breakthrough, which provides a free city each turn, making them the favorites for the 2 VP bonus for most cities as they built regularly.

Early in the game, players had been trying to gain near-monopolies on products before playing the associated cards.  As the game progressed, we grew more willing to share, realizing that the effort needed to obtain monopolies was not justified by the results.  This brought about a number of payouts in which every player got at least $5 or $10.  The clearest example of this change in thinking came when Rich played the Trustbusters card to force Eric to divest his Gold holdings, giving two territories away.  Eric gave both territories to Anton rather than splitting them between Anton and Rich.  Rich felt this was unreasonable, but Eric decided his chance of at least a respectable Gold payout was much higher when Anton was also trying to bring about a Gold payout.  This worked, as Anton did play a Gold card, adding to Eric's wealth as well as his own.

By 11pm, Anton was becoming eager to leave for home, but the game was not yet near completion.  He played for a little longer and then stood up to leave.  We played his position on autopilot for a few actions, but Anton came back and played his position some more.  Eventually he left for the second and final time, and we stopped playing cards on his behalf.  Era 3 featured some nice Gold and Tobacco payouts for Anton, who may well have been in contention to win if he had stayed. No one attacked Anton's territories after he left;  we simply left him in place.

By midnight, Eric bought several progressions during the card play phased, counted his cities, and announced that he had more cities than Dan, giving him the win with 31 VP.  The others objected, based on the fact that we hadn't noticed that Eric had the most cities, so they didn't get a chance to make their final defensive efforts.  Dan was at 30 VP himself, so he would win if Eric were to lose the Most Cities token.  We decided to play to the end of the Expansion phase. (I haven't seen a ruling in the FAQ regarding what should happen if players fail to realize that the Most Cities token should have moved.)

Eric had a small lead in cities over the others, so he played a competition card to help in his attacks and grabbed cities from each opponent, building a 3-city lead.  The others tried to take cities back, but they fell one short, leaving Eric with the win.

Final scores:  Eric 31, Dan 30, Rich 27, Paul 21, Anton 20.

Eric's rating:  7.  Although this was a new game and we had to consult the rules often, it moved along quickly.  We completed the game in four hours, and I'm sure it will take less time the next time we play. There are many strong events in the deck, but players have plenty of chances to stop the leader.  Games should be close as long as everyone plays to win.

April 14, 2005

No report available.

April 21, 2005

Roll call: Anton, Dan, Ian, Eric, Evan, Rich

LIARS DICE (Anton, Dan, Ian, Eric, Evan)

It was school vacation week in Massachusetts, and Dan's son Ian came out to MVGA.  Ian often visits MVGA on non-school Thursday nights.  We usually start the evening with a quick game so late-comers don't have to wait too long to get into a game, and this week we started off with Liar's Dice.  Ian had never played, so we explained the rules before we started (it seemed a little odd luring a teenager out of the house and then teaching him Liar's Dice, but his dad was there to make sure everything was above board.)

The game started off quickly as first Ian and then Evan missed big-time, losing several dice and going out.  It took a little longer for Dan to lose his dice, leaving Eric with four and Anton with three.  It's a big advantage to have extra dice, since extra dice provide extra information.

Anton rolled his dice, looked under his cup, and called "three 3's."  Anton only had three dice, so Eric called even though Eric had a 3 of his own.  Anton lifted the cup and lo, there were four 3's showing, costing Eric a die.  It went downhill from there for Eric as Anton took all Eric's dice without losing even one to win with three dice left.

Winner:  Anton.

Eric's rating:  7.  Liar's Dice is light and enjoyable, and it fits nicely at the start or end of a gaming session.  You don't face too many tough theoretical choices, but you don't need too much depth in a quick game like this.

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 cities
Eric's rating:  9.  I'm really looking forward to the new France and Italy maps, which are expected to be available in May.

WEB OF POWER (Dan, Ian, Eric, Evan, Rich)

Anton had to leave (he has a long way to drive) but it wasn't quite time to fold up shop.  We decided to play Web of Power, a game that accommodates 5 but takes less than an hour.  The game started in Burgund and moved quickly to Franken;  you'd like to begin play in a region someone else has already entered, but sometimes you don't have the cards.  Most of the early action focused on cloisters, but we also played the odd advisor.  Ian put two advisors down early in Schwaben, where he scored no points but blocked scoring for three other players.

Eventually someone put a cloister in Frankreich, the largest region, and the usual feeding frenzy ensued.  Rich often like to get advisors in Frankreich, and he succeeded, linking to his advisors in Burgund, but that turned out to be the only pair he could connect.  Eric took a third cloister in Frankreich to be the only player with the lead, but this was only a way to catch up, as Eric and Dan were behind at the first scoring.

After his incursion into Schwaben, Ian focused entirely on cloisters, and as we counted up the final scores, he was well ahead on the scoring track.  Ian and Dan got the only two cloister chains, and with the anemic advisor scoring, Ian held on for the win.

Final scores: Ian 43, Rich 40 (15 left,) Evan 40 (14 left,) Eric 37, Dan 34.

Eric's rating:  9.  This is one of my favorite games.  Some people dislike the 5-player game, feeling that it has too many random factors, but there aren't many 5-player games that will finish in under an hour while leaving you with the feeling that you've played a full game.

April 28, 2005

Roll call: Dan, Rich, Eric, Mike

PARIS PARIS (Dan, Rich, Eric)

There were 3 of us on hand at 7pm, as Dan, Rich and Eric all got out of their cars at the same time in the driveway next to the Masonic Hall.  Rich planned a 5-game APBA (tabletop baseball) series with Bob, who does not play board games with us but is in a league with several MVGA regulars.

We knew it would be only a few minutes till Bob arrived, so we played a 20 minute game. Paris Paris is in Eric's bin most weeks, though we don't play it often because Walt is allergic to it (or so it seems.)  Walt was away on tour being a famous author, so it was a good week for Paris Paris.

Dan and Eric started off strong, with Rich confined to the stops around the periphery as Eric grabbed double shops in Pont Neuf and L'Institut to get out to a big lead.  Dan was well dug in in the middle of the right hand side, near Pompidou and Hotel de Ville.  As the game wore on, however, Rich and Dan double-teamed Eric, dumping his shops in the bag willy-nilly until the entire right hand side of the board was gray (Rich's color.)  This made Rich into a grand tour machine, and he blasted past both Eric and Dan in the final turns.  Eric got 7 VP for having 7 shops in the bag (compared with only 4 each for Dan and Rich,) but it wasn't nearly enough (you want to have most in the bag by only one shop, not by three!)

Final scores:  Rich 62, Dan 56, Eric 51.

Eric's rating:  8.  Paris Paris is a compact game and it plays in just 20 minutes.  By the midway point of this game, Bob had arrived.  He watched the final stages as we tried to explain how the game works.  The scoring is tricky;  first time players usually fail to understand it (even if you show them examples) until you're actually scoring.  Once you have it, though, it's a great opener.

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'.

LOUIS XIV (Dan, Eric, Mike)

Both Rich and Eric had purchased copies of Louis XIV at the Gathering a few weeks back, but we hadn't had a chance to play at MVGA.  (Note: MVGA has recently acquired its own copy as well. - Walter)

It's possible that the game is unbalanced with 3, since in a 4-turn one player must go first in both the first and the last turn.  In compensation, that player gets a free intrigue card at the start of the final turn, but there's a lack of symmetry that may irritate some people.

Only Eric had played the game before, so it was a good thing that Eric was chosen to be the first player.  Louis XIV features a set of 12 personalities from the court of Louis XIV.  Each personality is shown on a cardboard square 3 inches on a side (I'd have expected metric dimensions, but it's inches here.)  The squares are laid out corner to corner in a checkerboard pattern, with 4 squares in the center and 8 more around the outside.  Each player receives five influence cards each turn, though you always leave one influence card unplayed (allowing you to avoid one single card that doesn't help you.)  On your turn you play a card and may then either place 3 influence markers on the squares or get 3 extra influence markers out of the supply (you must take this option some of the time or you'll run out.)  The influence cards have pictures on them, and when you place markers you must start with the square whose personality matches the card you play.  You may place all 3 markers on that card, or you may move them to other cards, moving corner to corner and leaving a "trail of bread crumbs" behind.  Some of the influence cards are jokers, allowing you to start with any personality, but restricting you to 2 markers.

Once influence placement is complete, the personalities score in order (each personality has a number from 1 to 12, with 1 to 4 in the center and 5 to 12 around the outside.)  Each personality confers a specific benefit;  numbers 1 to 4 each confer a hexagonal "mission chip" (scepters, letters, rings and helms) while numbers 5 to 12 confer money, shields, extra cards, wild mission chips (crowns) or the ability to move influence tokens outside the usual rules.  To obtain the benefit you must fulfill a condition shown on the square:  sometimes you need a specific number of markers, sometimes you need to have more than any other player, and sometimes you need to spend money.

Once the 12 personalities have been scored, the players have the opportunity to spend the mission chips they have collected to play mission cards on the table.  These cards provide special abilities, and they are also worth 5 VP per card on the table at the end of the game.  Each mission card requires a specific set of mission chips, so there's some skill (and luck) in getting the right chips for the cards you need to play.

The goal of the game is to amass the most VPs.  The mission cards at 5 VP each are the most efficient source of VPs, but the game also features "shields" that serve as consolation prizes and are worth 1 VP each.  There are also 6 VP in bonuses for gathering sets of specific types of shield, but since you draw the shields blindly, there's not much strategy in collecting them.

The first turn saw Eric and Dan collect four mission chips each while Mike got just three.  On the other hand, Mike got an extra influence card from personality #11.  An extra influence card is extremely valuable;  you play all but one of your influence cards, so an extra card is an extra turn.  Even better, if you're playing five influence cards while the others play only four, they will run out of cards before you do, so you get to play after the others are finished (a big help when you're trying to be #1 in influence markers on a chip.)  In the mission phase, Dan turned his four chips in to play two mission cards, and Mike turned in two of his to play one mission card, keeping one for the second turn.  Eric was stuck, however;  he played two chips for a mission card, but could not match either of the cards in his hand with the last two chips, so he had to discard one chip for a shield (you can only keep one chip from turn to turn.)

Mike was first to play on the second turn (as well as last, thanks to his extra influence card.)  This 3-player game featured much less conflict than the 4-player games I have played;  I don't know whether that's always the case, but it seems likely with just as many personalities to court and fewer players (and influence cards) to court them with.  This time Eric got the extra influence card, as well as an intrigue card (which, when played, lets you place markers on a personality just before it's scored, after it's too late for your opponents to do much about it.)  Dan played a mission card that allowed him to buy an extra influence card each turn.

In the third round, Dan got the free influence card, which meant he'd have six plays to only four for Eric and Mike in the last round.  Eric played a mission card that gave him a free intrigue card, and also won an intrigue card from personality #12, so he would have three intrigue cards for the final round, including the one he got for having to play first twice.

Mike and Eric finished up while Dan still had three plays to go. Dan had to plan his plays carefully, and with so many influence cards to play, he needed to reclaim markers twice for ammunition (even so, he ran out of markers.)  Eric was able to whip out his intrigue cards for personalities #2, #3 and #7, costing the others items they had been counting on.  It was clearly close as we turned over the shields;  Eric won 5 extra shields for having the most in 5 types, Dan won 2 and Mike won 1.  Even though Dan beat Eric by two mission cards, Eric's advantage in shields was just enough to pull out the victory.

Final scores:
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)

Rich and Bob were finishing up the third game in their five-game tabletop baseball series.  It was clear that they'd be playing for the rest of the evening.  We looked in the MVGA game locker for a good 3-player game and selected Industria, a game we haven't played in quite a while.  Industria is an intriguing auction game.  The start player each round gets a set of tiles to offer.  Each tile may be sold to the high bidder (with the auctioneer keeping the money and going on to auction the next item.)  Alternatively, the auctioneer may keep the item without having to pay, in which case the right to auction moves on to the player on the left.  If no one bids on an item, you must keep it (and give up the right to auction any more items.)  The trick to the game is knowing in what order to auction the items, and deciding when to take the money and when to keep the item for yourself.  (The other trick is drawing good sets of tiles when you're the auctioneer.)

In this game, Eric led off as auctioneer.  He sold the Quarry for $3, took the Well for himself, and bought the Waves bonus chip from Mike.  Mike drew a good set of tiles, but Dan drew two commodities and a bonus (a lousy draw that wouldn't earn Dan much money.)  Mike took the Construction technology, but didn't have any way to buy the Stone he needed, and had to discard the technology, losing any chance at the VPs.  Eric bought a Wood tile and used it to play the Mechanization technology for 2 VP.

In the second era, Dan again got a lousy set of tiles to auction. One downside to Industria is the fact that lousy tiles can put a player out of the running.  This time Dan took a technology to keep it out of Eric's hands, and he also had to discard it for no VPs.  Eric's early lead in cash caused Dan and Mike to play with a bit of paranoia, taking tiles they were auctioning lest Eric get out to a big lead.

By mid-game Eric was short of cash and Mike and Dan were richer, but Eric had enough production industries in play to keep enough cash coming in.  Eric also drew the tiles he needed when he was auctioneer, several times getting a critical technology.  In the fourth era, Eric bid $5 for a technology that Dan was auctioning, but in the fifth era, Eric spurned Dan's $9 bid for a technology that was worth 6 VP to Dan and 3 VP to Eric.

Final scores:
____ _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.

May 5, 2005

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 cities 
Eric'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.)

May 12, 2005

No session report available.

May 19, 2005

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.

GESCHENKT (Eric, Dan, Evan)

Three more players arrived at the Masonic Hall right at our normal starting time of 7pm.  Paul and Walt were still playing Jambo, so we played a game of Geschenkt while we waited to see who else might arrive.  Geschenkt is a "filler" with a simple but clever premise.

The game includes a deck of 33 cards, numbered 3 to 35, and 11 chips for each player.  The cards are shuffled, nine are set aside face down, and the other 24 are used for the game.  The starting player turns over a card and either puts a chip on it or takes the card together with any chips already on it.  The next player faces the same choice;  play goes around the table with each player adding a chip until someone decides to take the card.  You can't take too many cards, because the winner is the person whose cards at the end add up to the lowest total.  On the other hand, your 11 chips run out quickly, so you must take your share of cards to replenish your supply.  Once you take a card, you turn over the next card, either put a chip on it or take the card, and play proceeds around the table as before.  The game ends when all 24 cards have found homes.  Any chips left in your hand are subtracted from your total.

There's one additional wrinkle that provides the "hook."  When you add up the totals on your cards, you may ignore any card if you also have the card whose number is one less.  For example, if you have the 14 and the 15, you count the 14 but not the 15.  If you have the 14, 15, 16 and 17, you count only the 14.  This means some cards cost you nothing to take, and others actually reduce your sum (if you have the 15, the 14 actually saves you 1.)  It's even better if you can fill a gap:  if you own the 14 and 16 for a total of 30, the 15 will reduce your total by 16!)

It might appear that you could just take cards one after another to take full advantage of runs, but the nine cards removed from the deck will work against you.  For example, a player who already has the 16 could cheerfully snap up the 14, planning to take the 15 when it appears, but there's no guarantee that the 15 is in play.

In this game, Dan proved to be the master.  He took the 21 and built a run of four cards around it, scooping up chips each time that Eric and Evan had played to avoid being stuck with the cards.  Evan was the most stubborn, taking only six cards to nine each for Dan and Eric, but it cost him in chips, and he was forced to take some high cards.  Eric ended with the most chips, but he didn't take nearly as much advantage of runs as Dan did, leaving Dan as the clear winner.

Final scores
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, 33-34-35
Eric'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.

SAMARKAND (Eric, Dan, Evan)

Eric's game bin contained a copy of Samarkand, a Sid Sackson game about trading in the deserts of the Middle East.  If you like the color yellow, you'll like the board, which displays cities, oases and desert camps in an array of squares.  Players move their tokens from space to space, buying and selling goods cards in an attempt to reach $500.  In general, your turn consists of a move followed by an action.  Movement is governed by arrows;  with two exceptions your move will be from the square on which you begin to an adjacent square.  Each player begins with $200 and a hand of goods cards, and you place your token on a square of your choice.

If your move ends on an oasis, you buy goods:  you may buy 1 card for $5 or 4 cards for $20 to $30 (depending on how centrally the oasis is located.)  If your move ends on a city, you sell goods; each city buys either of two types of good (for two of the four cities, one option is to sell a set of goods all different from each other.)  Payoffs increase as the size of the set increase, and are higher for the rarer goods.  If your move ends on a nomad camp, you must first demonstrate desert etiquette by donating a goods card of your choice, placing it in the cards supply area for that nomad camp.  After you have made your donation, you may trade as many cards as you wish with that camp on a one-for-one basis.

Nomad camps provide an exception to the rule that you may only move to an adjacent square.  If you move to a nomad camp and make your donation, you may decline to trade and move immediately to a newly-adjacent square, following the arrows.  In some areas of the board, it's possible to move up to three spaces through the desert by donating twice and continuing to move.

