Billabong Boardgamers - 7th November, 2000
Present:
Alan, Debbie, Andrew, Donna, Craig, Karen, Janet, Doug, Steve
Previous session report
Doug Adams writes:
A pleasure to catch up with Karen from Seattle again...
LORD OF THE RINGS
Andrew (Frodo), Janet (Pippin), Steve (Fatty Bolger), Doug (Sam),
Donna (Merry)
When a classy game designer collides with my favorite novel you end up
with a pretty interesting game, at least to me :) Five players
representing the "conspiracy" hobbits must pool resources (cards),
navigate their way across four game boards and dump the ring in the
magma of Mordor. Several Knizia features were recognised - the
thrifty card management of Taj Mahal, the dreaded Ra tile draw
(although here it is the dreaded "event"), and so on.
Players set out from Bag End, each with six precioussss cards. If
Frodo wants to dally until September 22nd, then four more cards are
dished out to the company, but the Black Riders romp into Hobbiton via
a roll of Sauron's dice. The dice does horrible things five times in
six - sending the hobbits along the Honeybears track of destruction 1,
2, or 3 spaces, or sending Sauron along the same path in the opposite
direction. If hobbits and Sauron meet, then we get very tiny black
riders terrorising the good folk of the west. If the Ringbearer meets
Sauron, it's game over, and the bad guy wins.
From Bag End, Rivendell is reached in a matter of seconds. A little
tooling up is completed courtesy of such goodies as Anduril, etc, a
quick Council of Elrond (swap a card with each other), then all the
hobbits must prove their faith by forming the Fellowship and
discarding a handshake card - if they can't/don't then it's the
dreaded dice of Boromir. Once this hobbit bonding has been completed,
it's just a short patter of furry feet into Moria, and that's where
the game, and our story, really begins.
The four boards, Moria, Helm's Deep, Shelob's Lair and Mordor, are
essentially a race. You have to get the party across them before the
events swamp you. The events are drawn from a pool of tiles - some
events can be prevented, some can be fought, etc. They are nicely
weighted so they get nastier as the board progresses. If you hang
around on a board, the events catch you.
So why hang around? Resources! If you do nothing on your turn you
may either draw two precious cards, or "uncorrupt" yourself by
retreating from Sauron. If you do play cards, but not on the main
Activity track (the exit path from the board), then you most likely
gain life tokens. These are needed to stave off corruption at the end
of each scenario, and are limited. What do you do? A delicious
problem...
We green Hobbits found Moria really tough, and didn't think we'd get
very far at all in this game. But Hobbits are made of a stuff so
tough, I have never seen the like. The tile draws were very unkind to
us in Moria, and we ended the scenario board by completing all the
events. We quickly realised Events = Bad, and we also quickly
realised Pippin was one obstinate little hobbit. Young Peregrin was
not willing at all to take one "for the team". Four weary hobbits
were already on the 4 or 5 spaces of the Honeybear Track of Darkness,
while Pippin the Younger was still frollicking on zero! Pippin
received a fatherly lecture on hobbit values, then it was on to
Lothlorien.
Lothlorien! Tons of cards, and as much lembas as a dwarf could eat.
We brushed past the mirror of Galadriel and plunged into the Helm's
Deep board. This time, we read the fine print and planned our
assault. The event tiles cooperated and soon we had board complete,
with the hordes of Rohan with us. We exited the board via the main
Activity track, and we smiled, and many lines of care were smoothed
away and did not return.
Shelob - an evil thing in spider form. This was a tense board, with
players beginning to cooperate more as our cards were whittled away.
The first four events appeared which severely weakened our defenses,
but Merry the Ringbearer slipped the ring on and got us over the nasty
spaces 46 and 47 (both dice of Sauron). We exited the board before
the Shelob event (a real nasty looking one) caught us.
