Thursday 26 April 2012

CHIPPENHAM BOARDGAMES CLUB – 26/04/2012



1.       We were 10 players in attendance so we split into 2 groups of 5. On table 1 Kevin led a group on “CYCLADES”, a game about the construction of 2 cities on the island group of Cyclades. This is achieved by employing the favour of one of the 5 gods each turn to grant actions such as movement; building; hiring of priest and building temples; worship; and income. Each turn players bid for the god of their choice and carry out its favour. The game looked good and was well received and the eventual winner was Paul.
2.       On table 2 Mike led a group playing “PFEFFERSACKE”, a game about building branches in cities and towns and forging links between them with a view to gaining income and, in certain instances, Influence Points. IP’s can be gained in 3 ways, these being by a) completing the building of cities whereupon half the city’s value is awarded to the majority contributor. b) 2 points are awarded at game end for presence in each different region on the board. c) each 20 dinar at the end scores 1 IP. Briefly a player’s turn consists of placing a new City token on the board which enables the building of branches within it ranging from 2-7 and to open up new routes, then taking either income or placing new branches in a city, then receiving basic income, then founding new branches in adjacent town or cities where they have a viable link, and finally gaining IP’s when a city or cities are ‘completed’. The players have to balance the need to take sufficient income to afford later construction of links to other cities against the need to get enough branches built in a city for scoring purposes. Furthermore they need to expand their network so that they have presence in as many regions as possible, or maybe they could generate lots of income for game end conversion to IP’s. Each player has 2 tokens from the start which they can use during the game to double the outcome of any action they take, i.e. double income or placing 2 branches in one turn. Donna built up an early lead with Roger closeby. Jon then used his double tokens effectively to gain presence in several cities which gave him the chance to  earn good income. Mike was spreading his links over the board hoping to be present in more regions than the other players. Kelly concentrated her efforts in one particular corner of the board. Donna completed 3 cities in one turn to burst away but she was almost caught near the end when Mike did likewise and scored for his regional presence and lots of cash for IP’s. However Donna had sufficient cash reserves to maintain her lead.
3.       On Table 1 Freya and Lucy left but Richard arrived so 4 players played “CARCASONNE”, which has been reviewed before. The winner was Kevin.
4.       Table 2 saw 5 players playing “MONTGOLFIERE”, the ballooning game which was reviewed on 19/01/2012 so see details there. Donna was the leader after round 1 but Jon made a strong recovery in round 2 but Donna still held a healthy lead. In the final round Donna was picked on and therefore Jon was able to go storming through to win whilst the others were close behind Donna. Final scores were Jon 33; Donna 30, Mike 29; Roger 28; Kelly 27. A good laugh, enjoyed by all .!!

Games played and Winners were:
Cyclades – Paul Bulpin;
Pfeffersäcke =Donna Harris;
Carcassonne – Kevin Ward;
Montgolfiere – Jon Bradford.