Because nomads live a mobile lifestyle, they must avoid being burdened with too many goods.  As a result, each nomad camp is marked with a capacity of 4, 5 or 6 goods cards.  If you arrive at a nomad camp that is at capacity, you do not donate a card. Instead, you receive all the cards at the camp for the bargain price of $10 (after which two new cards are dealt to the camp.) You can often make juicy profits if you can take advantage of these "fire sale" opportunities, but they only arise as other players make donations.

The game includes a die, but the die is rolled only by players who are in difficulty, or who want to gamble near the end.  You pay to roll the die and move the number of spaces shown:  1, 2, 3, 4, 5 or -1 (!)

Evan was selected as first player, and we all placed our tokens on the board.  Dan started near Evan, and as it turned out, Dan followed Evan around for a while.  This turned out to be quite a disadvantage for Dan, because Evan made two sales that caused gluts in commodities Dan was hoping to sell, reducing the prices Dan received.  Evan started off with a nice set of camels, the second most valuable commodity.  Eric sold a smaller set of diamonds, the most valuable commodity, but the size of a set makes a bigger difference than the value and Evan was out to a lead.  Evan managed to move quickly, selling smaller lots, and it wasn't long before he announced a sale that put him exactly at $500 for the victory.

Final scores:  Evan $500, Eric $285, Dan $205.

Eric's rating:  8.  We played this game a lot when our children were younger;  my son learned addition so he could keep up with his older sister in Samarkand.  Play flows smoothly, as you'd expect in a game designed by Sid Sackson, and turns move quickly so there's minimal down time.  We play with a variant (you could argue it's a rules interpretation) in which you discard goods sold into a discard pile which is only re-shuffled when the draw pile runs out.  This reduces the amount of shuffling you need to do and adds some extra suspense.

CITADELS (Paul H., Walt, Eric, Dan, Evan, Rich)

When we have 6 players at MVGA, we like to play at least one 6-player game just to prove we're all here.  This week we decided to play Citadels, a Bruno Faidutti game that contains some of the chaos Bruno's games are famous for, but less than you'll see in many of his other games.  (You can just picture a game company mogul in a smoke-filled room shouting "I need more chaos!  Get me Bruno Faidutti!)

Citadels at it's core is a simple game.  Each turn you get two gold or a card to add to your hand.  You then have a chance to build one building for the price shown on the card in gold.  The game ends when someone builds an eighth building and your score is the total value of the buildings you have built.  Simple and not very interesting...except for the roles players play.  At the start of each round, a small collection of "role" cards is passed around the table, and each player secretly chooses one. These roles determine the order of play for the round.  They also confer special powers upon the players who hold them.  For example, the Assassin gets to kill another player (but must name the role, not the player, so it's hard to know who you're targeting.)  The King gets first choice of roles (of course) and also gets an extra gold for each royal building, such as a palace.

We began by selecting Eric as the first King.  The first round was more or less uneventful, but then the chaos began.  Although the Assassin and the Thief target roles, not players, Eric and Paul wound up being hit several times each.  We play the kinder, gentler Assassin variant which awards the victim life insurance proceeds in the amount of two gold pieces, even though he didn't get a turn. Despite this, Eric and Paul sank far behind the field, missing builds because they were dead or broke.  Evan was an early leader, but we managed to drag him back a bit by taking the Magician and trading hands with him (it's always fun trading someone your hand when you have no cards.)  This provided Rich with the opportunity to get ahead in buildings and he soon built his eighth building to end it.  Rich got a 4 VP bonus for being first to eight while Rich, Evan, Walt and Paul each got a 3 VP bonus for having at least one building in each of the five colors.

Final scores:  Rich 30, Evan 27, Walt 23, Dan 20, Paul 19, Eric 18.

Eric's rating:  9.  There's guessing in this game, but it is by no means a guessing game.  Each role choice has different implications and you need to consider not only how the roles will affect you, but also how others will view their own interests.  You sometime turn down a role that appears to be best because you fear being the obvious target for the Assassin or Thief.  The problem is that your opponents may guess that's what you'll do and target the less-obvious role.  If you want to enjoy Citadels you need to realize that at times you'll suffer largely as a result of chance;  if you're determined to enjoy yourself anyway, you're less likely to be frustrated.

ARS MYSTERIORUM (Walt, Eric, Dan, Evan, Rich)

Walt recently purchased a copy of this Alan Ernstein design.  This was the second or third week that Walt had brought the game out, and it seemed to be time to reward his persistence by playing the game. Alan Ernstein has designed a half dozen games;  the best known is Tahuantinsuyu, a game on the development of the Incan Empire which I enjoyed quite a bit the one time I played.  Paul had to leave, since it was now past 10pm, and Ars Mysteriorum accommodates 3 to 5 players, so it was a good time to try it.

Ars Mysteriorum could be described as a 3-dimensional bingo game in which players accumulate items that are placed on a 5 by 3 player mat.  Some items score VPs all by themselves, but the really big VPs come from getting multiples of the same item, or from filling up several squares in the same row or column.  VPs are awarded each turn.  In the early turns players have only a few items and get only a few VPs, but by the end they are amassing VPs more quickly.  There is also a special endgame bonus for the player who gets the most items in each of the five columns, with the largest bonus (16 VPs) coming from the "aromatics" column, which tends to award fewer VPs during the game.

Each turn has a number of phases, in which you bid for turn order, obtain commodity chips, and acquire items.  You have a set of six cards numbered 1 to 6 that you use in blind bidding.  You use one card to bid for turn order and the others to obtain chips.  In our game, Evan and Walt tended to bid higher for turn order (thus gaining tie-breaking privileges) while Dan and Eric tended to bid lower (preserving higher cards.)  The chips are awarded by means of a clever allocation process, after which you move your purchasing agent (in turn order) to one of five tents that sell items.  It is more costly to move to a tent that already has several agents waiting, and if you are late in the turn order, you may find that both of the two items available are gone, so it pays to be flexible about which tent you want to visit.

As a rule, you obtain one item each turn, though it's possible to get two---or none.  You can buy two items if you have a special action card that allows you to do so, and you may be unable to buy an item if things go very poorly for you on a particular turn. Dan suffered one or two zero-item turns, dropping him far behind the pack.  Eric, on the other hand, was randomly dealt a special card allowing a double purchase in the initial deal and got a one- item lead on the pack with the resulting extra VPs each turn.

Later in the game, two more of the extra-valuable cards came up, but the later cards are distributed in turn order, so you must bid to obtain them.  Evan and Rich each took one of these cards, and Evan in particular got a stack of several aromatics, but no one could quite catch Eric after he got out to a wide lead early.

Final scores:
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   71
Eric'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.

May 26, 2005

No session report available.

June 2, 2005

Roll call: Anton, Paul H., Dan, Eric, Rich, Walt

FOR SALE (Dan, Eric, Rich)

Anton and Paul arrived at the Masonic Hall early this week to play a tabletop baseball series.  The rest of us were a little late getting started as we had errands to run before we came to MVGA.  By half-past seven 3 players were ready to go, with Walt expected any minute.  We looked for a quick game, and Eric pulled For Sale out of his tub o' games.  A new edition of For Sale was recently released by Uberplay, but Eric has the older version from FX Schmid, with the rules in German.

All 3 of us had played For Sale before, so as Eric reviewed the rules we discussed a few points.  For Sale is a simple (but challenging) game in which you first bid chips for buildings and then auction buildings for checks.  The player with the highest total in checks and unused chips at the end is the winner.

During the first part of the game, you turn over 3 building cards at a time (with 3 players) and bid chips for them.  The starting player may bid (by playing one or more chips to the table) or drop.  If you bid, you must play enough chips so that (including chips previously played) you have at least as many as anyone else.  If you pass, you take the least desirable building and pay half your bid to the bank.  The last player to pass gets the best building, but pays the entire amount bid to the bank.

One of our rules questions involved how large your bid must be.  The Uberplay rules require a player who bids to have more than anyone else after playing, but the FX Schmid rules only require you to have at least as many.  This is a big change. In the Uberplay version, bids tend to go 1, 2, 3, 4,... but in the FX Schmid version, they often go 1, 1, 1, 2, 2,... Eric mentioned that while the Uberplay rules move the game along more quickly, they can break down with 5 or 6 players, so it's better to learn the older rules.  The other rules question involved how to calculate "half your bid" when you bid an odd number.  The rules in Eric's set are in German, so it was hard to understand them fully.  Eric claimed you pay half your bid *rounded up* while Rich thought he remembered it the other way.  We played Eric's way, but later on we learned that the rules actually state that you *take back* half your bid rounded up (so you pay half rounded down, the way Rich remembered.)

With 3 players, two cards are removed from the deck of 20 buildings, and you auction off six sets of three cards each. The player who wins the best building starts the bidding for the next set of cards.  In the first round, Dan took the worst building after several rounds of bidding, allowing Eric to take the middle building for half price while Rich paid full price for the best one.  Next Eric got the best of a set of buildings once or twice, but these sets were of roughly equal value, so full price wasn't too high.  Dan splashed out a huge stack of chips for the 20, using up his last chip, which meant he was forced to pass on the last round.  We didn't know Dan was out of chips, because you keep your chips hidden in your fist.

Dan had ended the first part of the game with some valuable buildings, including the '20', and some distressed properties. Eric had a hand full of medium-value buildings, ranging from '5' to '16'.  Rich's buildings had more variety than Eric's but not as much as Dan's.

In the second part of the game, you remove two checks from the set of 20, and you sell the buildings in sets of three. In each round you lay out three checks face up, then play one building per player simultaneously.  The first set of checks was laid out.  It was a set with reasonable spread (something like the 7, 10 and 16.)  Each player secretly played one of his buildings face down and we revealed them simultaneously.  Eric turned over the '5' building and the others groaned---they had played the '3' and the '4', leaving Eric with a valuable check for his worst building. This proved to be the key play as we auctioned off five more sets and added up the scores.  You score the sum of your checks plus one for each unused chip.

Final scores
Eric 67 = 65 in checks + 2 chips
Rich 62 = 59 in checks + 3 chips
Dan  53 = 53 in checks + 0 chips
Eric'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 tickets
Eric'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.

LOUIS XIV (Dan, Eric, Rich, Walt)

Paul and Anton were still rolling dice as they continued their tabletop baseball series, so we looked for a second 4-player game. We decided on Louis XIV, a game that appears to work best for 4, but that we've played with 3 twice at MVGA recently.  Everyone had played the game before, so we started without needing a rules explanation.  Dan started us off on the first turn, making a strong statement by placing two tokens on #5, daring us to compete with him for 1st place.  Dan also won the extra influence card from #11, and completed a mission that allowed him to stall during the influence phase by discarding one card and drawing another.  We could see that Dan would be playing after the rest of us finished in future rounds.  Eric had two influence cards for #10 and wound up winning the two shields despite himself.  Rich whined loudly and continually throughout the game, complaining about the influence cards he was drawing, though he always was at least tied for the lead in missions completed.

In the second turn, Eric led off.  Dan gathered four mission tokens this time, but was able to complete only one mission.  As a result, he had to turn one mission token in for a "consolation" shield.  Dan did manage to buy another influence card, as did Rich.  Walt completed a mission allowing him to take three influence tokens from the general supply each turn, and this allowed him to avoid spending cards to obtain tokens for most of the game.

In the third turn, competition for the mission tokens was fierce, as many of the key cards were on the "1" sides, meaning that only one player, at most, would benefit.  Money was plentiful in this game as we drew mostly "4" and "5" supply cards, but money doesn't always buy happiness.  Eric won the influence card from #11 this time, but Dan had completed a mission that allowed him to buy an additional influence card for one token, so he'd still be going last in Round 4. Dan was very unhappy this turn.  He had five mission tokens, completed a mission, and had three tokens left:  a scepter, a letter and a ring (is it just me, or should the scepter be called an orb?) He drew a light blue card, knowing he could fulfill it as long as it didn't require a helmet.  You guessed it---he got a card that required a helmet.  This forced him to turn two chips in for two shields, which cost him 3 VP plus whatever benefit the mission would have provided in the final turn.

Walt led off the fourth turn, and it was close all around.  Rich had the lead in missions, but the fewest shields.  Eric had the most shields, but not as many missions.  Dan and Walt were in the middle.  I've heard many people complain that missions are the only route to victory, but the two previous games of Louis XIV at MVGA were won by shield-heavy strategies, so our experience differs. Dan wound up with the final play and allocated his markers with care, but Rich had a final token placement from a completed mission card, Dan and Eric (in that order) had a placement from #6, and Eric had the opportunity to break one tie in his favor from another completed mission.  When the dust settled, the scores were as close as one could reasonably hope, with only one VP separating each contestant from the next, despite the differences in the number of missions completed.

Final scores:
Rich 42 = 7 missions + 7 shields
Walt 41 = 6 missions + 11 shields
Eric 40 = 5 missions + 15 shields
Dan  39 = 6 missions + 9 shields
Eric'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)

Anton and Paul had finally completed their tabletop baseball series, and while Anton had to go home, Paul was eager to get in one game with the rest of us.  Since he hadn't played a board game all night, we let him choose a game, and he selected Seafarers of Catan, a game that's always welcome at MVGA.  We decided to set the map up with a random mix of land and sea tiles, re-arranging the ports and the numbers as necessary to keep things reasonably fair.  We wound up with a board that contained several largish bodies of water, but in which all the land formed one connected component.

Dan was first to set up, and he chose a spot near three adjacent resource hexes with reasonably good numbers, including an '8'.  Paul took a spot that was nearly as good, and Walt took a coastal spot off in an isolated corner.  Eric tried a specialization strategy, with a coastal sheep port that was adjacent to two ore hexes.  Rich had the last pick in the first round, and placed a house on a long thin island away from the fray.  He then placed his second house in the middle of several opponents;  there was little expansion room, but he could at least expect a reasonable flow of resources.  Eric then placed his second house next to two sheep hexes, and Walt, Paul and Dan settled for relatively poor building sites as the price of having early choices in the first round.

Dan leaped out to an early lead, building a settlement and a city in the first several rounds.  Settlers is an exponential growth game, and it looked like Dan would run away with it.  It's true that one can pick on a leader with the robber, and with knights, but Dan is probably the best Settlers player at MVGA and a canny negotiator.  Several times during the game Dan offered complex trades (I'll trade you a sheep for a wood as long as you trade me an ore for a wheat on your next turn if you roll one,) but the table wasn't in the mood for them, so Dan was forced to stick to the mundane trades we're all familiar with.

Walt was in good position to buy cards, and he bought several, including three knights that he used effectively to steal cards. Though Dan was the leader, there was a tempting clump of players in the center of the board, and the robber more often than not found its way there, hurting Rich, Paul and Eric.  Rich built his way steadily down the coast of his island, gaining good access to resources on various numbers.  One advantage of Rich's setup was that the robber couldn't hurt him seriously, given the way his position spread out, with few cities.  Rich took the longest road from Dan and looked like the favorite for a while, but Walt had managed to build a few cities and was hauling in enormous numbers of cards, facilitating a comeback.  Rich had to spend some cards just to preserve his longest road, and this allowed Walt, with the help of the largest army bonus, to sneak in for the victory.

Final scores:  Walt 10, Rich 9, Dan 7, Paul H. 6, Eric 5.

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.

June 9, 2005

Roll call: Dan, Anton, Eric, Evan, Rich, Walt, Paul H.

SAN JUAN (Dan, Anton, Eric, Evan)

Gamers were flooding into the Masonic Hall before 7pm on this warm Thursday evening that tempted one into thinking it was already summer in New England.  We took San Juan out of the MVGA game locker and had a 4-player game ready to go in no time.

In this game Dan pursued the purple building strategy, and it took him only a few turns to get it up and running.  Anton tried to counter with a production strategy, but he got little help from Eric or Evan, who were trying to copy Dan with little success.  In the early days of San Juan people complained that the Guild Hall was the only way to win, but a Carpenter, a Quarry, a Library, a few monuments and a City Hall can be tough to stop.

We don't see many blowouts at MVGA, because we have good, competitive players, but this was a blowout.  Dan won by 9 VP over Anton, who took second place by virtue of a Guild Hall and seven production buildings.

Final scores:
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.

MAMMOTH HUNTERS (Dan, Eric, Evan, Paul H.)

By the time we finished San Juan we had 7 gamers, a high for us in recent weeks.  It was clear we needed a 3-player game and a 4-player game (though some of us joked about splitting into a 6 and a 1!)  Eric had brought his copy of Mammoth Hunters, a Moon/Weissblum big-box game that burst onto the scene a few years back and sank without a trace.  Mammoth Hunters had been played just once before at MVGA, on November 13, 2003.  On that occasion Dan beat Eric and Evan by a comfortable margin in a 3-player game. This time we added a fourth player, Paul, who needed a rules explanation as he hadn't played Mammoth Hunters before.

