Thanks to Manuel, the group has survived the loss of its coffee-bar
venue; we met at his home. I played six different games, and enjoyed
them all in different ways.
We started off lightly with a couple of rounds of
Polterfass. A
dice-style game (though it actually uses small beer barrels, that can
land on either end or on their sides), each round has three phases: an
initial roll, a wager from everyone except the leader for the round,
and continued rolling (or not) for the leader. A failure to work out
sensible strategies left me trailing here, but I'd play it again
though I shan't be rushing out to buy it.
Next was
Augustus, a
bingo-like game with a Roman theme. You have visible objective cards
(senators or provinces of the Empire), and as someone draws discs from
the bag you put your (limited supply of) legionaries onto the relevant
spaces on the cards. The other players do the same thing with the same
discs at the same time, until someone completes an objective. Some of
them just get you points; others give you extra legionaries, let you
assign some of your existing stock, nobble other players, and so on. I
did moderately, being honourably "in the pack" with the winner far
ahead; I put too much effort into objectives that would get me more
objectives, rather than ones that would score me bonus points. I'd
definitely like to play this again, and might well buy it if I see it
second-hand.
We moved on to The Resistance:
Avalon,
with 7 players and Merlin, Morgana and Percival. After a false start,
this went quite well, though the loyal knights (rebel team) managed to
do a solid job of ignoring the spies' flimflam and pulled out a
victory on mission 4. I'd love to play this more at sessions at my
place, but the minimum of five players is tricky.
Saboteur was a
logical progression: players are dwarven miners who are trying to get
to a lump of gold somewhere inside a mountain by playing cards
representing the tunnels they dig. Some of them are saboteurs who want
to prevent this, by sending the tunnel off in the wrong direction or
by sabotaging the good guys' equipment, but unlike the Resistance game
family they don't know each other. I didn't do particularly well at
this, but did enjoy learning and playing it.
Since we were now up to nine, the group split, and I plumped for
Galaxy
Trucker.
I've been wondering about this for a while: in effect, it's a
tile-matching game with a protracted scoring phase. You fill your
spaceship template with component tiles, trying to get the various
connectors to match up so that they don't fall off, under time
pressure. Once that's done, everyone's ships are put up against a deck
of random space hazards (the same for each player), which will knock
off various bits, but may occasionally end up being useful. You're
then paid for the freight you've picked up and various other things,
assuming you made it all the way through. With two novices (including
me) we didn't get off to a good start, both of us falling out at the
first card since our thrusters hadn't been gaffer-taped on firmly
enough. The second round was more successful, and in the third I
romped home mostly by having more cargo holds and batteries than
anyone else. Not perhaps a very deep game, but enjoyable.
We finished off the evening with Flash
Point,
my current favourite cooperative game. With three players we managed a
fairly effective zone defence with CAFS, Generalist and Imaging Tech,
and got out our requisite seven victims with something like six damage
cubes to spare. This is a game that usually seems to come out either
very well or very badly; this time it was well.
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