Thursday 19 April 2012

CHIPPENHAM BOARDGAMES CLUB – 19/04/2012



1.       With the return of 3 of our members from the games convention called Baycon we were up to 11 players so we split into 3 tables. From the 6 games player only 1 had been played in the club before. On table 1 Mike led a 4-player game of “RAUB RITTER”, a tile-laying game in which players have a set of 24 identical tiles depicting Strongholds, Villages, Cities, Plains, Mountains and Lakes, together with a series of 30 counters in their colour to depict knights. The tiles are sorted by the letter on the reverse and shuffled to form a deck form which they will select the top 2 and play one of those to the table adding it to tiles already placed to form the ‘land’. The overall size of the land in a 4-player game cannot exceed a 10 x 10 grid but whilst this is being constructed players can place any tile wherever they wish, sometimes to gain control of areas or as a defensive measure. If a player places one of their Strongholds they can add a pile of up to 5 knights to this tile and then expand onto adjacent tiles but in one movement in a straight line. They must leave at least 1 knight in each tile depicting the plains, 2 in those depicting forests, and 3 in the mountains. This gives them temporary control of those tiles but other players can introduce their tile in such a place that enables them add knights to take over control of the tiles just gained. This pattern continues, with control of various tiles constantly changing hands until all the tiles have been placed, at which point the game ends and the top counter of each tile counts for the players score. Mike took the early lead with Jon also looking strong. Roger had a lesser presence and Freya was waiting to pounce. Jon then placed his tiles cleverly to take some of Roger’s tiles. Meanwhile Freya was starting to make inroads as the board reached its maximum size and looked certain to win as Mike’s holding diminished and he had no counters left to place. Roger held the final 3 counters but placed his penultimate tile 1 turn too early and missed a chance to score points on the very last turn. Final scores were very close, these being Mike 24, Jon 22; Freya 22; Roger 21.
2.       On table 2 Tony introduced 3 players to the game of “HOMESTEADERS”, a game of just 10 turns in which players bid money for the tiles on offer at auction. The tiles depict various buildings which will build their own homestead into the most valuable at game end, and some offer VP’s or discounts or extra actions. Some of tiles produce commodities like wood, iron or gold and these can be used later on to buy or sell at the Trading Post. To buy tiles in later phases they will need these commodities as an entry condition. Players can always take out loans of 2 dollars each to pay for their auctions but these cost 5 dollars each to repay at the end. If they cannot repay them all they will have to give up a certain number of VP’s, so not always a good idea. As play progresses certain types of tiles are removed from the display to be replaced by better ones, depicting the way the Wild West towns built up. A very balanced game in which you cannot always do what you want. With his knowledge of the game it was no surprise that Tony won but the other 3 players all enjoyed the experience.
3.       On Table 3 Kevin introduced Jerry and Jeremy to the popular game “AGRICOLA”, making its debut in the club. In this game players are dealt a hand of cards from which they will choose what type of farmer they will be, be it livestock, crops, or a combination of both. They each have an individual board showing a large pasture and onto which they place their starting 2 homes and 2 people. The resources board is populated at the start of each turn with items such as Wood, Clay, Stone, Cattle, Sheep, Wild Boar, Food, Grain, and Vegetables. In addition on this board are shown actions that the players can choose, such as Population Growth, House Building, Home Improvement, Minor and Major Improvements, Plough Fields, Build Fences. In turn order players will place one if their people counters on a square of their choice, taking either Resources on that square. i.e. 3 Wood, or an Action. The actions are then carried out and a new turn commenced. At certain points a harvest is declared and players receive the produce from their sown fields, if they have them. Players will construct extra houses and increase their population to give them more workers. However these workers have to be fed and the player must have an adequate food supply to do so. To achieve this a tactic might be to perform the major Improvement of building a Clay Oven, obtaining some grain and then choosing the ‘Bake Bread’ action, always providing of course that no other player has already chosen it !! Those who collect Wood might choose the Build Fences action to turn their pasture into fields, into which they will later put livestock and breed with them to feed their people. The cards give many other occupations which add value to the players turn so they are constantly evaluating what is the best course of action and this is what gives the game its flavour. At game end players will score points for the number of various items they have accumulated, like Vegetables, Grain, Cattle, Sheep, Livestock etc. If they have none of a particular ‘commodity’ they will lose VPs. They will gain points for the number of people they have, the number of fields they have constructed or ploughed but lose points for unused Pasture spaces. All 3 Farms had a different constitution but in the final reckoning Jeremy turned out to be the most successful farmer.