Mammoth Hunters is built around a unique premise.  Players take turns playing action cards that move mammoths, hunters and camp fires around the board;  your goal is to see to it that your hunters are in spaces with ample supplies of mammoth meat while your opponents go hungry (or at least, hungrier than your own hunters.)  The game is played in four "years," each ending in a "winter" during which hunters in excess of each space's carrying capacity starve to death before the annual scoring.  Camp fires and mammoths increase a space's carrying capacity, while mammoths increase the score for surviving in a particular space.  The unique premise lies in the way you get the chance to play cards. Each player has a supply of rocks (money) and a hand of light (good) and dark (bad) cards.  To play a good card, you must pay a number of rocks specified on the card (more rocks for the best cards.)  To get additional rocks, you must play a bad card.  When you play a bad card, your opponents get to take the action specified on the card, helping them but not you.  For example, you may play a card that allows each opponent to place a new hunter. Many of the dark cards require you to select one opponent who will take the action (for example, one opponent may remove three hunters from the board.)  For these cards it is important to pick the right opponent, but it is even more important to set up a situation in which the opponent you select will want to hurt the other players and not you.

We started off tentatively, but toward the end of the first year Evan marched three hunters off into an adjacent square, taking with them a mammoth that the rest of us were counting on.  When the year ended, Evan was in the lead.

Scores after Year 1:  Evan 18, Eric 16, Paul 13, Dan 12.

As the trailing player, Dan earned the right to place a new glacier.  It was no surprise that the glacier wiped out a clump of Evan's hunters (together with one of Dan's.)

In the second year Dan received several clubs from dark cards played by opponents.  A club may be given to a hunter and prevents an opponent from displacing that hunter with a dark card.  In addition, a hunter carrying a club is guaranteed to eat during times of famine (normally starvation is shared among the players in a space, with hunters from smaller groups starving first.)  This allowed Dan to surge ahead to a 4VP lead.

Scores after Year 2:  Dan 32, Evan 28, Eric 27, Paul 26.

Paul got to play a glacier this time, and oddly enough it froze several of Dan's hunters!  In the third year Paul maneuvered a large group of hunters into a space with two mammoths as fall came and went, and we had a new leader for the third straight year.

Scores after Year 3:  Paul 48, Dan 45, Eric 44, Evan 40.

Evan was ecumenical with his glacier this time, freezing all opponents equally.  The fourth year started out with Paul creating a mammoth nature preserve in which two mammoths, six of Paul's hunters and three of Dan's whiled away the summer off at the side of the board.  Evan and Eric played a string of mammoth cards, each pulling a mammoth away from the group and over toward a cluster of their own pieces, but Dan and Paul countered with mammoth cards of their own.  It looked like a mammoth fitness program as the mammoths did laps back and forth between the two spaces, leaving the herd at the end of the game where it was in June.

Final scores:  Paul H. 60, Eric 56, Dan 55, Evan 51.

Eric's rating:  7.  Mammoth Hunters feels somewhat like El Grande or San Marco to me.  You must figure out how to get your opponents to take actions that benefit you (as well as benefiting them.)  It's true that the game can suffer from a kingmaker problem if players ignore their own interests to hurt someone else, but this is true of many games.  This seems like a game that will usually be close, giving every player a chance to win, so it should be possible to count on (and exploit) your opponents' self-interest.  I'm certainly ready to try it again.

TICKET TO RIDE: EUROPE (Anton, Rich, Walt)

While 4 of us were playing Mammoth Hunters, the remaining 3 set up another game with an Alan Moon connection.  Ticket to Ride Europe is the sequel to SdJ-winning Ticket to Ride.  It has some additional rules that reduce the role of luck and---perhaps---make it more suitable for gamers.

Ticket to Ride allows railroad tycoons to sweep across the Great Plains, laying down trains six at a time.  Things move more sedately in the Old World, however, with few opportunities to play more than four cards at once.  The rough and ready justice of the original game, in which you can be cut off without remedy, is gone as well.  It seems the European Union's competition office has put in a requirement that any railroad must allow a competitor to use its track link by building a station at the cost of a turn, a card or three, and 4 VPs.

In this game Anton built a long route along the northwest shores of the continent, through Petrograd (now St. Petersburg---or is that a different game?) and south into the Russian heartland.  Walt built a route that stretched into Spain and challenged Anton for longest route.  Rich's track looked more like a plate of spaghetti, with no chance at all for a longest route, but he had a dangerous-looking collection of tickets.  Anton had to use a station to connect his tickets, while Walt was stuck with one ticket that he could not connect, despite the regulatory intervention.  This left Rich the winner in a closely-fought contest.

Final scores: Rich 141 (59 in tix,) Anton 133 (50 + 10 longest,) Walt 117 (44).

Eric's rating:  7.  The European version is supposedly better for gamers, but I prefer the adrenaline- filled New World version.  I hope this doesn't get my into trouble the next time I try to renew my gamer's license!

STOCK MARKET (Anton, Rich, Walt)

Ticket to Ride Europe finished while Mammoth Hunters still had a year and a half to go, so Walt brought out The Whitman Stock Market Game, a 1963 release that Walt scooped up off eBay a few months ago and added to the MVGA collection.  The game is a roll and move classic with a lot of luck, but with meaningful decisions to make as well.  The winner is the first player to amass $100,000 by astutely trading a small initial stake.

Anton leaped out to an early lead by taking advantage of favorable price fluctuations in Alcoa.  He maintained that lead through the game and closed it out with a big strike in Western Publishing (it's interesting to note how many of the corporations in the game are now only memories.)

Final scores:  Anton $105,784, Rich $65,600, Walt $52,823.

Eric's rating:  Never played.

SETTLERS (SEAFARERS) OF CATAN (Dan, Eric, Evan, Paul H.)

Mammoth Hunters finished up and The Whitman Stock Market Game was still far from being finished, so we decided to play Seafarers of Catan for the second straight week.  This week we had only 4, so we chose the "Ozeanien" scenario out of the scenario book.  In this scenario the players start on a large known island at one side of the board.  The other side of the board is unknown territory;  each time a player builds a ship or a road to an intersection that has an unknown hex, a new hex is drawn randomly from a stack containing 14 sea hexes, 7 resource hexes and a desert and placed on the table. There are two gold hexes (a '10' and an '11') in the far corners to make it impossible to build all the way across the board without hitting something.

We set down our initial settlements and began to expand.  Eric was first to take to the seas;  he had built near good wood and sheep hexes and had ship-building capability throughout the game.  Before long all the players had taken to the water and begun to explore, with the ship chains stretched out in the order Evan, Dan, Paul, Eric.  Unfortunately, the first five or six hexes we turned over were all water hexes, so our exploring failed to pay off.  This gave an advantage to Dan, who had built another settlement on the mainland before he took to the water.  Dan was well-placed to get the resources needed to buy cards, and he took largest army.

Finally, Eric struck land, and Paul and Dan directed their ships in that direction.  Rather than compete for the single hex, Eric veered away toward the gold hex in his corner and discovered a few more hexes (there was more land on Eric's side than on Evan's side, giving Eric an advantage, but the land was fairly evenly distributed on the very far side of the board.)  Eric grabbed a few building sites, but ran out of settlements and found it hard to construct cities.  This gave Evan the opportunity to develop his civilization on the mainland, and with this extra push he took the longest road card to win with 12 VP.

Final scores:  Evan 12, Dan 10, Eric 10, Paul 9.

Eric's rating:  8.

June 16, 2005

Roll call: Walt, Paul H., Dan, Bill, Greg, Anton, Eric, Rich

KRETA (Walt, Paul H., Dan)

MVGA is experiencing a summer boom.  We had a full 7 players at the Masonic Hall at 7pm sharp.  In addition to 5 regulars, we had Bill and Greg on hand.  Bill comes mainly during the summer, when his cribbage club plays for fun (he seemed puzzled when I asked him what they play for during the other months.)  Greg is a long-time MVGA participant who comes only occasionally these days.

Several weeks ago Walt sent in an Adam Spielt order, and this week the order arrived.  Walt brought a big box out to MVGA so we could ooh and aah over it.  There was a copy of Oltremare for Eric and several new games Walt bought for himself and for the chapter.  We took Friedrich out of the box and admired the gorgeous artwork. Friedrich is a wargame that represents Fredrick the Great's defense against attacks by France, Russia and Austria, and that shares many of the features of Euro games.  There's no combat results table;  instead there are decks of playing cards that are used to resolve battles.

Three players were eager to start a game of Kreta, a new Stefan Dorra game that comes in a smallish box.  The board depicts the island of Crete, divided into 26 provinces.  Players take turns placing or moving pieces, scoring provinces when it seems to be to their advantage to do so.  Each player has a set of 7 action cards, each of which, when played, allows the player to take a particular action.  Players take turns playing cards and taking actions.  Once you have played a card, it stays on the table and you may not pick it up until someone plays the castellan character.  This character scores, and also allows everyone to pick up all their character cards.

Most of the characters allow you to place various types of wooden pieces on the board:  villagers, ships, abbots, forts and villages.  You use these pieces to gain favorable influence in the provinces.  A deck of scoring cards is supplied with the game---one for each of the 26 provinces.  Only 11 provinces will be scored, however.  A row of 11 scoring cards is laid next to the board with the first two face up (these will be the first provinces scored.)  When you play your castellan and score, you then turn a new scoring card face up.  Here's the key point: you may either leave that card where it is OR discard it and replace it with one from the draw pile.  If you draw a card, you MUST keep it;  you have no option to re-draw or to go back to the original card.

When I played Kreta in April, I was told that it's a long, slow game.  All the cards except the castellan allow you to place or move pieces, strengthening your influence.  If you play the castellan, you forfeit this opportunity.  One might think it wise to play a waiting game, hoping an opponent will play the castellan so you don't have to waste a turn.  This isn't a good strategy.  The castellan gives you a key power:  the chance to decide whether you want to keep or discard a scoring card. This means it's often a good idea to score the next province as long as you're in acceptable shape in that province---just to get the chance to make the decision.

In this game, Walt got off to an impressive lead during the early scoring.  Paul and Dan tried to catch up, and Paul nearly succeeded, but no one could catch Walt and the game finished quickly.

Final scores:
Walt 54 = 49 + 5 resources
Paul 52 = 47 + 5 resources
Dan  45 = 39 + 6 resources
Eric'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)

If Louis XIV had been released in 2004, it would have paled in comparison to Power Grid, Saint Petersburg and War of the Ring. The competition is far weaker in 2005, and (for me) Louis XIV is the best game that's been released so far.  It's also my favorite Rudiger Dorn game, though others will prefer Goa or Traders of Genoa.  We're playing it almost every week at MVGA, and our games have been close.

Although Walt had a lot of new games, most were in German, which only Walt reads well enough to allow us to play a game using the German rules.  With 3 people playing Kreta, there were 4 of us left to play Louis XIV.  The game was new to Bill and Greg, so Eric taught the rules before we began. 

In the first turn Anton took two missions, compared with one each for the rest of us.  Bill got the influence cards from #11, starting a game-long influence card glut for Bill.  Eric took several shields, following the pattern he has set in all his MVGA games.  Greg took both crowns, but still could only fulfill one mission with his three mission chips.  Bill fulfilled a mission that allowed him to discard an influence card and draw a new one, thus gaining the ability to delay his placement and wait until the rest of us had committed.  Eric had a reasonable pile of influence markers in front of him for the start of the second turn, but the other 3 had most of their markers in the general supply.  This game forces you to balance your influence cards, influence markers and money, as a severe shortage in any of these categories can make it more difficult to use the others.

Life usually gets tougher in the second turn, as the characters in the center of the board are no longer willing to take bribes. We were relatively efficient in our play, however, and were able to complete several hard missions.  Anton got the dreaded tie- breaker card, Eric got the cheap bribe card, Greg got the "place an influence marker at the end of the phase" card and Bill got the "buy an influence card for an influence marker" card.  Though Bill had a great deal of placement flexibility for the third turn, he was again almost out of influence markers and had to spend several cards to re-stock.  The game was relatively rich in cash, with 4 and 5 Louis D'Or coming out each supply phase, and Eric managed to place markers on 7 different cards who were accepting bribes in the third turn, winning two and paying his way through the rest.  Eric fulfilled three missions, pulling out to a lead, especially considering his lead in shields.

In the final turn things got nasty again.  Several of us placed simply to block an opponent from gaining first place in a "1." space, and Anton took advantage of this to break a tie on #11 (unfortunately, this was worth only one shield.)

Final scores:
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.

PALAZZO (Walt, Paul H., Dan, Rich)

Louis XIV was still a turn from completion when Kreta ended. Walt pulled a brand-new game out of his box:  Palazzo, a Reiner Knizia design that was released in the past few weeks.  Palazzo is a game in which players buy or draw cards that form stories of buildings.  It's a typical Knizia game;  during your turn, you may take only one of three possible actions (though you badly need to take more than one.)

The game hadn't been going for long when the players began to exclaim about how bad it was---full of random elements and tending to leave players in poor positions through no fault of their own and without good options.  I was at the Louis XIV table, but the Palazzo players were asking "are you sure this is a Knizia game?" and "I can't imagine Knizia designing such a stinker!"

The only saving grace is that the game was over quickly.

Final scores:
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 )
PALAZZO (Walt, Paul H., Dan, Rich)

The previous game of Palazzo had gone so poorly that the players decided it must have been a fluke.  The game plays quickly, so they tried it again immediately.  Apparently this game was even worse than the previous one.  Rich was completely stymied.  Rich is an accomplished gamer who excels at a wide range of games, so it seems unlikely that he was simply missing the right strategy, and the volume of his voice was rising by about a decibel every two minutes.  The game was over again quickly.  The players all agreed that this is the worst Knizia game ever designed---by a wide margin.  Rich almost offered to buy the game from Walt---so he could burn it.

Final scores:
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)

It was already half past nine, and Anton usually leaves at 10pm, but he agreed to stick around for one game of Saint Petersburg. Greg had never played this 2004 favorite, and Bill had played only a few times, but Anton and Eric had many games under their belts.

We started off slowly.  Eric got an Observatory in the first round and built it, using it to draw a noble as the other 3 got nobles of their own from the stack.  Anton was first in the upgrade phase and got the Admiral while Eric took the Chambermaid and Bill a Fur Shop.  In the second round, Greg got a Mistress of Ceremonies, which he had to hold until Round 3 while he saved up to buy it.

This was an unusual game in that the players' scores were almost exactly equal at the end of each round throughout the game.  If one player pursues a building strategy while another goes after nobles, one often sees a huge gap open up and then close toward the end, but in this game everyone stuck to the middle of the road.  Anton got the Bank in Round 3 to gain supremacy in the money race, but Eric's Observatory was allowing him to creep slowly ahead in noble count while he held his own on the scoreboard.  Eric's eight nobles blew the game open at the very end, and Anton had 50 roubles stashed away to take second place.

Final scores: Eric 81 (8 nobles,) Anton 65 (6), Bill 61 (5), Greg 59 (5).

Eric's rating:  10.  Greg was new to Saint Petersburg, but when we asked him how he liked it, he said he'd be happy to play it again.

PUERTO RICO (Walt, Paul H., Dan, Rich)

Anton, Eric, Bill and Greg left at this point, but with 8 players in total there were still 4 left to play one last game.  We haven't been playing a lot of Puerto Rico recently, but it's still one of our favorites.  For a little variety we played with the expansion buildings, selecting 7 of the new buildings at random (but making sure to avoid the Forest House) and filling in with standard buildings.  There were no warehouses in this game, so it would be hard to ship, and there was no Factory, so money would be tight.  The office was replaced by the Trading Post, so it was clear that trading would be the route to wealth.

During the game, everyone assumed Dan was ahead.  On the final turn, once the Builder, Captain and Trader had been taken, Paul crafted to improve his tie breaker situation.  This left Walt and Rich in a flat tie, 5 VP ahead of Dan, who wasn't winning after all.

Final scores:
______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_____30
Eric's rating:  10.

June 23, 2005

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.

PALAZZO (Paul H., Anton, Walt, Eric)

After we played two extremely unsatisfying games of Palazzo at MVGA on June 16, Walt posted a question on BoardGameGeek asking what we were missing.  We couldn't imagine that Reiner Knizia could have released a game that worked as poorly as this game worked using the rules as we understood them.  Some discussion revealed the fact that we were indeed misunderstanding one key rule.  When a quarry receives its fourth tile, the tiles are no longer auctioned, but given away, with one tile going to each player.  However (this is what we were missing,) the 4 or more tiles in a quarry are given away only when a player moves the architect to that quarry as part of a "Buy or Auction Building Tiles" action.  On June 16, we were conducting a free distribution immediately whenever a quarry received its fourth tile, even if the architect was not present.

Palazzo is built around a building theme.  Players buy, or receive free of charge, tiles that can be assembled into buildings.  Each tile is marked with a number from '1' to '5' to indicate which story of a building it represents. You must place stories in order (a building cannot exceed 5 stories,) but you may skip stories (a building may contain stories numbered '1', '4' and '5'.)

On your turn, you choose from one of three options.  The first option gives each player money;  you get two money cards as everyone else gets one.  The second option ("Buy or Auction Building Tiles") provides the chance to get new tiles.  You obtain tiles in one of three ways:  (1) buy them for a fixed price from the warehouse in the center of the table,  (2) win an auction for all the tiles on a quarry (if you initiate the auction, you get a monetary advantage,) or  (3) if there are four or more tiles on a quarry, everyone gets a tile for free (if you take the action, you choose first.)  The third option lets you disassemble and reassemble buildings, one tile at a time;  this seems wasteful, but can be essential at certain times.  There is a sense in which the process of assembling buildings feels like the process of building your compound in Alhambra, though the overall feel of the game is quite different.

