The Wednesday meetings are the main ones, but usually I'm occupied
elsewhere. This time I wasn't, and ended up playing a series of small
games. Images follow:
cc-by-sa on
everything.
We started with six-player
Tsuro, and not even
my copy for a change. Two players were killed off fairly quickly, and
then things slowed down a little; I ended up joint winner, the first
time I've seen that happen.
Next was a new one to me,
6 Nimmt!. I
realised how it worked just too late to avoid picking up a big
(negative) score on the first card, but it started to make sense after
that. It would reward card counting, which is a negative point for me
because I'm very bad at it, but with other players who are also bad at
it I'd be happy to play it again.
Another purely abstract game next,
Red 7. Another I
hadn't played before, which made it a bit embarrassing when I scored
enough in a single round to end the game, beating the player who was
one point off winning. It's a modified trick-taking game: you have to
play so that you have a better hand than anyone else, or drop out of
the round, but what constitutes "a better hand" can be changed by card
play. I very much enjoyed this, and will certainly be buying a copy.
We carried on with
Welcome to the Dungeon,
where I did distinctly less well than last time (in part because as
soon as one player passed everyone else tended to do the same, and it
tended to be the player to my left who passed first). Still good fun,
and one I may buy at some point.
My last game of the evening was several rounds of
Coup, which is
still one of my favourites. I have a strategy, which often works, but
I probably ought to change it around a bit to avoid getting
predictable.
Elsewhere, people were playing
Catacombs:
disc-flicking with real tactics!
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