4.       Table 4 saw 4 players engaged in “GIGANTEN DER LUFTE”, a game which depicts factories vying to build airships with a view to eventually being able to help in the constriction of the Hindenberg. Each player has an individual board with spaces for 6 types of employee, who each give different attributes in the form of dice. Each player in turn uses the number of dice currently at their disposal and roll various combinations of white, red and black dice to try and gain a card on the main board display. If successful they place the card on their board for later use. If unsuccessful they receive a compensation chip for later use, which adds 1 to the total of a dice roll. Certain cards depict VP symbols as well as dice, or some other icon such as “add 1 to a red dice” or “a black dice is a virtual value of 7”. As the players factories improve their technology the higher value cards can be rolled for and this accelerates towards the game end. Once one player has built their own airship then all players have the chance to build one of the 4 components of the Hindenberg which yield bigger rewards but is harder to achieve. Jon, Roger and Mike all gained employees to improve their factories whilst Freya concentrated her efforts on gaining cards with VP’s on them. Jon was the first build part of the Hindenberg but just like the other players his dice throws always seemed to come up just 1 point short of gaining the card he chose. The game was eventually ended when someone took the last airship card and we reckoned up the scores as Mike 8; Jon 8; Roger 9 and Freya a massive 22 points for an easy victory.!!
5.       Table 2 saw 4 players paying “CARPE ASTRA”, a space game about which your correspondent knows nothing so the following notes are taken from BGG. 10,000 years in the future, humanity has claimed the stars. But all is not well. The Emperor is weak, and without strong guidance, the Empire is crumbling. Powerful guilds within the empire are squabbling, positioning themselves for their own gain. If the Empire is to survive, it needs a strong leader - that means you! You must build a power base throughout the Empire by connecting with important guilds: the military, traders, priests, engineers, expansionists, and politicians and then claim the throne. Time is running out, though; others also struggle for the throne. You must form a network of support with powerful guilds and slander your opponents. Each connection gains the support of some guilds, and at the end of the game the player with the most support grasps the Galactic Throne. Paul described the game as being very tight on money and the end result portrayed a close game with the final scores being Tony 11; Paul 10; Alister 9; Rob 7 points.
6.       Table 1 saw 3 players engaged in a game of “SURVIVE”, in which players place their people on an island consisting of tiles portraying beach, forests and mountains. The premise of the game is that the island will sink piece by piece into the sea, depositing the players pieces, so they have to try and escape to one of the 4 adjacent islands by getting into boats and rowing there or jumping into the sea and swimming there. However this is not straightforward as there are Sea Serpents, Sharks and Whales guarding the islands and they will attack the players pieces. A typical turn consists of a player using 3 action points to move their pieces on the island, either from tile to tile or getting into a boat or jumping into the sea and swimming for it. When this is done they select a tile at random from the island and expose it. These are chosen in a strict sequence i.e. beach tiles, then forest tiles, then mountain tiles. The exposed tiles either contain an action that takes place immediately, such as Sharks move 2 spaces, or they can be used at the start of the players next turn. Some times the player can choose a tile on which other players pieces are placed and they are dumped into the sea, at the mercy of the attackers !! If attacks take place the pieces are removed from the game, hence the title of Survive. Kevin suffered multiple losses throughout but after an early couple of losses Mike was able to get several pieces in a boat, move a Sea Serpent out of the way and land them on an island. Kevin and Roger tried to work together to get their pieces remaining on an ever-shrinking island onto boats and off to safety but Mike drew a tile which sent the Whales chasing after them to upturn their boat and thwart their plans and this gave Mike the victory with 22 points to Roger’s 12 and Kevin’s 2.
7.       The final group of 3 played “DOMAINE” which was reviewed on 02/02/2012 so see review for that date. In yet another close finish Jon turned out to be the winner.