In this game we began by adding to our cash hoards, as the tiles on offer were not attractive.  Soon, however, the tiles were flying off the board.  It seems expensive to buy tiles from the warehouse, but it's often cheaper than buying them at auction, especially given the fact that a set won at auction may contain tiles you don't particularly want.  Eric was the money leader as a result of taking more "money" actions than his opponents, but he bought too many 2nd story tiles and was hamstrung by the need to avoid a humiliating 1-story building (which costs you -5 VP.)

Paul and Walt each focused on two very well integrated buildings with lots of windows while Anton built three and Eric 4.  It seems quality is more important than quantity in this game as the 2-building strategy was more successful.  You can see the evidence of this in the final score listing, as Eric and Anton each wasted effort putting together undistinguished 2-story buildings that scored them no points.

Final scores:
Walt  36 = 23 + 13
Paul  32 = 17 + 15
Eric  27 = 15 + 12 + 0 + 0
Anton 13 = 13 + 0 + 0
Eric'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)

Three more gamers arrived at MVGA soon after Palazzo started. We were happy to see Bill again;  his cribbage league doesn't play for real in the summer.  Palazzo is a short game, so the 3 new arrivals chose Saint Petersburg as a game that would end at about the same time.  Evan and Dan are Saint Petersburg veterans while Bill's still new at the game, but it was close all the way.  We tend to buy blue building cards aggressively starting in Round 3, and this makes it hard to accumulate too many orange nobles for the attendant bonus.

Final scores:  Dan 55 (6 nobles,) Evan 53 (5), Bill 48 (6).

Eric's rating:  10.  I haven't gotten as many games of Saint Petersburg in at MVGA recently, but I'm noticing that when I go to a group other than MVGA, people are still playing it at every opportunity.  I'm happy to oblige, as Saint Petersburg is one of my favorite games.

TOWER OF BABEL (Anton, Eric, Evan, Rich)

Walt is the chief game acquisition agent for MVGA, and he has made several purchases recently.  One new arrival is Manifest Destiny, which depicts the cultural struggle for North America (it's Age of Renaissance lite.)  Another is Tower of Babel, a new Knizia area-majority game with a new twist.

The Tower of Babel board is attractive but austere.  It shows eight wonders of the ancient world (the seven you're familiar with plus the Tower of Babel.)  Tower of Babel is an area majority game in which adjacency doesn't matter;  each of the eight different areas stands on its own.  Each wonder has three circles in which round building disks are placed at random, face-up, at the start of the game.  Each wonder is built when all three disks are successfully built.

The building disks come in four colors (white, black, brown and purple) and are numbered from 3 to 6 (the higher-numbered disks take more cards to build.)  Players have hands of cards in the four colors;  cards have no numbers or other information except color.  In order to build a building disk, the players must contribute the specified number (3 to 6) of cards in the appropriate color.

On your turn you may pass (getting two cards while each opponent gets one) or build.  To build, you select a building disk that has not yet been built and ask for help from your opponents. Your opponents are not required to help, but there are strong incentives to do so, and if one player doesn't help, someone else may help instead.  Each opponent simultaneously decides how many cards to offer and what kind of offer to make.  You then decide how to assemble the 3 to 6 cards you need to successfully build.  You may use your own cards and cards from opponents.  If you don't have enough cards, or don't want to use what you've been offered, you can decide not to build, but this represents a failure.  If you successfully build a disk, you keep it for endgame scoring--- unless you give it away (see below.)  After your building turn, each player (including you) gets a card.

The key to Tower of Babel lies in the nature and results of the offers that are made.  You must either accept a given opponent's offer in total or reject it in total.  Not every offer will be accepted.  Often the number of cards offered will exceed the number needed to build the disk, so you cannot accept them all. Even if you can accept them all, you may prefer to use your own cards.  If an offer is rejected, the offerer receives 1 VP per offered card to make up for the insult.  If an offer is accepted, the offerer's reward varies depending on the nature of the offer. In general, each card you supply to help build a disk, whether it is your turn or not, lets you place one of your houses on the associated wonder.  If the offerer did not include his or her merchant card with the offered cards, the reward consists of the right to place the corresponding houses.  If the offerer did include the merchant card, it represents a different type of bargain.  In this case the offerer will let the builder place houses for the offerer's cards, but the offerer insists that the builder give the disk to the offerer rather than keep it.  You can accept only one offer with a merchant each turn, because you can give the disk to only one opponent.

The building mechanism assures that, no matter what offers are made and accepted, each disk will be awarded to a player (either the builder or the player whose offer included a merchant and was accepted) and a number of houses equal to the number on the disk will be placed on the wonder.

When the third disk for a wonder has been built, the wonder is complete and points are awarded to any player who has houses on the wonder.  Even one house gets you a minimum of 3 VP, but if you have more houses than anyone else, or even second most, you get more.  The reward for first place varies from 8 VP for the first wonder built up to 20 VP for the seventh (if the game lasts long enough for seven wonders to be built.)  The player during whose turn the wonder is completed also gets a special action card with a valuable one-use benefit.

At the game's end, players receive points for each set of more than one disk in a single color:  5 VP for two, 10 VP for three, and 20 VP for four or more disks in a color.

In this game, Eric started off by accumulating a large set of purple cards which he began to offer en masse when purple disks were auctioned.  You can accumulate a lot of points if you make large offers that are repeatedly spurned---in fact, you may very well win this way even if your offers are rarely accepted.  Rich decided to stop the madness by accepting a big offer that Eric made in conjunction with his merchant;  Eric got the disk, but Rich got the houses and drained Eric's card supply.  Evan got a few early scores for completed wonders, but the points for the early wonders are less than those for the later ones, and before long Evan had few houses on the board with only a small lead on the VP track.

The decisions in Tower of Babel involve knowing how large your offers should be, whether to include your merchant with them, and (when it's your turn to build) which offers to accept.  It's often tempting to use your own cards rather than accept another player's offer, but this drains your card supply quickly.  If your offer is too big, the builder may snap it up, costing you valuable cards.  If it's too small, you won't get the rewards you need to keep up with your opponents.  The increases in VP as each successive wonder is built also creates some tension;  you'd prefer to score wonders on which you have the most houses later in the game, but if a wonder is not built at all, the rewards are much smaller.

Once you are clear about the basic idea of the game, you can try to manipulate your opponents' decisions by the way you arrange the number of houses on the various wonders, and by which disks you choose to build.  If two or three opponents are contending for first place at a given wonder, they may be happy to let you have a valuable disk just so they can get that extra house they need to stay ahead.  On the other hand, if an opponent already has several disks of a color, you may be able to get a generous card contribution (with your houses going on the wonder) in exchange for the disk.

Rich played the angles masterfully in this game, draining our cards while keeping a big hand himself and maintaining a strong presence on the board.  Rich won several action cards, and although they weren't the best cards in the action deck, he used one card to take two consecutive building actions and end the game quickly (the game ends when the disks of any one color have all been built.)  Rich scored significant points for the last three wonders built and won by a mile as the other players clustered together on the scoring track.

Final scores:  Rich 81, Eric 65, Evan 64, Anton 63.

Eric's rating:  7.  Tower of Babel feels like El Grande or San Marco to me;  it's an area majority game with a nice smooth mechanic that provides plenty of opportunities to enlist your opponents in carrying out your plans (if you're clever enough to do so.)  At this point it's a 7, but I can see that it might move to an 8 after more plays.

SETTLERS (SEAFARERS) OF CATAN (Paul H., Walt, Dan, Bill)

Settlers of Catan has been an MVGA favorite for many years, and we've played a number of the Seafarers scenarios in recent weeks as the Seafarers expansion has enjoyed a renaissance.  This week we played the "Westwards" scenario from "Das Buch," the book of new scenarios (published in German) for the Catan world.  The Westwards scenario uses the Seafarers components, so it counts as a Seafarers scenario.  The map in Westwards is laid out in a shape that represents the United States, and each player starts in a different East Coast city.  I was amused to note that hexes are placed to represent Canada and Mexico, but they are placed upside down.  I guess this depicts the stereotypical U.S. citizen's view of the world.

One issue you must confront whenever you play Settlers is the randomness inherent in the die rolls.  This is one of the game's charms, but like the little girl with the little curl, when it's bad, it's horrid.  In this game, the same numbers came up over and over, benefiting the players who had built next to the corresponding hexes.  Dan is a fine Settlers player who can overcome ordinary adversity, but the luck in this game was too much for Dan, who let us know how exasperated he was.

To win the Westwards scenario, a player must have 10 VP and a connection to the West Coast.  Bill steered his abundant influx of resources to a comfortable win.

Final scores:  Bill 10, Walt 8, Dan and Paul "5 or 6."

Eric's rating:  8 for Seafarers in general, though I've never played the Westwards scenario.

RA (Anton, Eric, Evan, Rich)

Tower of Babel was over quickly, but Seafarers was still in the early stages.  Rich had brought his copy of Ra to MVGA.  We hadn't played Ra for a while, and it's too good not to be played, so we chose it as our next game.

Anton acted quickly in the first era, grabbing three early pharaohs and three different civs at the cost of taking the 1, 3 and 5 tiles for the second epoch.  The sun was still just rising when Anton settled back in his chair to watch us play the rest of the epoch, but it kicked into overdrive, racing across the sky as the rest of us scrambled to salvage something from the wreckage.  Evan was the last one to use his suns, and he got almost nothing for his patience as one last Ra tile draw left him with an unused sun tile.  This epoch was unusual;  there were no floods and no gold, but four of the five yellow civs came out in a single epoch.

The second epoch zipped by in a hurry.  Anton bid early and often with his little suns, using them up on small lots as we continued to draw Ra tiles.  Eric had accumulated the 12 and 13 suns in the first epoch, but he was left holding them, having managed to spend only a single sun (and that a small one.)  Rich and Evan were also sadly disappointed, with Evan actually losing money for the second straight epoch.

The final epoch was more typical, though Anton stuck to his plan, spending his suns quickly, with Rich close behind (Rich explains that his luck never holds up when he's the last one left, so he needs to make hay while the sun shines.)  Eric got good value for his 12 and 13 this time, but the gap was too wide to make up as Anton held on for the victory in a low-scoring game.  Anton had to pay Eric 5 on the final sun totals, but his lead was wide enough to withstand the damage.

Final scores:  Anton 37, Rich 35, Eric 31, Evan 16.

Eric's rating:  9.  Any single Ra game will be heavily influenced by the luck of the draw, but over time better play will win out. If everyone is trigger-happy, you can score big by waiting, but the reverse is true as well;  Anton's hit-and-run tactics worked in a game full of cautious bidders.

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 trading
Eric's rating:  8.

June 30, 2005

No session report is available.

July 7, 2005

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.

7 AGES (Walt, Eric, Paul H., Dan)

Walt purchased a copy of 7 Ages several months ago and we played a short game a while back (no session report was written, as Eric was away.)  We wanted to give it a more extensive outing, and we had selected July 7 as the date. Although the game will accommodate 2 to 7 players, we felt it would work best with 4, and we were happy that the number of people in attendance made it convenient to play with 4.

Walt had printed out some play aids from the internet for the first game.  Eric printed out more and wrote up an Action Guide for a game he arranged in New York over the Independence Day weekend.  The rules are quite intricate, though the set-up is quite brief, and we started play at 8pm after a rules review that took about 45 minutes.

7 Ages has a large colorful map (it takes up two full A1 sheets, which I guess makes one A0 sheet,) but the heart of the game is a deck of 110 multi-use cards.  Each card may serve one of three distinct functions.  The top section of the card shows a potential empire that a player may start and run in an attempt to gain victory points that are called "glory points" (GP).  The middle section of the card shows an artefact that may be played to benefit ones own empire or hinder an opponent's empire.  The bottom section of the card shows an event that may be played to affect the course of the game.

In 7 Ages, a player has a limited set of assets:  a hand of cards, a set of action markers, and a GP total.  The player with the most GP at the end of the game is the winner, and the primary means of gaining GP is owning successful empires, so the focus of the game is on starting and running empires.

Eric explained that the game could start at the beginning of any Age, from Age 1 (prehistory) to Age 7 (the twentieth century.)  Each Age contains 7 Progress Steps, for a total of 49 Progress Steps (Age 1 consists of Progress Steps 1 - 7 and Age 7 consists of Progress Steps 43 - 49.)  The game ends when an empire reaches Progress Step 50 (the Age of Aquarius,) or when a player uses the Al Gore leader to play the Internet artefact on an empire (just kidding about the Al Gore part!)  The player who wins the bid to go first in Turn 1 may start any empire, but once the first empire is on the map, players may only start empires that are qualified to operate in the Age currently occupied by the most advanced empire. Thus, a player who has a broad enough collection of empires to start in any Age may not care about going first, but a player who can start only in a subset of the Ages will want the first empire to begin in one of those Ages.

We used the variant that allows any player to discard all 7 cards at the start of the game to get 6 new ones, and Eric took advantage of this option to re-draw.  We bid for starting order, and Eric won first choice with a "6" (Eric had a lot of high cards and wanted his choice of empires.) Walt bid a "4", Paul a "3", and Dan (who was unhappy with his hand) bid a "1".  The cards bid were placed in the discard pile and we selected colors:  red for Eric, purple for Walt, gray for Paul and green for Dan.  Each color comes in two shades (e.g., dark red and light red, or pink, for Eric) with the lighter shade being more numerous while the darker shade are better fighters.

Once turn order and color is established, Turn 1 begins.  In each turn you play one or more action markers from your set of eight action markers.  You may play one marker on each empire you own, plus one additional non-empire marker if you have fewer than the maximum permitted number of empires on the board (normally four in a 4-player games, but we played with a maximum of three to speed things up.)  We all played our Start Empire Markers face down and turned them up.  Eric started the Russians in Ukraine, hoping to gain many GP by dominating Asia and Europe.  Eric started in Age 4, in Progress Step 22.  Walt immediately played the Mongols and used his two free starting maneuvers to grab most of Central Asia and create a check on Eric's ambitions.  Paul started the Hausa, an desert-based empire I'd never heard of, in the Sahara.  Dan was unhappy, because the only empire he could start was the Hapsburgs, which had to start right next to Eric's Russians.  At the end of the first turn, Paul took the GP lead, as his Hausa earned points for being the richest empire in the world (Paul saved some of his initial cash to enjoy, given that his empire enjoyed money.)

Paul was starting player for Turn 2.  Three of us started our second empires:  Paul started the Picts & Scots in Scotland, Walt started the Ming under the protective screen of his Mongols, and Eric started the Srivijayans, who earn VPs for controlling seas, an objective they had no competition for.  Dan had no empire that could start in Age 4, so he was forced to live with just one empire.  After Start Empire, Walt played his Production action marker, gaining income for his broad array of Asian regions and building even more Mongols. Ordinarily the next action after starting an empire is maneuver, but Walt was able to skip this step because he had received free maneuvers when his empire started.  The other 3 of us did play Maneuver action markers on our existing empires.  Paul spread across the Sahara, gaining access to elephants.  Dan spread across Germany and east into Hungary.  Eric decided Dan had too many regions, at 7, and moved into Hungary, taking it from Dan.  With his other units, Eric spread across Eastern Europe, giving him 7 regions to Dan's 6 and with them 2 GP for most regions in Europe.  Dan's second action was Destiny, which allowed him to discard all his cards and re-draw to bring his hand back to 6. 

Score after Turn 2:  Paul 12, Walt 10, Eric 9, Dan 4.

In the third turn we maneuvered, but no one started a third empire.  Our hands were getting thin and we all needed to use the destiny action except Dan, who had done so in Turn 2.  Dan did use Start Empire to begin his second empire, the Modern State, which took over one of Paul's regions in the eastern Sahara.  Paul objected to Dan's move;  the Modern State must start by taking an area from an existing empire, but Paul felt Eric and Walt were better targets.  Dan pointed out that the Modern State gains points for Wheat areas, and the best access to the two Wheat regions in Egypt and Mesopotamia was from the edge of the Hausa empire.  Walt pulled ahead in this round, as the Ming and Mongols are both excellent GP-generating empires. We began to use the Trade and Progress action, which gives the winning empire 1 to 3 free Progress Steps.  This moved several empires out of the dark age in Progress Step 21 (at the end of Age 3) and on to Progress Step 22 (at the start of Age 4.)

Score after Turn 3:  Walt 18, Paul 17, Eric 17, Dan 6.

We started two more empires in Turn 4.  Eric started the Arabs, right in Dan's intended expansion path, and Walt started the Sinhalese in Ceylon.  Despite the close proximity of many of our empires, we didn't engage in warfare after the Turn 2 battle of Hungary;  there seemed to be other things to do, and the fiddly nature of the combat rules were a deterrent.  Eric edged toward Walt's Mongols, hoping to make a move into Asia, but it isn't easy to gather troops in this game (once you take a region, or even move into it, you must leave a force in it (we called it the "trail of breadcrumbs" rule,) and Eric never got around to attacking.  Walt's Mongols similarly could earn GP by taking regions from more advanced empires, but Walt never mounted a single attack during the entire game.  Paul's Picts and Scot's sailed to Iberia and set up shop in Portugal, but as barbarians they found it hard to afford extensive troop levies.

