Billabong Boardgamers - 28th December, 1999
Present: Doug, Debbie, Tina, Donna, Craig, David, Alan,
Bernie, Julian C., Jack, Karen
Previous session report
Doug Adams writes:
Last one for the year, see you all next year!
FRANK'S ZOO
Despite not being all that impressed by this game last week, I read
through the team rules and thought it was worth trying again with those
rules. David wanted to try it, so we sat down for a seven player team
game.
During the first hand Craig, Karen, Jack and Julian appeared, so Debbie
and Bernie left at the end of the hand to join them, leaving us with
five players to finish off the game. Using the team rules, the game
seems to work much better, with added tactics such as the swapping of
cards with your partner, the "asking for help" rules, and the scoring
options triggered by hedgehogs and lions. In short, I found the game
twice as good this week compared to last week.
My only concern is that it seems to take 2 or 3 hands to reach the
required 19 points for a win, which imparts a sort of "it's over just as
it was getting interesting" sensation. Perhaps 29 points would make for
a more rewarding game?
In the end we played two games.
Game 1
Donna: 19
Tina: 19
David: 13
Alan: 13
Doug: 11 Morale - don't play with partners who score zero! :)
Game 2
Doug: 22
David: 17
Tina: 15
Donna: 11
Alan: 8
Doug's rating: 6, up from 3.
KING OF THE ELVES
After playing a four player game earlier in the week that was saturated
by thieves, logs and sea monsters, I tweaked the deck down to four of
each type of hinderance card for game two. David, Alan and Donna were
new to this game, but have been playing Elfenroads since it was released
in the early 90's - none of the game's concepts were foreign to them.
We played with two vital rules incorrect (my fault, I'd totally missed
it in the rulebook) - I never realised you could place villages in other
player's realms (quite an oversight!), and we missed the rule where if
you declare "no village" you must discard a card after you've claimed
your village from the draw pile.
The game flows along nicely once all players are up to speed on the
rules. To keep the game moving, I think it is vital that the "draw 3,
discard 4" action doesn't stop the game. The player invoking that
action allows play to continue, then they discard four at the beginning
of their next action. If we didn't allow that, I think we may still be
playing it!
The planning aspect was certainly interesting in our game. A few
players were playing "chicken", waiting for other players to play
villages to draw out the logs and robbers on those sites, before
committing a village themselves. Several times we saw the "remove a
village" action, which costs gold to invoke, when it became pointless to
keep it in front of you.
Donna blatantly exploited the rules oversight when declaring "no
village" in that you must discard a card - she constantly used a
combination of "draw 3/discard 4" and "no village" actions (thus gaining
the lost card again) to construct a good hand. Good luck to her, but
I'll be reading rules closely next time!
Our game saw Alan and David leap out to the front with strong opening
turns. Doug and Tina stayed in their castles on turn 1 and completed
laps on turn 2 with the larger hand. The "oohs" and "aahs" from the
others were muted down when it was pointed out that this was over two
turns!
The latter rounds saw the battle between David and Alan escalate, with
Tina grabbing some nice gold (48) on turn 3 that busted our bank (why
not more gold in the box?) David was beginning to struggle with an
awful hand on turn 4, but hoarded enough cards to pick up 48 on the
final turn. Alan had a poor final turn, scoring 8.
The planning phase of the final turn took forever to complete - at least
30 minutes. I think with the rules correct, this should be a little
quicker in future games!
Scores:
Doug: 115
Alan: 104
Tina: 103
David: 92
Donna: 90
Doug's rating: I really don't know. I love bits of it, other bits leave
me slightly cold. I'm going to have to play it a few more times, with
rules correct, before committing myself to a rating :)
HONG KONG
With river boats churing up the Mississippi in an epic race on the other
table, and several Elven princes leaving, Tina was looking lonely.
Seeing this as an ideal time to finally try out Hong Kong, I pounced,
and in her shock she said "yes".
This is a very abstract Reiner Knizia two player game, lending a little
bit to Manhattan. Each player begins with 30 wooden blocks, which are
positioned onto a 5x5 grid depicting central Hong Kong. The theme here
is we are trying to control a majority of the buildings we construct
from our blocks, control depicted by whoever owns the top block of a
building.
Game play is simply place a block. You have a limited number of
fast-growth blocks that allow you to immediately place a second block.
If you play a roof shaped block, you stop growth on that building.
Buildings cannot be any more than five blocks high.
To take an opponents building you must have a building orthogonally
adjacent that is at least as tall as the new building. So having a tall
central building is valuable, and you can get a bit of a snowball effect
going across the board, taking over buildings. However, if a building
appears vunerable to takeover, you can simply pop a roof on it, locking
it in as yours for the rest of the game.
Our game was very much a learning experience, with Doug taking it 13 to
9 (you count controlled buildings at the end of the game).
Doug's rating: 6 - another light Knizia 2 player, similar in depth to
Revolution, Stonehenge, etc. Nothing really wrong with them, a nice
diversion, but as Tina said after - "there are better games out there".
Debbie Pickett writes:
UNION PACIFIC
Craig, Karen, Julian, Bernie, Debbie, Jack
Julian and his son Jack arrived, followed shortly by Craig and his
friend Karen (who I thought I heard was visiting from Seattle, USA).
Bernie and I split off from the table playing Frank's Zoo - neither of
us was incredibly impressed with that one - meaning we had to find a
six-player game. Fortunately Union Pacific was handy, and we got
underway. I tried to explain the rules but did a horrible job at it;
thankfully, Julian and Jack had played Airlines before, which was enough
for them to get the idea. Karen got some helpful coaching from Craig.
We played with the "second-edition variant" on obtaining UP shares; even
so, the UP shares went very quickly and were all on the table by the
second dividend payout. No railway got severely boxed in, and the green
cancer of El Paso & Rio Grande spread its way all the way around the
coast despite all efforts of the four players who weren't going to get
payouts for it.
The third dividend card was almost at the bottom of the deck, and when
it was finally drawn there were four identical shares in the draw pool,
so they were replaced by four more cards, which unearthed the fourth
dividend card one from the bottom. Again, owning a stack of UP shares
was what helped the top players get their positions.
Final scores (in $millions):
Julian 107
Craig 102
Debbie 98
Karen 83
Bernie 79
Jack 70
My rating: I still give this game a 7, partly because it is quite fast
for a turn-based game, even with six players.
MISSISSIPPI QUEEN
Craig, Karen, Julian, Bernie, Debbie, Jack
We then tried another oldie, a six-player Mississippi Queen (using the
Black Rose expansion). Julian was first to pick up a passenger, and as
perceived leader got bumped a number of times. Craig, Karen and I
escaped into the lead and had little trouble getting passengers. A
fortuitous turn in the river gave Craig a head start onto the last river
tile, which was enough to give him a comfortable win. Karen and I came
in so close that it was practically a tie, and only the sight of Bernie
coming in to the finish fast kept it from coming a dodgem-boat contest.
Jack was doing well but a sudden dearth of passengers in the last three
tiles meant he had to go back and get his second passenger from an
upstream tile. Julian never recovered from the earlier assults and came
in fifth, ahead of Jack.
Final placings:
Craig, Debbie, Karen, Bernie, Julian, Jack.
My rating: This is much better with more players. I give it a six,
provided there are enough players to keep it interesting.
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