Games played and Winners were:
Raub Ritter – Mike Oakes;
Homesteaders – Tony Simons
Agricola – Jeremy Hurault;
Giganten der Lufte – Freya Freestone;
Carpe Astra – Tony Simons;
Survive – Mike Oakes;
Domaine – Jon Bradford.

Thursday 5 April 2012

CHIPPENHAM BOARDGAMES CLUB – 05/04/2012



1.       In spite of the impending Easter break we had 8 players in attendance. On table 1 3 players played the ever-popular “INCAN GOLD” as a filler awaiting Roger’s arrival. The winner was Paul.
2.       On table 2 Mike introduced Jerry and Poppy to the abstract game “MENSA” by Reiner Knizia. From a choice of 6 tiles placed on their rack, and hidden from the other players, the game involves placing tiles which consist of 2 joined hexagons, each of which contain one of the 6 colours in the game. Players score points in the colour for each adjacent tile that matches ones already on the board and mark their progress on their individual player board and replenish their rack back up to 6 tiles. Being a Knizia game the twist is in the scoring, for as they progress along their board in the 6 colours a players score is the lowest valued colour at any one time. Therefore it’s no good rushing ahead on 5 of the colours and ignoring one colour languishing on say square 2, for 2 will be your score. Players try to set up good scoring opportunities, sometime in 2 colours at once to keep their scoreboards moving, but other players often thwart their plans. Mike was struggling to pick any yellow tiles early on so the 2 Jabelmans thought they had the game won, with Jerry making steady even progress and looking the likely winner. However Mike eventually got the tiles he wanted and in a late surge his yellow marker moved rapidly up his board to gain victory with 12 points. Jerry had 10 and Poppy 9 points.
3.       Table 2 then played “MOSAIX” so that Zak could join in. The game was reviewed on 08/03/2012 so see detail there. Mike was playing the game for only the second time and he struggled to place the dice combination effectively in the early stages. He improved near the end and it looked like a tie between Mike and Jerry until we examined Zak’s score and found that he had sneaked a win. Final scores were Zak 104; Mike 93; Jerry 93, Poppy 73.
4.       Table 1 saw 4 players engaged in “ENDEAVOUR”, which was played on 08/12/2011, so see detailed review there.  Paul was favourite to win again as he knows the game well but Rob managed to gain victory by just 1 point !!.
5.       With Zak departed Mike introduced Jerry and Poppy to “BIG BAND”, a game that had been in his loft for some time and never played. It is a set collecting game in which players are trying to assemble the best band of musicians. The card deck contains musicians and event cards and these are placed face down on the board, a street map of New Orleans, and collected one per round by the players moving around the grid and picking up a card. Some event cards have to be played immediately, whilst others can be kept for subsequent play. Each musician card belongs to 1 of the 5 categories in the game and has a value for scoring purposes. However, being musicians, they have ‘temperamental’ attributes shown on the card and sometimes they won’t play with other certain musicians, or insist on being the ‘star’ so won’t play in a band in which they are not the highest scoring member. Some musicians improve their value when teamed with others so there is a bit of variety in them. After 8 rounds of collecting there is a bargaining phase each round where players can trade cards with each other…maybe seeking that missing Tuba player, or getting rid of a surfeit of drummers.  To score at game end a band must contain at least 1 member of the 5 categories but can have multiple musicians if they are compatible. The value of the highest scoring band will be the winner. We found the collecting mechanism to be uninteresting and the bargaining phase was frustrating, as once players knew you were trying to get rid of a ‘bum’ card they would not trade with you. When they drew a new musician players had to constantly re-evaluate their band set up so there was a lot of analysis. Maybe the game would be different with more players but unlikely, so it will not to be brought along to the club again. For the record the winner was Poppy with 916 points, Mike was on 904 with Jerry on 680, but he had the troublesome Black Kathy Barnes in his band and she reduced the scoring of all males by 50%.  Without her in the set up Jerry would have won.
6.       We split into 2 groups of 3 to finish our session. On table 1 we played a speed version of “OREGON”, which was most enjoyable and always close. Mike thought he had finally done enough to win a game of this but with a last-move building of a Church, Kevin moved closer and his Gold counters enabled him to pass Mike, with Rob in third place.
7.       Table 2 saw 3 players engaged in a game of “CARGO NOIR”, which was played on 08/12/2011 so see review for that date for details. In a close finish Paul secured the victory by just 5 points.

Games played and Winners were:
Incan Gold – Paul Bulpin;
Mensa – Mike Oakes;
Mosaix – Zak Jabelman;
Endeavour – Rob Piesse;
Big Band – Poppy Jabelman;
Oregon – Kevin Ward;
Cargo Noir – Paul Bulpin.