Score after Turn 4:  Walt 28, Eric 26, Paul 22, Dan 11.

Turn 5 was relatively quiescent.  Dan started the Melanesians in Papua New Guinea, a potential threat to Eric's Srivijayans, but the Melanesians were so poor they could hardly afford ships, so it would be several turns before they would leave the safety of land.  Despite Dan's fears, Eric's Arabs did not launch an attack on Dan's Modern State.  The Arabs gained points from artefacts, and Eric used a Civilize Action to play an artefact for the GP.  Eric would have loved to play the Islam artefact on the Arabs, who gain GPs for being the largest Moslem empire, but he couldn't find a card with Islam on it (though he did find Confucianism and Hinduism, which don't help the Arabs.)

Score after Turn 5:  Walt 37, Eric 37, Paul 27, Dan 17.

As we started Turn 6, we all agreed that we'd had enough of the game for the evening.  You can play the game all the way through to Progress Step 50, but you can also stop at a pre-determined time.  We agreed Turn 6 would be the last.  During Turn 6, Walt played Feudalism on his Mongols, giving him 1 GP for a total of 38.  At the end of the turn, during the Harvest Glory phase, there was a flurry of activity.  First, Eric played an event that doubled the GP harvest of his Srivijayans.  Walt then played a card that eliminated all GP gains for empires other than one of Walt's.  Eric then played a card that eliminated all glory for the turn.  This left Walt the victory by 1 GP.

We ended the game with the most advanced empires in Progress Step 29.  The time was 10:30, so it had taken us 2 1/2 hours to advance by 7 Progress Steps.  At this rate, it would have taken us a total of 10 hours to complete the game.  If our game had started in Age 1 rather than Age 4, a game would have taken about 20 hours at the pace we were setting;  this is consistent with what I've heard from others.

Final scores:  Walt 38, Eric 37, Paul 27, Dan 17.

Eric's rating:  6.  This is an interesting game that offers a great deal of variety, but as Dan said, it's extremely fiddly. There are a lot of special cases to consider;  I presume this problem would be reduced as we gain familiarity with 7 Ages. There is a lot of luck in the game, but this is only a problem if you're focused exclusively on winning.  7 Ages will be most attractive to players for whom the experience of playing is the most important part of a game.  Both games I've played were decided by the play of a "Glory pour moi" card on the last turn; this might not be an issue in a game that goes the distance, but it's critical if you play for just a few hours.

LOUIS XIV (Rich, Bob, Bill, Mike)

Mike arrived during the Ticket to Ride game.  We were delighted to see Mike, who has made it to MVGA only erratically this year. Bob said he was happy to play any 4-player game, so we moved on to Louis XIV, an area-influence game that's my favorite 2005 release so far.  You gain VPs in Louis XIV by gathering missions (worth 5 VP each) and shields (worth 1 VP each, with a random kicker at the end of the game.)  I've heard two main criticisms of Louis XIV.  Some people complain that the missions dominate the game (5 VP is a lot more than 1 VP,) so that the winner almost always has the most missions.  Others complain about the luck introduced by the random kicker.

In this game, Bill and Mike were more successful in completing missions, but Rich and Bob collected more shields.  The game was close, but when we counted the scores, Bob had won by a margin of 4 VP.  Interestingly, the two high scorers had fewer missions than the two low scorers.  I don't agree with the claim that missions dominate the game, although I will concede that it makes a big difference whether you can use your last two mission chips to complete a mission (if you can't, you take two shields worth only 2 VP plus the kicker.)

Final scores: Bob 48 (6 missions,) Rich 44 (6), Mike 42 (7), Bill 40 (7).

Eric's rating:  8.

SAINT PETERSBURG (Bob, Bill, Eric, Mike)

Both games finished at about the same time, so we mixed it up a bit to make two new 4-player games.  We took another look at the MVGA game locker (almost everything was new to Bob, so we had many great options available.)  Bill still hasn't gotten enough of Saint Petersburg and wanted to play it again, and Bob, Eric and Mike were happy to join him.

Bob learns rules quickly, as his Louis XIV victory demonstrates (this isn't an easy group to win a game in;  we're friendly, but we play hard.)  Before long we were under way, dealing cards and buying them.  The Czar & Carpenter showed up in the first turn, and Bill (as last in the green phase) had to pay $8 for him.  In the blue phase, Eric had to decide between an Observatory and the Potemkin Village.  He took the Potemkin village, judging that a savings of $4 outweighed the flexibility the Observatory provides. Bill snapped the Observatory up, and added a second Observatory later in the game.  Three nobles were dealt.  Bob had first choice and took the Judge as Eric took the Controller and Bill a Warehouse Manager.  Mike hadn't opened up a spot for a noble, as all the remaining buildings were pricey.

Bill focused on collecting orange cards, using one and often both Observatories to draw each turn.  He bought few buildings and fell far behind in the VP race (though he did convert his Czar & Carpenter to a Fur Shop early on for 2 VP a turn.)  Mike suffered from being behind Bill;  since Bill was using his Observatories to get nobles, he didn't work to free up spaces for them, and this kept Mike from getting them.  Bob and Eric put more of their energy into purchasing buildings for VP, though Eric got the Patriarch and a Fur Shop down early to augment his score.

In the end, Bill ran into bad luck and was forced to settle for just 8 different noble types, not nearly enough to close the gap.

Final scores: Eric 97 (6 nobles,) Bob 81 (5), Bill 71 (8), Mike 65 (5).

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.

ALHAMBRA (Walt, Rich, Paul H., Dan)

The 4 players who were not in the Saint Petersburg game decided to play Alhambra with two expansions we recently acquired:  "Change" and "Diamonds."  They agreed that "Change" is an excellent addition to the basic game.  It provides additional incentive to over-pay for tiles from time to time, adding an additional element of uncertainty. The "Diamonds" expansion was okay, but didn't add much, at least not for these players.

In this game, Dan focused on Pavilions and Serails---low-scoring colors, but valuable if you get unchallenged leads.  He also built a respectable wall to win comfortably.

Scores after the first scoring (T = tiles, W = walls):
Dan  4T + 6W = 10
Walt 5T + 7W = 12
Rich 6T + 3W =  9
Paul 3T + 5W =  8
After the second scoring:
Dan  10 + 18T + 12W = 40
Walt 12 + 18T + 12W = 42
Rich  9 + 25T +  8W = 42
Paul  8 + 18T +  7W = 33
Final scores:
Dan  40 + 60T + 13W = 113
Walt 42 + 42T + 17W = 101
Rich 42 + 46T +  9W =  97
Paul 33 + 44T +  8W =  85
Eric's rating:  8 for Alhambra with no expansions, but I haven't played a game yet using the expansions.

July 14, 2005

There is no session report available for this date.

July 21, 2005

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)

While 4 of us played Power Grid, the other 3 played Puerto Rico, an MVGA favorite since it came out a few years back.  All three players had experience with Puerto Rico, but Anton took his younger opponents to school in this game, outbuilding them and sticking close to Ian in the shipping race.

Final scores
        VPs  Bldgs Bonus Total
       ----- ----- ----- ----- 
Anton    26    25   10    61    
Ian      31    15    0    46 
Jeff     15    20    7    42 
Eric'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.

July 28, 2005

There is no session report available for this date.

August 4, 2005

There is no session report available for this date.

August 11, 2005

There is no session report available for this date.

August 18, 2005

Roll call: Anton, Ian, Dan, Eric, Rich, Jeff

PARIS PARIS (Ian, Dan, Eric, Jeff)

By 7pm there were 4 gamers ready for action at the Masonic Hall in Holliston.  Anton was waiting for Rich so the two of them could play a tabletop baseball series, so we chose Paris Paris as a quick game to play while we waited.  Eric began to explain the game to Ian, but Rich and Jeff arrived part way through the explanation, so we swapped Anton out and Jeff in.  Anton and Rich began their series as the other 4 played Paris Paris.

In Paris Paris, the players establish shops at various Paris bus stops and score points when tourists visit the shops.  Junctions (stops at which two different bus lines meet) are especially valuable, and all else being equal, you prefer to establish a shop at a junction.  All else is not always equal, however;  the placement of your shops determines which lines the tourists will frequent (to make things harder, they tend to prefer lines on which fewer shops have been established.)  This forces you to balance short-term against long-term considerations as you try to predict (and profit from what your opponents will do.)

Ian started the game off strongly, kicking several of Eric's shops off the board and into the bag.  Each stop has a capacity of one shop (for non-junctions) or two shops (for junctions); if you place a shop in such a way that the limit is exceeded, you remove a shop from the board and put it in the bag.  In most cases, you remove an opponent's shop and not your own, but if you remove your own shop, you don't get to put it in the bag.  At the end of the game, the player with the most shops in the bag gets one VP for each shop in the bag (in case of a tie, no one gets the points.)  Before long, everyone was scoring, and the game was close at the half-way point, with all 4 players within 3 or 4 VP of each other.

The most valuable stops on the board are a ring of five junctions near the center, and Dan made a late move, kicking his opponents out of this prime real estate so he could place his own shops.  Eric countered, however, removing some of Dan's shops in less valuable positions and profiting from a late scoring surge to take a small lead.  This lead held up as we scored the four secret grands tours.  Only the bag remained to be scored.  We emptied it to find 4 shops each for Ian, Dan and Jeff, but 5 shops for Eric, giving him an additional 5 VP and a comfortable victory.

Final scores:  Eric 46, Ian 35, Dan 33, Jeff 29.

Eric's rating:  8.  Paris Paris is a quick game with luck and (ideally) quick decisions.

MISSISSIPPI QUEEN (Ian, Dan, Eric, Jeff)

No additional gamers arrived during Paris Paris, and Anton and Rich had a long series ahead of them.  Eric suggested Mississippi Queen, a racing game he learned and purchased just last month. Mississippi Queen won the Spiel des Jahres in 1997, but for some reason we've overlooked it;  none of the other 3 players had ever played it.

Mississippi Queen simulates a paddle boat race on the Mississippi River.  There are a lot of bends in the river, so it's hard for the captains to plan their routes.  The "board" is represented by a set of jigsaw-cut tiles, each covered with a hexagonal grid that contains water and island spaces.  At the start of the game, only two tiles are laid out, but a new tile is drawn at random and added to the river whenever a boat moves onto the tile that was previously the last one.  A die is rolled before the new tile is placed to determine whether the river will turn left or right or continue on without turning.  This introduces an appealing luck element;  you can steer your boat to either side of the river, hoping it will turn in that direction, but if you're wrong you must take the long route around the outside of the bend.

The mechanics of the game are simple;  each boat holds two little wheels.  One marks the speed (from 1 to 6) and the other marks the quantity of extra coal available (you start with 6.)  On your turn, you may first change speed (up or down 1 free of charge, or more than 1 by paying an extra coal for each extra speed change.)  You then move your boat a number of spaces equal to your speed, making one 60-degree turn at the start, at the end, or in the middle. You may make additional 60-degree turns at the cost of one extra coal each.  If you run ashore, or into an island, you're out of the race, so you need to plan ahead.

You can't simply coal up and race down the river at top speed. You must pick up two passengers along the way.  Passengers appear randomly as the new tiles are placed, and they board your boat only if you end your turn at a dock, moving at speed 1 (if you're going faster, they're afraid their long skirts will be disarranged.)  You must decide whether to lose time picking up a passenger that's available right now, or move on down the river hoping to pick another passenger up later.

No paddle boat game would be complete without ramming, and of course Mississippi Queen provides this option.  If you ram your opponent, you may disrupt his or her plans (especially plans to pick up a passenger,) but you may be surprised to find that you actually helped him or her with a different plan.

In this game, Eric sped off down the river while his less experienced opponents jockeyed for position near some passenger loading docks.  Dan soon surged ahead to trail closely behind. The two younger players narrowly survived close brushes with disaster, spending coal prodigally to avoid running into islands. As Dan observed, the dads ask "where do I want to be next turn?" while the teens ask "how much extra coal do I have?"

Eric drew the final river tile and rolled the die.  The river turned toward the side Eric's boat was steaming on and away from the side Dan's boat was on.  This allowed Eric to make it to shore one turn before Dan.  Jeff eventually finished, but Ian ran out of coal and smashed into an island.

Order of finish: Eric (2 coal left); Dan (2 coal left); Jeff (1 coal left); Ian crashed

Eric's rating:  7.  Mississippi Queen is a race game with mechanics that are logical and easy to learn.  It presents enjoyable decisions and includes a well-thought-out luck element.  It plays quickly and is a good choice for families.

MISSISSIPPI QUEEN (Ian, Dan, Eric, Jeff)

Our first game of Mississippi Queen finished just as the first-time players were beginning to feel comfortable with the mechanics, so we played a second game immediately afterward.  This time Ian and Jeff jetted out to the front while Dan and then Eric lagged behind. It wasn't long before the first passengers appeared, on an island with an awkwardly-placed dock in a bit of a cover.  Ian and Jeff slowed down to pick them up as Dan raced to the fore with Eric in hot pursuit.  Dan then picked up a passenger after a 1-turn delay caused by Eric, who rammed Dan's boat on the way by.  Eric's plan was to get well out in front before stopping for passengers;  he hoped to be able to move without interference because the other 3 were far behind.

Jeff and Ian were in better control of their boats this game, but both experienced some difficulty threading their way through a particularly narrow pass between several islands and fell behind. Eric's plan worked well as a conveniently-placed passenger hopped on his boat, but the need to slow down gave the others a chance to catch up.  Jeff used a good deal of his extra coal to bypass some of the delays while Ian took it easy, turning his boat left and right to avoid trouble.  

Jeff had already picked up two passengers as his boat surged down the river, pushing a huge wake in front of it.  Eric and Dan were still ahead, but they would not be able to reach Jeff's speed before the finish line appeared (you must slow down to speed 1 before you land.)  It looked for a moment as though Jeff might snatch victory away from his elders, but an ill-considered turn put him into a spot that his coal-less boat could not escape from, and he smashed into an island right in view of the throng of spectators watching the end of the race.  Eric again nipped in ahead of Dan, and Ian steamed carefully and safely into the finishing area to finish 3rd.

Order of finish: Eric (0 coal left), Dan (1 coal left), Ian (3 coal left), Jeff crashed.

Eric's rating:  7. 

WYATT EARP (Ian, Dan, Eric, Jeff)

Anton and Rich had only six innings remaining in their baseball series, so we filled the next few minutes with a game of Wyatt Earp, one of our favorite closers.  We decided to play only until the baseball game finished;  this would take one or at most two hands.

The hand started with Ian using a Most Wanted to take a Butch Cassidy from Dan and laying down three Butch Cassidy cards.  Eric immediately followed with four Butch Cassidy cards of his own; Butch wasn't getting away with anything in this game!  This was a bad break for Eric and Ian, who would have to share the Butch reward.  Dan was laying down outlaws of his own, and survived Hideouts from Ian and then Eric as sheriff cards were draws to resolve each.  The hand ended just as we reached the end of the deck.  It looked close as we doled out the reward money, and in fact we needed a shoot-out as a tiebreaker for the win and another as a tiebreaker for 3rd place.

Final scores:
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.

RA (Ian, Dan, Eric, Rich, Jeff)

The tabletop baseball game had finished.  Anton left for home, but Rich was ready to play a game with the rest of us.  Ra is a favorite at MVGA, and Rich had brought his copy to the chapter.  Ian grabbed an early pharaoh lot as the first epoch was relatively pharaoh-free. Dan took a brace of civilizations and some gold to score some points, giving him the lead, but Dan kept nothing but a Nile and a monument as we went on to epoch 2.  Rich had already collected 5 different monuments, but went backward on the scoreboard as he saved for the end of the game.  Eric and Jeff were almost totally stymied, gaining little for their efforts as their attempt to get good lots late didn't work.

Eric made a push for pharaohs in the next epoch, eclipsing Ian, who used his suns investing in monuments.  Rich continued his monument collection and Dan scooped up four more civs for another bucket of points.  Dan got out early but gained good suns for the final epoch.

In the final epoch, Rich polished off a set of 7 different monuments with two triples and a quadruple.  Eric piled up more pharaohs than he really needed, and Dan once again took items that were valuable in the short-term (of course, in epoch three we're all dead.)  Dan's "throw everything away each epoch" strategy came up the winner in this game as Rich's huge monument score was too little, too late.

Final scores:  Dan 45, Ian 43, Rich 40, Eric 29, Jeff 14.

Eric's rating:  9.

August 25, 2005

Roll call: Anton, Paul H., Eric, Paul L., Rich, Jeff, Walt

WYATT EARP (Anton, Paul H., Eric, Paul L.)

We arrived at the Masonic Hall in Holliston to find Paul L. in attendance.  We hadn't seen Paul L. since February 24, when he won a game of History of the World.  I suppose winning a game that spans the entire history of the world will last you a few months, but we were delighted to see him again.  We knew more people would be arriving, so we started with Wyatt Earp, an MVGA favorite.

Anton started out with a bang in the first hand.  He got action on several outlaws.  Jesse James and Billy the Kid, two miscreants pursued by Anton's opponents, got away despite $4K rewards as both of them failed to retain early reputations as Fastest Gun.

