This long-running games convention had another instance at the start
of January. With images;
cc-by-sa on
everything.
After a very busy Christmas and New Year, I didn't really feel I
had time to get a demo scenario printed and ready to run again, and
the one RPG session I might have felt like playing in filled up
quickly, so I ended up just boardgaming this time.
Friday
The bar had an actual brown ale!
Briefly. They ran out before I could get a second pint, and while
rumour had it they were re-stocking on Saturday I didn't get a sniff
of it. Oh well, what I had was rather lovely.
First game of the evening was
Aeon's End.
This is one that's new to most gamers I meet in the UK (even though it
was released at Essen 2016, it doesn't seem to have made much of an
impact) and I find myself evangelising quite a bit: it tweaks standard
deckbuilding conventions in a way I find interesting. We had a tough
fight and felt we were probably within a turn or two of winning, had
we survived.
Colony next,
where one player got ahead by five points in one turn to win.
Among the Stars,
using racial powers this time as I felt reasonably comfortable with
them.
And finally
6 Nimmt!, by which
point I was starting to fade and playing fairly badly. Time for sleep.
Saturday
I started Saturday with an unpublished prototype, The Battle of
Bury. Black puddings have got loose and are infesting the town, and
teams of volunteers have to go out and kill or capture them before the
military takes steps to prevent the contagion from spreading. It's a
system with some interesting quirks, but definitely enjoyable to play,
even if I didn't get the local in-jokes.
Colt Express,
in which as usual I was too busy to take photographs. Four bandits
plus me as the Marshal… and I won!
Not played by me: a very shiny edition of
Between Two Cities.
And Scythe with
the new airships module.
I played
Death over the Kingdom
next, which was suitably chaotic with five (though I think the King
too often makes the first of the three rounds pointless).
Then
The Captain is Dead,
in which once more I drew orange, picked the Chief Engineer, and saved
the day. (Well, the rest of the crew may have helped a bit.)
A game of
Flash Point
with the new
Tragic Events
– the first time I've had a chance to play with my own set. Memo to
self: I need to make two more POI markers, because there can be up to
five on the board at a time now. And we won!
One I haven't played for years,
Family Business,
in which to everyone's amazement I actually had the last mobster
standing. (Not least amazed: me.) I still reckon he popped out to the
deli for five minutes and when he got back everyone else had killed
each other.
Finally in this series,
Mag-Blast!,
which took a bit of getting used to, but which again I won. A very
strange game, with (in this edition) John Kovalic artwork matched with
a relatively dry Christian Petersen design. Maybe a bit long for what
you do.
Last for the night, a very well-organised game of
Mysterium with
Secrets & Lies.
Applause to Ghost Doug for getting the atmosphere right – even if I
was the only player not to get the final challenge.
Sunday
I began Sunday with a solo
Magic Maze
run, to see how well that would work. Answer: very. But if I play it
solo, will I get good enough at it that I can't play it with other
people any more?
I tried
Red Flags, in
which you're trying to choose two things about a potential date who
appeals to the judge player, and sabotaging everyone else's attempts
with a bad thing. Insofar as there's a game here, it's working out
what each player considers most important. Quite fun but I wouldn't
buy it.
Those players were interested in
Colt Express,
so I set that up – and won again as the Marshal. I think my new
player briefing ought to include a list of things the Marshal may be
trying to achieve, so that players can try to stop them from
happening.
Not being played by me:
Cosmic Encounter
in the traditional just-before-endgame state. One more point wins… for
anybody.
I showed off
Aeon's End
again, this time to some very experienced deckbuilder players who were
interested to see how it varied from the usual approach (less
randomness thanks to the unshuffled discard, but the random turn order
prevents it from turning into a pure optimisation puzzle). We still
lost, but had a great time doing it.
And then into the car and home on a cold dry night.
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