1.
Table 1 played another game of “WITCH TRIAL”, a card game which was introduced last week. There
was much jostling at the start but after a build-up of court fees Allister
swooped in to pick up the big prize and get the win.
2. On Table Mike introduced 3 other
players to “MYKERINOS”, a game about
prospecting a land for control which will then appeal to certain patrons in the
game. These patrons will be used in subsequent rounds to enhance movements and
to provide valuable end-scoring opportunities. Players have a certain number of
cubes allocated to them each turn and they use these to place upon a region on
the board with a view to gaining control of certain parcels of land when
everyone has passed in that round. There are specific rules about placing but
these can be enhanced by using the powers of the patrons a player controls. Each
region is scored and the victor gets to chose one of two options, these being to
place cubes in the Museum for game end scoring or to grab one parcel of land,
which comes with another patron’s favour. The second highest gets the second
parcel or places a cube in the museum. If there are any parcels left to
allocate the 3rd and 4th place in the region will get
them. Players score interim points if these are shown on the parcels of land
they collect but the real scoring occurs at game end after 4 rounds. Players
score 5 points if they have managed to attract a complete set of 5 different
patrons ; if they have second complete
set they score again. The cubes in the museum will be placed in a room valued
any one of 2, 3 or 5 points, and the players calculate a score by multiplying
the value of the highest value times the number of cards they have for that
patron. This is added to their current score. Tony did well in the latter type
of scoring, by having cubes in room 5 for several patrons and having 3 cards
for that patron, scoring 15 points for each one. He romped away with the win
scoring over 50 points whilst Mike was second with 30-odd and Geoff and Roger
trailing behind. The message seems to be “get cubes in the museum”.
3.
Table 1
played “CHAOS IN THE OLD WORLD”, a
game of mystical powers of various gods. Each god’s distinctive powers and
legion of followers grant you unique strengths and diabolical abilities with
which to corrupt and enslave the Old World. Players are trying to seek
domination by corruption and conquest, but they must vie not only against each
other, but also against the desperate denizens of the Old World who fight to
banish you back to the maelstrom of the Realm of Chaos. Every turn you corrupt
the landscape, dominating its inhabitants, and battle with the depraved
followers of rival gods. Each god has a unique deck of gifts and abilities, and
can upgrade their followers into deadly foes. Definitely a game for lovers of
this sort of thing and Luke started very strongly, mainly at the expense of Paul.
Everyone closed up towards the end but a strong finish in the last round enable
Luke to grab the win.
4. Back on Table 2 Mike introduced some of the players to “DAS AMULETT”, a game about collected
jewels in 7 different colours to build your own amulet and the first to do
so is the winner. At the start the jewels are placed randomly in various
regions on the board, each region being a different type of terrain and
requiring different types of Metal Cards with which to win the auction for the
jewels contained within it. Players acquire Spell Cards in an auction each turn
and they use their powers at appropriate times to collect more Metal Cards, or
gain a discount off a bid at the auctions and many other varied things. The
clever mechanism is that the numbers of Energy Stones used in the winning bid
are placed upon the Spell Card. Each spell uses up energy at different rates so
at the end of each turn players must spend the appropriate number of energy
stones. Once the stones are exhausted the Spell Card is returned to the table.
To gain jewels the active player select a counter at random which indicates how
many regions will be visited in a round.
The winner of each auction in a region takes the jewel of their choice
and then moves to an adjacent region where another auction takes place. This
continues until the requisite number of regions has been visited. Play
continues in this fashion until one player is able to claim victory. Chris took
an early lead by winning a region and using his spell to take both
jewels in the region. He repeated this until his spell expired. Allister also
had a good start by winning in a region with a Pyramid, and his spell enabled
him to take both jewels as well. Mike and Roger had spells which enabled them
to make other players spell lose energy stones more quickly and they used those
to slow Chris and Allister down. Tony and Geoff started to gain jewels too and
then Mike used his spell that gave him better powers in regions adjacent to the
Great Wall to gain jewels. Towards the end of the game 5 of the 6 players had 5
jewels and 1 had 4 jewels so it was anybodies game to win if they could get the
right cards for the right region. By cleverly moving jewels around such that
the ones he wanted were in adjacent regions to the current action Chris found
himself winning an auction to secure the 7th jewel and complete his
amulet.
Games played and Winners
were:
Witch
Trial Allister Gittins;
Mykerionos
Tony Simons;
Chaos
in the Old World Luke Williams;
Das
Amulett Chris Cook.
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