Billabong Boardgamers - 28th November, 2000
Present:
Alan, Andrew B, Andrew H, Craig, David, Debbie, Donna, Julian
Warner, Roger, Steve Cane
Previous session report
Alan Stewart writes:
Welcome to Andrew B and Steve Cane.
Games played: Battlelines, Chrononauts, Galaxy (the Arena), Lord of the
Rings, Medici, Mu, Ole
CHRONONAUTS
Players: Alan, Craig, David, Debbie, Julian, Steve
With 6 players it was fairly chaotic, but the game moved fast enough.
Very
little patching, lots of artifacts played, and Julian achieved his
mission
by playing the correct artifacts. I think it was a new mission, as he
changed his original one.
MEDICI
Alan, Craig, David, Debbie, Steve
A new game to Steve, but he seemed to pick it up pretty quickly. David
was
buying cards very cheaply, and picked up 70 points in the card total
bonuses
over the three rounds. Debbie usually completed her purchases early in
each
round, and there were always some cards passed in, with not enough left
to
satisfy everyone in the last round.
In the end a couple of medium card total bonuses and maintaining the
lead,
or equal lead, in two commodities was enough for me to edge out David in
the
final round.
Alan 121, David 117, Steve 107, Craig 97, Debbie 86
GALAXY
Players: Alan, Andrew B, Andrew H, Craig, Steve
With a quick run through of the rules, the game started. We weren't sure
if
Garrisons could only be played during the first round, so played it that
way. Not much combat, but the Governor's powers were used a fair bit.
In the end Andrew H still had 4 tokens on the board, which earned him the
win. Andrew B eliminated the last world, which contained one of his
tokens
and two of mine. With 5 players I did not get a chance to play in the
last
round, as I'd played last in the previous round.
Andrew H 14, Alan 12, Craig 5, Steve 4, Andrew B 2
I think only 2 garrisons survived.
Julian Warner writes:
BATTLE LINE
Julian W. and David C.
David offered to play Battle Line with someone and I accepted,
having played the similar Schotten Totten before. The essence of
BL is that two players try to build up 9 competing "poker hands"
of cards each, with "hands" being compared one for one. The
complete pack of cards consists of six different-coloured suits
with cards numbered 1-10 in each suit. Each rank, 10, 9, 8, etc
represents a different military unit in a typical Greek /
Macedonian army - so you have elephants, cavalry, hoplites,
peltasts etc. Each of the competing "hands" is of only three
cards each (with one possible exception). The "hands" are ranked
in a way similar to poker but in every case, the numerical value
of the cards counts to determine a victor.
The mechanism of the game is that there are nine "flags" (which
look like the usual vaguely phallic generic game piece) to be
won. The flag is won by placing the best hand of three cards
next to it. The two players are dealt seven cards each and they
place cards one by one, in turn, on their own side of the row of
nine flags, so that they build up nine sets of three cards. The
art of the game is in deciding which flags to compete for
strongly and which to relinquish if you feel that the other
player has a stronger "hand". If it is obvious, from the cards
which are already played that one player must have the superior
"hand" next to a flag, then that player can claim the flag. The
easiest example of this is where one player has 8,9,10 of one
suit next to a flag and the other player only has two cards
down. Even if those two cards were 9 & 10 of the same suit and
the player could potentially have an 8 to play, it is decided on
who plays the best cards first.
Not only can a player win by the obvious means of winning five
separate flags, it is possible to win by securing three adjacent
flags. This leads to strategies designed to perhaps concede some
flags to prevent an opponent from gaining flags in more critical
positions.
All of this is basically identical to Schotten Totten. The big
difference is the existence of the Tactics cards - of which there
are ten. Normally the players would play a card and then draw a
card from the stock deck. However, players may choose to draw
from the Tactics pile instead of the stock. Each Tactics card is
different except for the two generals and allows some sort of
unusual action. The generals are basically wild cards and can
represent any other card. There are "multicoloured" 8s, wilds
which can only represent 1, 2 or 3, a "deserter" card which takes
an opponents' card out of play, "environment" cards which change
the winning requirements - all sorts of fun stuff. A player may
put down a Tactics card instead of playing a normal card, but
only if they do not have more Tactics cards in play than their
opponent. This is a useful limiting factor so that you can
prevent your opponent from playing more by not playing any
yourself.
Once you get to know what evil the Tactics cards can perform, you
may want to restrict your opponent's ability to use them! An
unplayed Tactics card in a hand is dead weight.
There's a couple of other rules here and there but this is not a
rulebook!
Anyway, David and I played and took quite some time for what
appears to be a very simple game. There is luck in what cards
you draw but there is a lot of space for good strategy and there
is a degree of bluff too.
I'd like to be gentlemanly and say that I won 5-3 and 5-2 out of
sheer luck in drawing cards but I'm afraid it was all pure skill
that defeated Generalissimo Coutts and left him dangling on the
pointy end of my phalangist's pikes.
Ah! There's nothing like a good, bloodless fight with long pointy
sticks.