Score after 1 hand: Anton $8K, Paul H. $6K, Eric $4K, Paul L. $1K

The ante continued to rise in a frenzied second hand.  Eric used a Bank Robbery on another outlaw rather than Billy the Kid and this cost him a lucrative capture as Billy skipped town with $6K on his head.

Score after 2 hands: Paul H. $17K, Anton $13K, Eric $12K, Paul L. $10K

We were all focused on Billy during the third hand, as the reward for this notorious outlaw continued to grow.  Paul H. hoped to capture Billy, but was hindered by the jealousy of other lawmen.  It was a great disappointment to learn that Billy Hid Out successfully, this time leaving a $10K reward unclaimed.

Score after 3 hands and final score: Anton $24K, Eric $23K, Paul H. $18K, Paul L. $16K

Rich, Jeff and Walt arrived during the third hand, so although no one had yet accumulated the usual game ending sum of $25K, we awarded the victory to Anton and looked for two new games to play.

Eric's rating:  9.

SHADOWS OVER CAMELOT (Anton, Paul L., Jeff, Walt)

We've played Shadows Over Camelot once or twice already at MVGA, and it's such a beautifully produced game that it's hard to turn down another opportunity.  Walt explained the rules to the first- timers and the knights set off to save Camelot (or, at least 3 of them did---there was a chance one knight was a traitor!)

In the initial going, Walt headed off to fight the Saxons, Anton pursued Lancelot's armor, Jeff fought the Black Knight, and Paul L. sought the Grail.  Before long a special dark card (Guenevere?) forced the knights to return to Camelot, ruining progress on the two solo quests.  The knights gathered more white cards as the catapults began to accumulate and headed out for a second effort. This time Walt went after the Grail while the other 3 pursued Excalibur.  With three players playing cards, the Excalibur quest was quickly won, but progress in the Grail quest was slow and the Saxons were gathering.  The Picts and Saxons seem like pedestrian threats, but they also threaten two catapults if you don't deal with them.

The knights returning from the Excalibur quest spread out.  Jeff joined Walt in the Grail quest, Anton once again sought Lancelot's armor, and Paul L. fought catapults.  Anton made a few questionable decisions, and Jeff accused him of treason, but Anton proved to be a loyal, if wooly-headed, knight and a white sword turned to black.  The knights were soon left with nothing but desperate choices as 11 catapults were on the board and life was ebbing away.  Anton drew a card, and it proved to be the fourth Saxon, adding two catapults and ending the game with a victory for the bad guys.

When the loyalty cards were turned over, Walt proved to be the traitor.  As in our previous game, he didn't have to work hard to bring Camelot down.

Winner:  Walt.

Eric's rating:  6.  Shadows over Camelot is an attractive game and introduces some clever mechanisms, but I haven't been drawn in to the action in the two games I've played so far.

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.

ALHAMBRA (Anton, Rich, Jeff)

Shadows over Camelot finished up just after Power Grid, so we re-shuffled our group of 7 and started two new games.  Walt has bought the first three Alhambra expansions for the MVGA game locker, and we have found the "coins" expansion to be a good addition, encouraging overpayment and reducing the luck factor somewhat.  This game was a wall-fest, as Anton finished with 20 walls, but had fewer than either opponent!

Final scores:  Rich 151, Jeff 136, Anton 124.

Eric's rating:  8.

LOUIS XIV (Paul H., Eric, Paul L., Walt)

The 2005 year has been a thin one for new games so far.  The best of the crop may be Louis XIV, a Rudiger Dorn design whose theme is the court of Le Roi Soleil.  Like all good area- influence games, Louis XIV places restrictions on the players that force you to choose between a variety of second-best options when you don't have the influence cards to place markers where you were hoping to place them.

In the first round Paul L. started right off with a shield collection strategy, taking two shields for #10 and also completing two missions.  There was a great deal of conflict in this game, with one player placing several markers on a card only to be topped by an opponent.  This inefficiency made it more difficult to complete missions;  Walt also just managed to complete two and Paul H. completed one, but Eric was shut out completely, as he failed to get a marker on #3, lost on #5 and #9, and needed rings for both of the two mission cards he started the game with!

The bloodshed only continued as the game went on.  Eric won #11, the extra influence card, several times, but was unable to take advantage of the extra plays.  He had only partial success with the shield strategy, which he adopted as a fallback approach.  Paul H. was repeatedly stuffed when a card he hoped to win was invaded by another player late in the round.  Walt was the only player who completed six missions, but he did so at the cost of gathering few shields. Paul L.'s shield strategy was somewhat less vulnerable to the attacks of his opponents, and he carried the day in a tense, hard-fought game.

Final scores:
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 shields
Eric's rating:  8.

September 1, 2005

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 + 13
Eric'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.

ALHAMBRA (Walt, Eric, Rich)

We occasionally play Alhambra with a big group, but it may be at its best with 3 players.  The game moves along more quickly, and you have a little more control of your fate.  This game appeared to start off evenly, but Rich got an early lead in Towers, the most valuable building type, and he managed his tiles cagily, keeping a lead or a tie for the lead in most of the types.

Scores, scoring by scoring:
Rich 159 = 18 + 45 + 96
Eric 133 =  8 + 41 + 84
Walt 115 =  9 + 36 + 70
Eric'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.

WEB OF POWER (Walt, Eric, Rich)

It was getting late, so we decided to play one last game, Web of Power, an old favorite we can play in half an hour. It was an unusual game;  we opened three separate countries by the time we had each taken one turn.  After that, Eric went on a tear, playing two pieces almost every turn, taking sole lead in advisors in France, and almost holding his own in cloisters.  Rich and Walt fought back, gaining points for some eastern advisors when Eric ran out, but it was too little, too late.

Final scores:  Eric 69, Rich 58, Walt 46.

Eric's rating:  9.

September 8, 2005

No session report is available for this date.

September 15, 2005

Roll call: Dan, Eric, Bob, Joel, Anton

WEB OF POWER (Dan, Eric, Bob, Joel, Anton)

Bob began attending MVGA just a few months ago.  It's a long drive from his home, so he hasn't been able to come every week.  To lighten the drive, he brought his friend Joel along this week.  Of course, Joel did not have to pay the $3, as he was a first-timer.  Bob and Joel turned into Church Place and saw that the lights inside the Masonic Hall were not yet on, but Dan was already inside the building and Eric was waiting at the front door.  Anton came in before we started our first game.  As usual, we selected a quick game for our first of the evening so we'd be able to welcome anyone who showed up a little late.

Web of Power is a big little game from designer Michael Schacht.  We taught the rules to Bob and Joel, who hadn't played before, and started right in.  We had a brief discussion based on the fact that two of the players had "green" in their names, and Anton was awarded the color for this game.

Bob started us off with a cloister in France.  Oddly enough, there was a significant delay before anyone followed up with a second play in France;  usually the first play in France sets off a wild rush.  Instead, Joel started Bayern and Eric and Dan piled right in after him.  The early stages of the game were dominated by cloister play, but Anton took several good opportunities to place advisors in Franken and Schwaben. Eric grabbed a chain of length 4 running from Bayern through Italien to Schwaben, but it was soon choked off and vigilant opponents kept any additional chains from forming.

Eric and Anton held slight leads at the first scoring;  the east was brimming with cloisters (including Franken with four red cloisters from Bob and three blue ones from Dan) while the west was deserted except for Frankreich, where the two newcomers had one cloister each, but the vets each had two.

Joel had placed two of his purple advisors in Franken relatively early in the game, but it took the longest time before anyone added any more.  Finally Anton scraped two red cards together and added two additional cloisters, tying in very well with his positions in Bayern and Schwaben.  Eric waited almost until the end of the game to place advisors, and he finished with only two on the board, in Aragon and England for 4 advisor points.

Web of Power usually ends before you're expecting it, and it wasn't long before Anton finished us off with a 5-point advisor placement in Lothringen.  He won by a wide margin, piling up 20 advisor points and 51 cloister points.

Final score:  Anton 71, Eric 58, Dan 49, Joel 47, Bob 38.

Eric's rating:  9.

TICKET TO RIDE (Dan, Eric, Bob, Joel, Anton)

No one else had arrived during our first game, so Eric went into the locker and pulled out a selection of good 5-player games:  Puerto Rico, El Grande, Power Grid, Ticket to Ride and Through the Desert.  We asked Joel which one he wanted to play, and after a brief discussion we settled on Ticket to Ride, a game everyone should know (actually, everyone should own it, because it's a great game to use to get people into gaming.)

We began the game with the usual card-collecting.  Joel played two links between Chicago and Denver, and when no one else followed suit, he wondered whether it was a mistake to play track early.  We assured him that it wasn't.  Bob spent a card to link Vancouver to Seattle, and Eric took the other connection between those cities, setting off a brief bout of paranoia in which the two connections between Seattle and Portland were also snarfed up.

Eric collected red cards early in the game, and although it wasn't surprising when he built New Orleans - Miami, it was a blow to Anton, who had the Los Angeles - Miami ticket. Your builds in Ticket to Ride paint a picture, filling in the complete scene piece by piece as your opponents work on their own pictures using the same canvas.  A game of Ticket to Ride moves along calmly except when it is punctuated by the groans of players whose routes to key cities are seized by others.

Joel built a nice line through the center of the US, and this track gave him the confidence to take two loads of additional tickets, hoping to complete them all.  Anton focused instead on building a long route, while Eric built three length-6 routes in the midgame for the extra points.

As is usual, the wheels started coming off the tracks late in the game as our final sections of tracks began to get in each other's way.  Anton detoured to connect Miami via Atlanta and then headed up the coast through Charleston. Bob and Joel worked their way north from the Gulf Coast to the Upper Midwest, and Joel took the St. Louis - Little Rock route that Eric was counting on.  Anton was down to about five trains by now, but his hand was almost empty, so we'd have a few turns to finish our connections before he ended it.  Indeed, Anton did end the game with a long route that no one could challenge.  Joel had one train car left, and he tried to place it on the 1-train link between Houston and Dallas.  Unfortunately, he had already placed a train on the parallel link, and he couldn't take the second link on the same route, so he was forced to waste his turn (no more 1-train links were open.)  Eric got in a last-minute connection from New Orleans to Atlanta, completing two valuable tickets with his final play.  It looked like it would be close as we checked the track scores, added up our tickets and awarded Anton the 10-point bonus for longest route.

Final scores:
Anton 118 = 79 + 29 + 10
Joel  117 = 52 + 65
Eric  116 = 79 + 37
Dan   115 = 83 + 32
Bob    92 = 55 + 37
This 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.

September 22, 2005

No session report is available for this date.

September 29, 2005

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.

WYATT EARP (Rich, Joel, Bob, Eric)

Walt and Anton were still enmeshed in their baseball series so we moved on two another quick card game---MVGA favorite Wyatt Earp. We had to teach Joel the rules to this game as well; he's been learning one great game after another in his initial visits to MVGA.

Bob, who learned the game just a few weeks ago, started off strong, grabbing the entire reward for one outlaw and large shares in several others.

Scores after one hand: Bob $12K, Eric $9K, Rich $8K, Joel $7K.

We focused on Bob during the second hand, targeting him with a number of lowdown sneaky tricks, and this gave Rich and Eric the chance to catch up, though Joel was not able to grab his "fair" share in the payoffs.

Scores after two hands: Eric $18K, Bob $17K, Rich $17K, Joel $10K.

It was hard to know who to target for the third (and probably deciding) hand, but Rich and Bob eyed each other warily as each played card after card on Butch Cassidy, a notorious varmint who soon had a huge reward on his head. When it was necessary to allow an advantage to an opponent, we chose Joel as the trailer, hoping it wouldn't be enough to hand him the game. Our hands were growing thin and the tension was high. Suddenly, Bob slapped a Hideout down on Rich's pile of Butch cards and made a successful shot. Rich had no Wyatt Earp, so was unable to counter, and Bob went out, winning by a landslide with the proceeds. It hasn't taken Bob long to become a shark at this game.

Final scores: Bob $30K, Eric $22K, Rich $21K, Joel $20K.

Eric's rating: 9.

SHEAR PANIC (Bob, Eric, Walt)

Wyatt Earp finished just as the tabletop baseball series finished. With 6 players we split into two groups of 3. Walt had a newly-acquired game of Shear Panic (which sold out before the Essen show opened this week.) Walt was in Edinburgh for World Con, met the designers there, and bought a copy of Shear Panic. The designers, Gordon and Fraser Lamont of Scotland, scored a notable success last year with their game Leapfrog, which challenges players to arrange a one-dimensional line of frogs to their own advantage. In Shear Panic you rearrange sheep, not frogs, and the sheep are arranged in two dimensions. I can already predict that the Lamonts' 2006 game will involve blocks that one arranges in three dimensions (let's not talk about 2007!)

Shear Panic involves four pairs of sheep, one pair in each of four colors, together with a ninth, black, sheep that belongs to no one. Each player is responsible for one pair of sheep; in the 3-player game one of the pairs is unowned. Each player is given a player mat showing a selection of twelve different options and you select one option each turn. You may use each option only once, so it's important to plan the use of the most powerful options carefully.

In the first phase, players attempt to get their sheep next to each other, and Eric won this phase decisively, scoring 4VP for keeping his sheep together. Bob and Walt were held scoreless, so Eric was the early leader.

In the second phase, Roger Ram enters play, and the sheep compete to gain positions closest to Roger. Walt gained ground during this phase, leaving the scores Eric 14, Walt 13, Bob 10.

In the third phase the players attempt to maneuver their sheep next to the black sheep, and Eric once again displayed a flair for proximity, scoring the maximum 8VP while Walt and Bob scored just 2VP and 3VP. Once again Eric led by a comfortable margin: Eric 22, Walt 15, Bob 13.

In the final phase, the Shearer appears. Sheep do not like the Shearer, who relieves them of the wooly coats that protect them against the harsh Scottish winter. The sheep closest the the Shearer at each of the two scorings is removed from the game, adding an additional shiver of anxiety to the game's final stages. Eric scored well with one sheep at the first shearing, but the other was not seen again after it entered the shearing hut, so he would have to compete with only one sheep to his rivals' two.

Walt and Bob knew they would have to work together if they were to catch Eric, and they gave it their best, but fell just short.

Final scores: Eric 29, Walt 28, Bob 28.

Eric's rating: 5. Shear Panic is extremely cute, but I didn't get the feeling that I had much control; it seemed mostly a guessing game with a high luck factor. I have no objection and wouldn't mind playing again if others want to play, but I don't think I'll seek it out.

TICKET TO RIDE (Rich, Joel, Anton)

While 3 of us were playing Shear Panic, the other 3 decided to take another shot at Ticket to Ride, a game Joel had played just two weeks earlier on September 15. The 3-player game may be the most cutthroat of the Ticket to Ride versions, since only one of any pair of parallel routes may be built. Rich had a master plan that involved connecting to New York, but before he could complete his connection, Joel blocked all the approaches, dooming Rich to the loss of a key ticket. As is often the case, the uninvolved party (Anton) took advantage of the strife to win the game by a comfortable margin.

Final scores: Anton 119, Rich 106, Joel 93.

Eric's rating: 8. I like the original Ticket to Ride better than the new European version; it's cleaner.

October 6, 2005

no session report available.

October 13, 2005

Roll call: Rich, Paul H., Eric, Walt

WYATT EARP (Rich, Paul H., Eric)

There were only 3 of us on hand at 7pm, and Rich and Paul had a 4-game tabletop baseball series arranged. Walt was in the building, but was committed to some Masonic activities for the first hour or so, so Eric watched the baseball game, caught up on his reading, and waited to see whether any other gamers would arrive. No one else showed up, so when the baseball series finished (Paul won games 1 and 3 as Rich won games 2 and 4) we moved to Wyatt Earp, our favorite filler.

The game started slowly, especially for Rich, who had no sheriff cards in his hand, but was unable to assemble a collection of 3 outlaws of a single color until his third turn, when he picked up a Butch Cassidy that Eric had discarded. Eric played 3 of a single outlaw plus a photo for that outlaw on his first turn, and then followed up with the same trick on his second. Rich and Paul started on Billy the Kid, but Eric used a Most Wanted with a shot (a tactic rarely seen at MVGA to take one of Rich's cards, get a share of the Billy money, and win the first hand by a mile. At this point Walt came down to play, so we ended after just one hand.

Final scores (one hand): Eric $13K, Rich $7K, Paul H. $3K. Eric's rating: 9.

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.

TAJ MAHAL (Rich, Paul H., Eric, Walt)

It's been quite some time since we played Taj Mahal at MVGA. Taj Mahal is a wonderful, intense game from Reiner Knizia, and the 5-player version is too confrontational for some folks; as a result we often play something else. With 4 players the confrontation is a little less dramatic. Eric and Rich had both played Taj Mahal at the World Boardgaming Championships in August (Eric took 6th place) and they were eager to play again at their home club.

