Thursday 7 June 2012

CHIPPENHAM BOARDGAMES CLUB – 07/06/2012



1.       With 9 players in attendance we split into 2 tables and played some longer games. Table 1 played  THUNDERSTONE ADVANCE”, the new game which was played last week. This time round Freya demonstrated her knowledge of the game by scoring a resounding victory with 40 points total, whilst the other 4 players scores were in the 20’s.
2.       Table 2 saw Jeremy leading a group of 4 in the game of “MACAO”, by Stefan Feld, who is a rising designer with many fine titles to his credit. The game is about acquiring various commodities from Macao and shipping them to the appropriate cities on the board that require them and gaining Prestige Points (PP’s) for doing so. When they select a district to pick up goods they place one of their markers on it and if they can link to adjacent districts they will score PPs at the game end. Players can also ‘buy’ PPs if they have sufficient gold coin to do so via a market conversion table that changes for each of the 12 rounds in the game. Another way to gain PP’s is via the action cards that a player can acquire. To do any of this requires a variable amount of small coloured cubes, which come in 6 colours and the way these are gained is achieved in a most ingenious way, which I will attempt to describe.   Each player has a ‘shipping wheel’ in their employ, which is made up of 7 segments, containing the dice symbols 1-6, plus one with a large red arrow, which indicates the Action section. As part of the turn one player throws the 6 coloured six-sided dice and each player then chooses to action 2 of these dice and place that number of coloured cubes against the appropriate numbered segment which is currently displayed, so you might choose a 3 Red and a 5 Green. You will be choosing colours that might enable you to ‘buy’ tiles in Macao or to action some of your cards in your tableau. When all players have done this the ‘shipping wheel’ is rotated one space so the Red Arrow now points to say the ‘1’ space, and those are the cubes the player has at their disposal this turn. So you can see that you have to plan ahead for the cubes you want in future turns when selecting which dice to action. In our example above the 3 Red will NOT be available for another 2 turns, the 5 green for 4 turns. Cubes that are available are used to gain commodities, if they match, to gain cards, to turn into Gold coin, to move your ship to the cities, to move your player marker further up the turn order, so plenty to think about. If you have no action cubes in the Red Arrow segment you are penalised -3 PP’s; the same applies if you have filled your tableau with 6 unactioned cards and therefore cannot place a new one. So in this way we tried to achieve our desired moves. Mike took an early lead by acquiring 5 Gold Coin which he converted into 8 PPs. The others concentrated on getting useful cards which linked together to build a useful ‘engine’ for later on. Paul then started to move up the PP track with the first delivery of commodities, plus he had actioned cards which granted him a bonus for a particular commodity type. Kevin and Mike battled to gain linked segments in the north of Macao, with Mike frustrated by going last in the Turn Order and the tile he wanted being snatched by Kevin. This all helped Jeremy who was building a nice portfolio of commodities in the south of Macao, which he eventually shipped and gained lots of PPs. All players apart from Mike saw their ‘engines’ come good in the latter stages, so they forged ahead leaving Mike behind. Jeremy and Paul tussled for the lead, with Kevin closing quickly but Jeremy had enough conditions met at game end to gain a clear victory, with the final scores being Jeremy 70; Paul 55; Kevin 46; Mike 35. The game took nearly 3 hours but all the players thoroughly enjoyed it and recommend it to other members.
3.       Table 1 reduced to 4 players so they played “DOMINION“, a club favourite, in which Roger won by a single point from Jerry.
4.       On Table 2 Kevin decided to leave as it was 10.15 so the 3 remaining players played “SORBEK”, a set-collecting card game with a neat scoring twist. From a large deck of cards several are placed along the banks of the Nile and in turn players can do one of the following. 1) take the first card into their hand; 2) take a card further along the Nile into their hand but place all the intervening cards into their ‘corruption pile’.  4) Lay down a set of at least 3 matching cards for round end scoring and select one of the bonus tiles for doing so. (see later) 4) Play a character card from their hand and action it. This sometimes involves stealing a card from another player, or taking more cards with out penalty or some other such event too numerous to mention here. When the deck is exhausted the round ends and scoring takes place as follows. All undeclared cards are added to the corruption pile. Then each declared set is scored as the number of scarabs on the cards times the number of cards in the set…say typically 3 x 5 for 15 points. Some of the Bonus tiles now get actioned. These can send a nominated player back along the scoring track to the next symbol matching where they currently stand. The opposite tile enables a player (usually themselves) to advance up the scoring track to a symbol  that matches where they are. Some add 2 to the number of cards in another player’s  corruption pile and this is where it gets nasty, as all the players add up their number of cards in the corruption pile and the player with the highest total has to move backwards on the scoring track. The number of points they scored that round is divided by 10 to get a result, i.e. 42 points = 4. They then move back past 4 of the yellow coloured sections on the track, these being set at 5 point intervals. So it pays not to put too many cards in your corruption pile. We only had time for 2 rounds and the final scores were Paul 68; Jeremy 55, Mike 45. A good little filler.

 Games played and Winners were:
Thunderstone Advance – Freya Freestone;
Macao  – Jeremy Hurault;
Dominion – Roger Skull;
Sorbek – Paul Bulpin.

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