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 oth