In Taj Mahal players compete for items that are scattered across a small playing board, but the true heart of the game is the cards. To obtain items, you must expend cards, and it seems you never have as many cards as you need. In each round players play cards one at a time around the table. The cards have symbols (a general, a vizier, a princess, a monk, a mogul and an elephant) that correspond to the six items you may obtain in each province. Instead of playing another card you may drop out, winning any item in which you have more symbols than any opponent at the time you drop out. In most cases it's better to drop out after playing just one or two cards than to spend more cards in the hope of gaining more items, because you get only two cards each round (the last person to drop out gets only one card---this serves as a sort of excess testosterone tax.)

There are three fundamental sources of victory points in Taj Mahal. You can collect elephants that give you commodities which score points; the later elephants score much more than the earlier ones. You can collect the other cards to place palaces which score points; if you place many palaces you can get many extra points for connecting chains of palaces. You can also win in princesses to gain the special "+2 VP" card, which you can use every round until someone takes it from you.

Rich started out with an elephant strategy but backed off and switched to palaces when Paul showed an interest in elephants as well. Eric tried to begin a palace chain, but Rich cut him off skillfully in Turn 6. Paul ran low on cards early and was forced to limp along for a while with the help of the "+2 VP" card. Eventually Walt took the card away and used it to make a comeback. With Eric's chain stopped, he had to tread water for a while searching for an alternate strategy. This allowed him to build a huge hand of cards (with two 9-card suits, as it turned out,) but it never seemed to be the right time for him to use it and the turns ticked away as he fell further and further behind. Eric finally sprung his trap in Turns 11 and 12, but it was too late. Rich won by a comfortable margin by means of a balanced strategy that incorporated elephants palace chains, and a 9-card suit of his own for endgame scoring.

Final scores: Rich 53, Walt 46, Eric 43, Paul H. 34.

Eric's rating: 10. Taj Mahal is one of my favorite games. I seem to prefer games that involve a little healthy paranoia (which is only reasonable considering that my opponents are all out to keep me from winning!)

October 20, 2005

no session report available.

October 27, 2005

no session report available.

November 3, 2005

Roll call: Eric, Rich, Dan

TRANSAMERICA (Eric, Rich, Dan)

Three of us were on hand promptly at 7pm at the Masonic Hall on Washington Street in Holliston. We typically start with a quick game while we wait for late-comers to arrive. Eric reached into his game tub and pulled out TransAmerica, a game in which you build rail networks, trying to connect sets of five cities before your opponents. The trick is that all the track is black, and before long all the players are working on one single communal network. In order to win you must get your opponents to build track that helps you more than the track you are building helps them.

Your set of five cities is determined by a random card draw, and you keep your cards hidden until the round ends, so the only way to guess which cities your opponents have (and the ones you want to avoid) is by observing the track they build (or perhaps the expressions on their faces as they play.) If you have a city off in a corner, like Los Angeles or Portland OR, you must decide whether to build there alone (perhaps helping someone else who has Santa Fe or Medford OR) or wait and hope for help. It may seem like a game dominated by luck, but the best players win an astounding percentage of their games.

In the first round, Eric and Dan were assigned New York and Washington DC as objectives while Rich had to reach Charleston. Every player must be assigned one city along the eastern seaboard, and Rich was hoping for a partner in building to the southeast, but it was not to be. Eric connected his cities and Dan was close behind.

Scores after one round: Eric 13, Dan 11, Rich 10

The second round wasn't any better for Rich, as Eric and Dan again shared New York and Washington. This time Dan lost only one point as Eric connected first again and Rich again was alone in the southeast. On the west coast Eric had Portland for the second time in a row, and he extended Dan's line to Helena westward to finish the connection.

Scores after two rounds: Eric 13, Dan 10, Rich 6

In Round 3 Eric had first placement, and he started way down in Arizona. He had been dealt Santa Fe, Phoenix and Los Angeles and knew he'd have little help in the southwest. Dan got stuffed on the east coast, and Rich finished his connection to make up a lot of ground.

Scores after three rounds: Eric 9, Rich 6, Dan 3

Round 4 was a disaster for Dan. In TransAmerica it's customary to complain loudly about your cities (if you don't, people wonder what's wrong) but Dan had cities in every direction that forced him to build alone (maybe he just needs to learn that Jedi mind trick?) Rich finished his connection, dropping Dan's score to zero with plenty to spare, and the game ended in a tie.

Final scores: Eric 6, Rich 6, Dan 0.

Eric's rating: 7. I'm fascinated by this game, and by the amazing facility the best players have to choose the best line of play. I'm not an especially adept player, as my experience on BSW demonstrates, but I know it's by no means a game of luck.

INDUSTRIA (Eric, Rich, Dan)

No one had showed up during our first game, and in fact we would have only three players for the entire evening. It was time for a meatier game, and after some discussion we selected Industria, a clever auction game that many people prefer with 3 players. The 4-player game has just three auctions per epoch, so one player does not get to start an auction round in Epoch I. This player must play carefully to avoid disaster. The 3-player game has four auctions per epoch, so everyone gets to start at least one auction in each epoch. Many people play all five epochs even with 3 players, but we agreed to play just four epochs, as specified in the rules when there are only 3 players.

Eric served as first auctioneer. He turned over the Quarry, the Well and the Sawmill. As auctioneer, you choose an item and sell it to the high bidder, collecting the bid, or take it at no cost yourself. If you sell the item you get to auction the next item,

but if you take it yourself, the player to your left becomes the auctioneer. This leads to an odd auction process in which your opponents can at times surprise you by their choices. Eric auctioned the Sawmill first, receiving $3 from Dan. He then auctioned the Well, which Rich bought for just $1. Eric took the Quarry himself. The Quarry is expensive and produces no commodity, but offers many connection possibilities---connections are worth 3 VP each at the end of the game. This established a game-long pattern; Eric was poor but had a lot of connections while Dan and Rich had the money.

Dan was the second auctioneer. He sold Rich the Quarry as Eric took the Construction technology and Dan the Machinery. It can be risky to take technologies, since they are worthless if you cannot obtain the needed commodities in time, but we played carefully and were able to build all eight of them. Eric also bought the Iron Mine (another tile that produces nothing but has a connection) and Rich the Brickworks, and Rich and Dan snagged the two bonus tiles. Rich's set of tiles to auction was relatively unattractive, getting him off to a rough start.

Score after Epoch I: Eric 6, Rich 3, Dan 2

In the second epoch, Dan purchased the Bank, which grants a discount on all future tiles (and allows bonus tiles to be built at no cost.) Rich took the Pottery Shop, Dan the Glassworks, and Eric the Ironworks, his first commodity-producing tile. On the technology front, Dan bought the Dam and Eric the Steam Engine, with Rich cleverly playing in such a way that neither Dan nor Eric gained a connection in technology for the epoch. Eric bought the Kiln tile, and could not afford to build it (and collect the 3 VP) during the epoch, but he already had one connection (Iron Mine - Ironworks) and another waiting to be built (Ironworks - Kiln.)

Score after Epoch II: Eric 12, Rich 7, Dan 6

In the third epoch, Rich took the Stock Market for a discount of his own. Rich had quite a collection of bonus tiles, and from this point on he was able to lay one down almost every building phase. Dan built the Automobile technology and Eric the Railroad, for one connection each, and Rich the Oil Field with its two potential Epoch IV connections. Dan built the Coke Works, with a 2 VP bonus from his anchor tile, and Eric finally got into the production business in a big way with the Steel Mill, the Power Plant, the Cement Works, and another 9 VP lined up to be scored for connections at the end of the game.

Score after Epoch III: Eric 17, Dan 13, Rich 10

In Epoch IV, Eric and Dan again split the technologies, Eric building the Spacecraft and Dan Automation. Each was worth 8 VP to the owner; 5 VP for the tile and 3 VP for the associated connection. Rich got the Refinery and Dye Works with their connections to the Oil Field and additional bonus points.

Score after Epoch IV: Eric 23, Dan 21, Rich 18

At this point we counted the game ending points. Rich scored 16 for bonuses and Dan 10, while Eric had not even collected a single bonus tile. Eric received 21 for seven connections, Rich 9 for three, and Dan 6 for two. Players also receive 1 VP for each $3 at the end of the game; this gave Eric 2 more VP and Rich and Dan 1 each.

Final scores: Eric 46, Rich 44, Dan 38.

Eric's rating: 7. Industria is unique and challenging, and it can be won by using a number of different strategies. The tile draws introduce a considerable amount of luck; if you flip over unattractive tiles when it's your turn to be first auctioneer, it's hard to recover. Rich suffered some from poor tile draws, though it wasn't as bad as Dan's luck the last time we played Industria back on April 28.

PUERTO RICO (Eric, Rich, Dan)

We haven't played Puerto Rico very often in recent weeks, but it's terrific with 3 players. We selected it as our next game. Dan suggested that we play with *all* the expansion buildings; he's been playing that way at work, and it certainly forces a shift in your plans. Rich and Eric complained that the Forest House would be worthless, but that didn't bother Dan; he said we shouldn't buy it if we didn't think it made sense.

Dan was chosen to be our first Governor, and he took a Quarry as Eric grabbed Coffee and Rich Sugar. There's no Prospector in the 3-player game, and with no Markets we saw that money would be tight. Rich and Dan purchased the two Aqueducts as Eric took a Small Indigo, perhaps undervaluing the extra goods the Aqueduct provides. Rich got Sugar going (with a Large Sugar Mill) and this gave him the first good trade. Eric and Dan were able to trade Coffee and Tobacco (respectively) soon thereafter, but the trading action wasn't as effective as in the normal game.

Eric set his sights on a Lighthouse, thinking that the cash it generated would come in especially useful in this game. Dan saved up for a Library and a Union Hall; the Union Hall gives one extra VP before shipping for each pair of identical goods, and the Aqueduct is ideally suited to produce such pairs. Rich stuck closer to his knitting, purchasing a Guest House for worker flexibility, a black market to generate cash, the other Lighthouse, and (eventually) a Customs House, the only large building to be purchased in the game.

Dan suffered in the shipping game despite his Union Hall; he did not get a Storehouse and was forced to dump many barrels of goods into the water. Eric spent money on a number of buildings that weren't quite what he wanted, ending with a Union Hall that paid off only once, instead of saving for the large building he really wanted. In the end, Rich's ability to avoid the distractions of the new buildings made the difference as he won by a fairly comfortable margin.

Final scores:
_____VPs__Bld__Bon__Tot
Rich__20___22___5____47
Eric__23___20___0____43
Dan___14___23___0____37
Eric's rating: 10.

WEB OF POWER (Eric, Rich, Dan)

We were all a little tired this week, so we didn't want to stay too long, but it didn't seem right to quit before playing at least one more game. Web of Power hit the spot perfectly; it is one of our favorite 3-player games and it takes only half an hour to play with 3 experienced players. Rich was chosen to be the first player, a position many people prefer to avoid. As first player you may place only one cloister in your first turn, and all too often your opponents pile in with two pieces each, so that you're crowded out before your second turn. Rich put his first cloister in France, the biggest country on the board and one that seemed almost certain to draw a crowd, but Dan went off on his own, playing a cloister in Lothringen, and Eric followed up by playing in Burgund, leaving Rich on his own in France (or "Frankreich" as it's called in this game.)

Rich played two more cloisters and two advisors in Frankreich, but you would have thought he had leprosy as Dan and Eric studiously avoided the place. There are several ways to score VPs in Web of Power, and two of them depend on the presence of your opponents' pieces to build up your points. For this reason, it's relatively inefficient to build alone in a country. You'd prefer to share with an opponent or two (ideally, you'll have just one more cloister than they have.) If you place your own pieces on all 8 cloister locations in Frankreich, you get just 8 VPs for placing 8 pieces, but if you play 7 cloisters while an opponent plays 1, you get 8 VPs (the sum) for your 7 placements while your opponent gets 7 VPs (your number) for placing 1 piece. Dan and Eric weren't actually trying to avoid Rich; they simply weren't drawing the purple cards one needs to play in Frankreich.

As play continued, Rich and Dan entered England, Dan and Eric entered Italien, and Eric and Rich entered Aragon. Finally, just before the first scoring, Eric put two cloisters in Frankreich, scoring 2 VP at the first scoring compared with 5 VP for Rich. Eric zipped in right after the first scoring, using several newly-reshuffled purple cards to grab three more cloisters and completing a chain of 7 cloisters. Rich was trying to build a network of advisors around Frankreich, but he had to do all the work himself. Eric and Dan sparred for advisor majorities in the east, with Dan winning the key race, placing two advisors in Italien compared with one for Eric. Cloisters score for you even if you have fewer than one of your opponents, but advisors are useless unless you have the most (or are at least tied for the most) in two countries that share an open border. Dan also completed a chain of his own from Schwaben through Italien and into Burgund.

Web of Power seems like a big game, but it ends before you know it, and we were soon completing the final scoring. This was one of the closest games we've ever played.

Final scores:
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 chain
Eric'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.

November 10, 2005

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 tickets
Eric'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.

PARIS PARIS (Eric, Dan, Rich)

It was now 8:35 and Walt would be arriving in 25 minutes. It was just the spot for a game of Paris Paris, a game Eric often brings in his tub o' games. Paris Paris is a game of luck, and Rich had poor luck in the first half dozen turns. When it was Rich's turn to go first, there were three good tiles. When it was someone else's turn, there was only one good tile, so Rich had to settle for something less attractive. Even worse, Rich kept getting picked on, and a stream of his shops headed for the bag.

Eric was next to take a fall. He flopped over four tiles and three of them were for Pont Neuf. This meant if Eric put a shop in Pont Neuf, Rich would add a shop of his own and Dan would (given the position) eject Eric before he had even one turn to enjoy it. Even worse, two of the Pont Neuf tiles were red and one was blue, and Eric couldn't afford to leave a blue tile on the board, because a blue grand tour would score big for Dan and Rich. All three players placed shops at the same stop, Pont Neuf. This is a rarity in a 3-player game. Eric's shop went into the bag as anticipated.

Dan opened up a nice lead toward the end of the game, but we had a feeling that Rich was top man in the bag. If you have more of your shops put into the bag by opponents than anyone else, you get a VP at the end for each of your shops in the bag. When the game was over, we turned over our three secret color chips and scored grand tours in those colors. At this point the score was Dan 46, Eric 42, Rich 39. When we opened the bag, there were 6 of Rich's shops, compared with 4 each for Dan and Eric.

Final scores: Dan 46, Rich 45, Eric 42.

Eric's rating: 8. This game is available on BSW. I wish it were easier to find a game.

PUERTO RICO (Eric, Anton, Rich, Dan, Walt)

The tabletop baseball series was over. Paul had previously announced that he would not be able to stay for other games, but Anton wanted to play at least one game with the rest of us. We called Walt on his mobile phone, and he told us to set a game up - he'd be at the Masonic Hall in ten minutes. Last week we played a 3-player game of Puerto Rico with all of the expansion buildings, and we decided to try again with 5 of us.

Eric was the first Governor in this game, and he started us off with the usual Settler-Quarry opening. When Anton built, Rich and Eric took Aqueducts (they had seen how well the Aqueduct worked last week.) Dan saved up for a Tobacco Shed, so he didn't build, and Walt built the Guest House, a building that gives great flexibility in worker placement but used up all Walt's cash.

For some reason people buy large Indigo and Sugar plants in the expansion games, even if they don't get the Aqueducts they need to make the most of them, and it happened in this game. Rich got both large plants. Eric bought the large Indigo but all the large Sugar mills were taken before he could get one. This wasn't a problem for him, however, as he had Coffee going before anyone else and got some lucrative sales in to finance the purchase of a Storehouse and a Union Hall early enough to ship his way to victory. The Union Hall is an explosive tool if you can get it going, and Eric won by 13 VP. Walt suffered as a result of his cash-poor position, which was aggravated by his inability to make trades.

Final scores:
_____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____31
Eric'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.

November 17, 2005

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.

IRON DRAGON (Rich, Eric, Dan, Anton)

Anton has been bringing Iron Dragon, one of the Empire Builder family of "crayon rail" games, to MVGA for a number of weeks, and with just 4 of us on hand, he wanted to give it a shot. Eric and Rich are big Empire Builder fans, and Dan was willing to play with the rest of us even though he finds the system a bit fiddly (it is fiddly, but I like it anyway.) We warned Anton that he'd have to play fast if he wanted to make it home at a reasonable hour; Anton tends to play slowly and doesn't like to stay out too late. He promised to make an effort to keep the game moving, and he did a pretty good job delivering on his promise.

Iron Dragon is a fantasy-based version of Empire Builder, set in an imaginary world with commodities such as dragons, scrolls and wands (along with the usual commodities.) There are quite a few pieces of chrome in the rules, including a "rainbow bridge" that facilitates instant movement between two cities that lie on the opposite shores of a body of water. It can take quite a while to play if the cards aren't helpful, but the payoffs are big, so it can finish before you know it if someone hits a few big spec runs.