Mordor - a truly awful board and we were in an awful state. Merry
(Donna) was holding the ring but looking very vunerable. Twice we
committed resources to move Merry away from Sauron on the Honeybears
track. The rest of the hobbits were very close to Sauron on the
Honeybears track and the ring was getting heavy. The events quickly
rattled through to the fourth event, and we were in serious trouble -
time to call on Gandalf (which we hadn't used, perhaps foolishly). We
hit the "Surrounded by Dark Forces" event, which Gandalf/Fatty
protected us from. Then Frodo asked Gandalf to stack the tile draw,
and at that point we realised we only had three turns to go... the
third tile was going to take us to "THE RING IS MINE" and end the game
(which the rules mention nothing about!). We stumbled to space 57,
three from the end, then Merry slipped on the ring - it was our only
chance to try and reach the elusive space 60 for the big slam dunk of
the
doughnut. Donna/Merry rolled three black circles, succumbed to
the dark lord, and went screaming off down the Honeybears track past
Sauron. Game over with the hobbits gaping after Merry, stuck on space
57.
We played badly, we admit it. We burnt our really good cards very
early, we played Moria badly concentrating on us as individuals rather
than making progress across the board. The "Faces of the Dead" event
sucked away our precious Gollum card, hard earned the prior event,
etc. That young scamp Pippin acted as if it was his own hobbit
walking party, grabbing three heart life tokens on one board!
Very interesting game, tense, seems to capture the "meek against the
mighty" of the book really well. While I can spot mechanics from
other RK games, it really has it's own unique feel. For what it's
attempting to do, it does well. I enjoyed it - initial rating 8.
STEPHENSONS ROCKET
Steve, Doug, Janet, Andrew
A new game for Andrew, second game for Steve. This game ended with
all the track tiles being exhausted, with three lines still active.
Doug, placing no stations for the game and concentrating on shares and
tokens, tied with Andrew for red in shares and took the enormous green
line in shares. Doug was trying desperately to get green to go into
red to take pretty much the entire board via a majority in red. Janet
thwarted that move, keeping green away from red and ensuring she'd get
a massive payout from a lead in stations on the huge green line. That
combined with good earnings picked up during the game gave her a
comfortable win. Steve, in on the blue line early, saw several of
his stations missed and his blue line merge into green, rendering his
blue stock worthless. Andrew, learning the ropes of the game, will be
a force in his return match! You need to play this once to see how it
pans out!
Scores:
Janet: 63000
Doug: 44000
Steve: 43000
Andrew: 33000
Doug's rating: 8
Steve Gardner adds:
The key move in the game from my perspective came when I passed up the
opportunity to merge the blue line into the green line. I passed it up
because I didn't want it to happen, and since it was in Janet's
interest, I figured "why not let her spend her move to do it?"
This was faulty reasoning. Had I merged the lines, the extra blue share
would have ensured that it was me and not Janet who was the majority
shareholder in blue. This would have meant $5,000 more for me, and
$5,000 less for Janet. Moreover, I could have merged the lines without
connecting Janet's station to it. At the end of the game, this station
gave Janet a share of second place with me in the green line. Without
it, I would have had $5,000 more, and Janet $4,000 less.
So, that one mistake resulted in a $19,000 turnaround between me and
Janet. A costly error, and an instructive one! Janet would still have
won, though - by $1,000. Well played, Janet! And nice to see you both
again, by the way.
Debbie Pickett writes:
LA CITTÀ
My second game, as it was with Alan; Craig and Karen were new to this
game but picked up on it very quickly. Alan and I had got some rules
wrong last time, but we think we solved them all this time.
We played with the standard four-player setup. I was yellow (with my
two cities in the middle of the board), Craig red (with the convenient
food-factory site hidden behind one of his cities), Alan played the
normally-lilac position and Karen was teal.
In our first year there were only two cities (Craig's and Karen's) which
were near enough for citizens to flow between them - culture ended up
being the important thing for the people that year. Everyone but me
built a third city. I instead focussed on food, quarries and
a couple of big three-arch buildings. The second year saw all of us
build plenty of marketplaces as we hit our population limit. Culture
ended up again being the voice of the people, despite early polls
indicating it would be education. (Craig used a Poll the People
card only to find out that the three cards he saw were all different.)
By this stage, a cathedral in one of my two cities meant that I was
drawing in an impressive number of citizens from neighbouring cities.
Meanwhile, Alan and Craig were both living in a culture-poor corner of
the board, not losing or gaining citizens at all. Karen had managed to
grow her three cities to a nice size, sucking people away from my
no-civics-but-lots-of-food city.
