Thursday 14 October 2010

CHIPPENHAM BOARDGAMES CLUB - 14/10/2010



1.       With 7 players in total, we split into 2 groups.  On table 1 a group of 4 players played “WALLENSTEIN” at Alistair’s request. This game is a conflict game which is played in a total of 8 rounds, the rounds representing 2 years, each of 4 seasons. Each round  the players secretly place their 10 action cards face down on their personal display for subsequent execution. In a clever bit of design these cards are multi-purpose, as they can be used to gain income, construct buildings, grow wheat or increase military strength. Once players have completed this task the control deck is shuffled and each action numbered 1-10 is performed in turn. The player’s action cards for the round are taken into consideration and resolved. This means that players build houses, palaces etc and gain influence in certain regions, they build up military strength for later conflict to seize control, they get money to buy things, or they store wheat to feed their people at the end of the turn.  One of the unique features of the game is the way of settling conflict. The game contains a tower with ledges inside it, into which the competing players throw their military units and the cubes which drop out into the tray at the bottom indicate the result of the battle. Some cubes ‘stick’ in the tower, whilst some left from previous conflict suddenly descend, which often leads to a surprising result. It’s tricky deciding in which turn to take money, or exercise conflict, and all the time as you expand your empire you need to have enough wheat to feed all your people! The scores for area control , most buildings in a region, most buildings of each type etc are taken at the end of each year, i.e. after round 4 and 8. Alistair chosen wisely and with just a little luck he scored a whopping 24 points in Year 1, which compared favourably with Roger’s 4 points, but the latter suffered badly in conflict. Alistair also won year 2 with a further 23 points, so he ran out a clear winner with 47 points, to Tony’s 35, Paul’s 22, and Roger’s demise continued and he finished with 8 points.
2.       Table 2 saw 3 players engaged in “WINDS OF PLUNDER”, a pirate game about sailing around the Caribbean and visiting ports to enhance your fearsome reputation. In doing so the players gain victory points and either increase their weaponry, increase their crew strength,   gain provisions or obtain a map of Buried Treasure (this is a pirate game after all). However the game resolves around the direction of the wind and in a clever system mechanic at the start of each turn the players secretly dial up on their compass which direction they want the wind to be for the next turn and ‘vote’ with a series of wind cubes. When all players have done this the result of the vote is declared and that is the wind direction applied. In this way some players may not get to go where they want, and can even be landlocked. Each player then sails to their next port and receives the appropriate resources for doing so. If they wish they can plunder other players resources! They then perform their choice of 3 Action Points to gain cards, or play cards, or gain extra wind cubes. The game plays in 9 rounds and the leading player shifts constantly throughout the game. Richard and Mike were running very close throughout until the final round when Richard gained a large number of points, sufficient to pass Mike and claim victory. Luke struggled at first after being landlocked twice , caught up in the middle game, only for Richard to scupper his recovery, the dastardly seadog!!
3.        Table 2 then played “METRIC MILE”, at Mike’s request, as he had turned a ‘pencil and paper game’ into a board game about the classic athletics distance. In the game players are dealt 2 famous athletes who all have different movement abilities,  depending upon which Running Mode they are in, and indications of stamina, and a like or dislike of leading the race. In current race running order the players choose the Running Mode each turn in reaction to their position in the race, and throw 4 dice, 2 of which determine how much stamina they expend that turn. The other 2 dice are added together and the result compared with their athlete’s table of movement for that mode. The player’s pieces are then moved around the track to indicate the status of the race. The game plays in 10 turns, with the 4 laps represented by turn 1, then turns 2&3, then turns 4,5 & 6, and finally lap 4 by turns 7,8,9 &10. Sprinting gives the athletes a much larger movement but can only be employed in Lap 4. If a player runs out of stamina they must consult the Tieing-up chart and they slow down dramatically. The winner is the athlete who advances furthest around the track. As he knew the game it wasn’t surprising that Mike won the first game but only by 2 spaces from Richard, with Luke a distant 3rd, but he had suffered some bad dice rolls. The players decided to have another race and Luke resolved to save his Irish athletes stamina for a Sprint finish and he was justified in this as he came storming through from the back to gain a memorable victory. The game can be played by up to 8 players and is a good simulation of the real thing as you have to constantly alter your decision depending upon race condition at the time of your go. Those with a lot of stamina might try ‘Forcing’ the pace to make the others play catch up but if they lose a lot of stamina in doing so they have to ‘Ease’ back to have enough left for the Sprint finish.
4.       Some players then left at 10.30 so the 4 remaining players played the card game “HATRICK” to end the session. The cards depict baseball caps in 3 colours Red, Blue and Green and the players want to win tricks such that they gain lots of cards in one colour, as these are positive points, but not in the other colours as each card counts as a negative point so they have to keep this in mind when playing a card to a trick. There was only time for 2 rounds so not a complete game but at the end of play Mike had scored 18 points to Alistair’s 12, with the other players a remote 3rd and 4th.

Games played and Winners were:
Wallenstein Alister Gittins;
Winds of Plunder Richard Piesse;
Metric Mile game 1 Mike Oakes;
Metric Mile game 2 Luke Williams;
Hattrick Mike Oakes.

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