We all began the game with usable sets of cards. Eric built east along the south of the board from Eaglehawk to Shayobh with the help of a foreman who belongs to the cat-man race. Each player has a foreman who provides special abilities, and the cat-man builds through jungles at a cost of $1 instead of the usual $3. Eric's line wasn't ideally situated for expansion, but you must choose a set of loads and build the track you need to deliver them. Dan, going second, built Railla to Parekis with the help of an elf. This route joins the center of the map to the northeast, an area of the map that has little magical influence and specializes in mundane products like cattle and fish. Rich started out by picking up a few items in Borgofort and the Bluefield region and taking a boat to Ozu-zarkh to deliver them for nice profits, returning via boat to Wikkedde for his next leg. Anton began in the Old World at the east edge of the map, connecting Octomare to Ozu-zarkh (and getting in Rich's way in the process.)

It was some time before we were struck by the inevitable run of disasters, and we used the time to deliver loads and extend our track. The area around Shayobh was heavily built early in the game, and Rich wound up building a winding, S-shaped line from the south to the north. Eric faced a tough road to connect Wikkedde as all three opponents built to that major city early. To win Iron Dragon you need $250 and 7 of the 8 major cities, and it's almost obligatory to connect Wikkedde. When the disasters hit, they wiped out Dan's line through the desert, destroyed quite a few bridges and delayed everyone for a few turns. Nevertheless, Eric was leading in cash as the game approached its conclusion. Money was public, as the Rail Tax card had appeared early, and Eric had $185 to Rich's $100 or so, but Rich had all his major cities connected while Eric was still two short. The gap was even more deceiving in that Rich had almost $100 in loads on his train.

Eric finally connected his last major cities, Wikkedde and Kola in the northwest, and had winning loads on his trains. It was just a little too late, however, as Rich delivered a load and drew a card that paid $59 for dragons to Wikkedde. He was only two turns away and raced over to complete the run and end the game. The game had taken about 3 hours and 40 minutes.

Final scores: Rich $287, Eric $183, Dan $154, Anton $144. All four players had their major cities connected.

Eric's rating: 6. Iron Dragon is one of the more awkward members of the Empire Builder family to me. You can't use your knowledge of geography to help you find the cities or the commodities, and the chrome seems to weigh the game down. The original Empire Builder is my favorite, with Eurorails a close second.

November 24, 2005

Thanksgiving - no MVGA meeting.

December 1, 2005

Roll call: Rich, Walt, Dan, Eric

RAILROAD TYCOON (Rich, Walt, Dan, Eric)

It was freezing cold when we arrived at the Masonic Hall in Holliston, but after our Thanksgiving recess we were raring to go. The old carpet in the downstairs area had been replaced with clean new linoleum that needed some time to cure, so we headed upstairs to the alternate location at the back of the facility and cranked up the heat.

Dan was packing a brand-new copy of Railroad Tycoon, the lavishly-appointed re-development of Age of Steam that has recently been issued by Eagle Games. (At least I think it was Dan who brought it; I may have remembered incorrectly.) As soon as we opened up the box we just had to give it a spin; we've played many good games of Age of Steam and this game knocks Age of Steam out of the park in the glitz department.

The first thing that strikes you when you take the components out of the box is the huge, colorful board. It's roughly the size of a Little League baseball diamond. The board was far too wide for the 8-foot by 30-inch tables we usually use, so we set it up on a big round table and all four corners still hung out over the edge. We were forced to set up the cards, the train upgrades, and other components on a separate table off to the side, so that the game was punctuated by trips from the main table to the side table as players walked over to take a look at the cards on offer.

We chose colors and drew our initial Tycoon cards. These are a means of introducing asymmetry to the game by giving each player an individual goal (for example, most links built, or fewest shares issued, or completing a link to the West.) We then bid for starting order, and Eric won the bid at 3. He decided to go first, starting construction in New England. The rules had warned against letting one player control all of the northeast, and Eric figured he might as well try to be that one player. If he had paid closer attention to the cards he would have scooped up the Railroad Executive card to build two links in his first turn, but we were still getting used to the game and it didn't occur to him.

Rich was the next player, and he started down south near Charleston. There are only three red cities on the map, and no additional red cities may be created, so these three cities (New York, Chicago and Charleston) are especially valuable. Walt had been listening when the rules were read, and he stepped up to prevent Eric from dominating the northeast by starting his line in the mid-Atlantic region. Dan let the rest of us have the east coast and began his railroad in the Louisville region.

Railroad Tycoon shares many features with its predecessor, Age of Steam, and in fact Martin Wallace is the designer for both. Age of Steam is a rough game in which it's an achievement just to remain solvent---new players must be warned about bankruptcy. Where Age of Steam is a contest of survival, Railroad Tycoon is a contest of efficiency. You may issue new shares at any time during the game, and there is no limit to the number you may issue. Of course, each share costs you in dividend payments each turn, and in victory points at the end of the game, but trouble in Railroad Tycoon manifests itself when you fall behind, not when you die and have to go play a different game.

It wasn't long before different strategies emerged. Walt and Rich were spending freely to extend their lines and upgrade their trains, but Eric and Dan were clutching their money to their chests, issuing only a few shares. By Turn 6, it was clear that both Eric and Dan had drawn the Tycoon card that awards 7 points if you issue the fewest shares of stock. It was too bad that both of them had issued three shares, because no points are awarded for a tie. This head-butting contest lasted the entire game as neither player was quite sure the other would not issue a fourth share until it was too late for shares to do any good.

Walt spent heavily to break through the Appalachians and head west, eventually completing a link to the west. Rich also extended his line to Chicago and the west. Eric followed Walt through the mountains, but his lower cash levels during the early game limited his expansion. Dan concentrated on a regional network centered in the Ohio valley.

The game end is triggered when a specified number of cities is emptied of cubes (14 cities in the 4-player game.) At this point the current game turn and one more turn are played and victory points are counted. We could see the end coming some way off and spent the last few turns shipping cubes for points with little railroad expansion. Empty cities are marked with gorgeous plastic figures (in fact, they are a little too big and gorgeous for easy play) to make it easier to tell when the end has been triggered.

After the final turn, we subtracted points for shares issued and revealed our Tycoon cards. As we suspected, Eric and Dan failed to receive the 7 point bonus for fewest shares. Rich also failed to receive his bonus, which would have been 6 points if he had built the most links, because Walt had built just as many links as Rich. Walt, who was trailing up until this point, revealed that his secret identity was Cyrus Holliday, who gets 5 points for building a Western link, and as Walt had built such a link, he received the points. The final scores were extremely tight.

Final scores: Rich 99 (7 shares,) Eric 96 (3), Walt 95 (8), Dan 95 (3).

Eric's rating: 7. This game is clearly built on the familiar Age of Steam chassis, but it has been dumbed down and glitzed up. Unlike Age of Steam, Railroad Tycoon is a game I can play with my family, since no one gets steamrolled (as it were.) I'm sure I'll be getting a copy, but I'm planning to wait to see whether the newer printing resolves the board warping issue that was visible in the copy we played with.

December 8, 2005

Roll call: Anton, Rich, Dan, Eric

CAYLUS (Anton, Rich, Dan, Eric)

We had played Railroad Tycoon, a new game for us, at MVGA last week, and we had a second new game to play this week. Eric had just received a brand-new copy of Caylus in an order from GameSurplus and was eager to play. Caylus is published by Ystari, a small French publisher that made its name with Ys in 2004, and the initial 5000-copy print run was sold out almost instantly, making it a hard game to find right now. Eric had reserved a copy from GameSurplus, his on-line game vendor of choice, and was happy to have avoided the crunch.

Caylus is a game that is made up of many small actions. The main focus of the game is using those actions efficiently, though there are opportunities to play nasty tricks on your opponents if they aren't careful. As a player, you represent a master architect who has been invited to the small French town of Caylus to help construct a magnificent new castle for King Philip the Fair. You have six apprentices (small wood cylinders in your color) whom you can send on various missions to collect materials, obtain funds, engage in construction, and carry on a variety of other activities. You must pay your workers, and cash is always tight, but even if you manage to stash away a substantial kitty, you cannot hire more than six workers in any turn.

Although the primary goal of the game is to build the castle for King Philip, the economy of Caylus is too poor to allow the castle to be built in an acceptable amount of time. Thus, it is necessary to construct various commercial buildings in the little town, expanding the infrastructure to permit faster building in the future, and VPs are awarded for this activity as well as for building the castle. Finally, there is a "favor track" in one corner of the board which represents royal favors in four basic flavors: money, materials, building privileges and VPs.

In this game, Eric and Rich focused on the building privileges of the favor track. This row gives no advantage at all until you reach the second space, so Eric and Rich (in a triumph of double-think) decided it must be good. Why else would they have to disadvantage it so? Anton focused instead on the VP row, reasoning that, if VPs determine the winner, the VP row was the most direct route to that goal. Dan placed a worker in the Inn, a building that allows you to place future workers more cheaply (but reduces your supply of workers to only five a turn, given that one is busy manning the Inn.)

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. - W

December 15, 2005

Roll 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 cities
Eric'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.

CAYLUS (Rich, Eric, Dan, Walt)

Anton had won our very first MVGA game of Caylus the previous week, but he had to go home, leaving the rest of us with a wide open field. Rich, Eric and Dan had played in the previous game, but Walt was a first-timer. We went through the rules and began play. The rules to Caylus are relatively straightforward, but they don't give you any idea about where you should place your workers.

Rich is a master of any game in which you make decisions about where to put your cubes, and he started off strongly in this game. Eric suffered a blow early on when that trouble-making provost moved back quite a distance, leaving Eric's worker out in the cold. This left Dan to vie with Rich for supremacy on the scoring track.

Walt was looking more and more puzzled as the game went on. One of Walt's unique qualities is the ability to express his displeasure with certain games in a uniquely poignant way, and Caylus was clearly one of those games. It's odd in a way, as Caylus is not a game in which one player can build up a strong position by constructing buildings or purchasing cards or in some other way reserving a powerful set of assets for him- or herself. In fact, one of the charms of the game is the fact that any player can place a worker on any building and gain the corresponding benefits. This guarantees that no one will get so far behind as to have nothing to do. No matter - Walt was unhappy with any of the options, even as the number of options grew toward the end of the game. He played more or less at random and fell further behind with each turn.

Dan made a good game out of it, but Rich won by a comfortable margin.

Final scores: Rich 88, Dan 81, Eric 73, Walt 47.

Eric's rating: 8. Caylus is a good thinking game, and we've been able to play quickly at MVGA. I can see that it would drag with some groups of players, so you need to keep it moving if that might be a danger for your group. I asked Walt whether he disliked Caylus as much as Paris Paris (which was heretofore his least favorite game, at least as far as I'm aware.) Walt explained that Caylus is far worse than Paris Paris, because in Paris Paris you know what you're trying to do and can't do it, while in Caylus you have no idea what you're trying to do. Keep an eye on the MVGA session reports for "the rest of the story" in my January 12 report.

December 22, 2005

Roll call: Rich, Eric, Dan, Anton, Bob

CAYLUS (Rich, Eric, Dan, Anton, Bob)

We had a good crowd out at the Masonic Hall for the last MVGA session before Christmas. We were especially pleased to have Bob on hand, as we hadn't seen him for a while.

We began with yet another game of Caylus, our current obsession. Eric snagged a copy of this hard-to-find new game in the first print run and has been bringing it in his tub o' games each week.

The 5-player game is a tough one. Resources are scarce and there's usually a crowd trying to build at the castle. You don't get any more starting buildings in the 5-player game, and there are still only two carpenters and one mason.

The top three places were close, but Eric just couldn't get out of his own way. He finished far behind the others. Rich once again came away with the victory.

Final scores: Rich 59, Anton 53, Dan 52, Bob 47, Eric 35.

Eric's rating: 8. I'm still enjoying Caylus, but I'm not feeling any urge to raise my rating above 8, either. I'm even more convinced that 2005 was a weak year for the issuing of new games.

HIMALAYA (Rich, Eric, Dan, Bob)

Himalaya is another recent release. It was originally issued as a "print it yourself" game under the name "Marchands d'Empire," but after a number of favorable reviews it was picked up by Tilsit and released in a more polished commercial version. The components are quite attractive (especially the yaks which serve as playing pieces,) though the player screens are flimsy and almost useless---you might want to borrow a set of screens from another game.

Himalaya is a "pick up and deliver" game at heart. You might even call it a railroad game, though your train is a yak and there are no railroads in the remote Himalayan fastness. The map shows 20 villages in three sizes---little towns, medium-sized temples and big impressive monasteries. These villages are connected by a network of paths in three colors: black stone paths, brown dirt paths and blue ice paths. At the start of each turn, five villages hold goods and five different villages hold demands. The idea of the game is to pick up goods and take them to places where those goods are demanded.

The unique feature of the game is the scoring system. The game is designed as a 4-player game, and it works best with that number, though an option is presented for 3. At the end of the game, you begin by evaluating religious influence. Whoever has the least religious influence is excommunicated. That player loses, and his/her pieces are removed. Next, you evaluate political influence. Whoever has the least political influence is banished and also loses. The richer of the two remaining players is the winner. Thus, one must keep an eye on the religious, political and economic spheres, but the first two only keep you from losing while the last gives you the victory.

Himalayan hospitality is famous (or so I'm told.) When you visit a village with goods, you may take one cube at no cost to you. There are five different kinds of goods (in order of increasing value): salt, barley, tea, jade and gold.) Of course, you'd prefer to take the more valuable goods, but politeness requires that you take the least valuable type (after all, since you're not paying, it's a gift!) This creates an interesting dynamic; if there are different goods in a village, you'd prefer that an opponent arrive first to take the cheap good so you can follow and get the more valuable one. Politeness also demands that you take no more than one good from any village in a turn---you can't afford to wear out your welcome by gaining a reputation as a moocher.

Movement (your yak is your "train") is programmed each turn using a set of six action markers. Each marker can be rotated to indicate that you will move along a stone, dirt or ice path, or that you will complete a transaction. No village has more than one path of a given color, so if you specify a color of path, it uniquely determines your move. You lay your six markers down in order behind your screen and all players reveal their markers simultaneously. This mechanic is similar to that in Robo Rally. The actions are then carried out in turn order: each player takes the action, then each player takes the second action, and so forth. The most-used action is movement, but the purpose of movement is to complete transactions. If you select a transaction in a village with goods, you take the cheapest available good. If you select a transaction in a village with a demand, you may fulfill the demand if you have the needed goods. For example, a demand marker may offer to pay 9 yaks for a jade and a gold. Yaks are the currency of Himalaya (not to be confused with the plastic yaks that serve as the "trains.")

When you fulfill a demand, you may gain in any two of the three realms: religious, political or economic. You forgo the opportunity to gain in the third realm---after all, choices are what make a good game. If you decide to pursue religious gains, you place a "stupa" (a stone pillar used for meditation) in the town where you delivered the goods. Once a stupa has been placed in a village, no other stupa may be placed there. This means any other player who later fulfills a demand in that town may only pursue political and economic gains. If you decide to pursue political gains, you place a number of delegates equal to the size of the village (1 for small, 2 for medium and 3 for large) in one or more district touching that village. If you decide to pursue economic gains, you take the demand marker and put it behind your screen for endgame scoring.

Of course, there's a value to delivering goods, but there's also a value to collecting goods, even if you don't deliver. Three times during the game, including just before scoring, a bragging contest is held. For each of the five kinds of goods, any player may display his or her holdings in that good. If you have more of that kind of good than anyone else, you earn a 3-yak prize.

In this game, Rich and Eric focused heavily on stupas in the early going. Because only one stupa can be built in a town, it's hard to come back once you're behind in religious influence. Dan and Bob scrambled to catch up late in the game, but it was clear that one of them would be excommunicated. Dan collected yaks from the word go, and he was clearly the wealthiest. The only question was whether Dan would survive the eliminations. Eric was a bit weak in the political realm, while Rich was well balanced between politics and money.

When we sat down to do the final scoring, we had a very close game on our hands. Rich had placed all five of his stupas for a religious score of 9 (the religious value of a stupa depends on the size of the village.) Each of the other players had placed only 3 stupas, but Eric got a score of 7 for 3 well-situated stupas while Dan and Bob tied for last with only 5 points each. The tie-breaker is number of stupas, and this was also even, so we had to fall back on the last tie-breaker, bribing the priests. Dan was richer than Bob, so Bob was sent packing.

When we removed Bob's delegates, Eric's position looked a little better. Eric was second-place man in several of Bob's regions, giving Eric control of 3 regions. Rich also had control of 3 regions, but Dan had only 2. We banished Dan from the game, leaving only Rich and Eric. After a final yak count, Eric was determined to have 32 yaks, while Rich had only 30. This left Eric as the winner.

Final scores: Eric 32, Rich 30, Dan banished, Bob excommunicated.

Eric's rating: 8. I've played Himalaya a number of times now, and I've enjoyed every game. This was by far the tensest game I've played; if Bob's delegates hadn't been excommunicated, I would surely have been banished. Parts of Himalaya feel like Robo Rally, another game I enjoy, but the scoring system is unique and the jockeying for goods is interesting as well. If your timing is off in this game, it's easy to arrive at a village intending to fulfill a delivery, only to find that an opponent has beaten you to it. Even though you laid down a transaction marker, there's no delivery to make, so you spend an action round breathing in the clean, thin mountain air and admiring your opponent's lovely stupa.

December 29, 2005

No session report available.

Go to 2003 Session Reports.
Go to 2004 Session Reports.
Return to main page.

This page last updated 28 July 2005.