In the third year, things were really getting crowded. Craig kept
losing buildings as his population went to Karen for culture - which yet
again proved the important issue to the citizens. My mid-board
metropolis
grew even more, bringing in about four citizens a turn, mostly to Alan's
detriment. Alan, Craig and Karen all felt the need for bumper crops
most years, whereas I tried instead to build sufficient farms to not
need the Bumper Crop cards. We all walked a very fine line, trying to
provide enough food for our citizens - especially after most of the good
farm locations were snapped up early.
About year four, several quarries were constructed while I lost one,
meaning that Karen was now the rich player and I was the pauper. In
this year, both education and health were on people's minds - not
surprising after that huge culture overdose - and both Craig and I knew
it from polling the people. This helped Craig to catch up some ground
from
Karen, and my metropolis to grow even more. All the while, Alan's
cities were growing mostly through use of the Golden Times cards, and
though he thought he was out of the running from citizen loss, I wasn't
so quick to dismiss him as a threat. In the fifth year, I built a
couple of cities - including Citt^` Central - towards Alan's sprawling
suburbia, hoping to draw a few more citizens while protecting my weaker
city from being encroached upon by other players (it was already losing
a citizen a turn to Karen). I finally built a third city, mainly as a
farm belt, and Craig built his fourth city. Craig was also using Bread
and Games cards to improve his cities' attractiveness, and one of his
cities was now starting to draw citizens away from me.
The game was close as it came down to the sixth and final year. Karen
was busily building farms to feed her millions, Alan had much the same
idea, and Craig was busy making his cities more impressive with some
more buildings, or improving the ones he had. Unfortunately, this
proved just a little too effective, as he drew one more citizen than he
was able to feed - the first starvation of the game - and took a
five-victory point penalty for it. This permitted Karen to sneak in to
third place, and probably affected the other placings too. Personally,
the final people's choice of health was very beneficial to me, as I
actually lost enough citizens that I was able to feed them. I also
snapped up a Master Builder card that I never thought I would get to
build a hospital - my only chance for health in a city far from water.
The bonus points this earned me for my second city to have all three
civics proved invaluable. Fully twenty of my thirty citizens were in my
central metropolis!
Final scores (citizens + three-civic bonus - starvation penalty)
(gold):
Debbie 36 (30 + 6) (2)
Alan 36 (27 + 9) (0)
Karen 33 (24 + 9) (2)
Craig 28 (30 + 3 - 5) (1)
My rating: This game enters at a solid 8 for me - though it is long (2.5
hours to explain rules and play four-player) it's very rewarding and
plenty of fun. I love civilization-type games, and this one is a good
one for those many times when I haven't got enough time or opponents to
play Civilization.
Craig Macbride writes:
CANYON
Alan decided to introduce Karen and I to yet another trick-taking game.
The point of the game is to get to the finish line, which is achieved by
moving your marker down a river. You bid how many tricks you expect to
win each hand and movement is determined by how many tricks you win each
game and, to a lesser extent, by a bonus you get for getting the number
of tricks you bid. Towards the end, you enter the rapids and, once
there, only the bonus, not absolute number of tricks, counts.
In the "Grand" (expansion) version of Canyon, we have some separate wild
cards which alter game rules. We played with 3 such cards, one which
allowed a player to choose how big the hand is, one which placed a log
obstruction on the river and one which allowed a player to jump other
players instead of go around them. Players, in order from last to first,
choose which one they want each hand.
Alan took a quick lead in this game, while I followed and Karen trailed
behind. I got to one square away from the rapids, with Alan one square
behind me. He took the wild card to determine hand size and set that to
1. Being quite likely to lose this one trick, I bid 1. I won 0 tricks,
got zero bonus, and stayed still, while Alan paddled past me into the
rapids. Next hand, I won 4 tricks, which was my bid and shot past
Alan to be almost all the way through the rapids, only 1 square from the
finish. On the last hand, I bid 2 tricks out of a 4 card hand, got it
and crossed the finish line. Alan was still a fair way back in the
rapids. Karen hadn't made it to the rapids yet, much of that owing to
poor cards and thus low numbers of tricks.