Still at the larger venue in Maidenhead, and it felt about the same
size as last time rather than overflowing its space. With images;
cc-by-sa on
everything.
First game of the show for me was Portal: The Uncooperative Cake
Acquisition
Game,
an interesting puzzle on a moving board – which didn't feel much like
the problem-solving of the original computer game, but that would be
rather harder to implement in boardgame form. Short and sweet, but I
don't think I'd be in any hurry to play again.
By late morning, the main room was starting to fill up.
On to Potion
Explosion,
at which I used to be moderately good. But my opponent had been
getting in some practice, whereas the last time I played was, er, a
year and a half ago at the last Handy Cross iteration of this
convention, and he wiped the floor with me. Still fun, though I still
have trouble remembering how a particular special power works.
I got my revenge at
Onitama, my
first game with the Wind Spirit expansion. The recommendation is two
wind spirit cards in the set of five, but I think I'll also try it
with just one, and indeed sometimes opt to play the base game without
the wind spirit. I still very much enjoy this small chess-like game, and
I have an ongoing plan to design and 3d-print a small travel version.
(Hinges are what's stopping me.)
I got into a larger group, and played Camel
Up, not doing as
well as last time but still coming out reasonably. Not sure I'd buy
this, particularly as the cardboard pyramid seems quite unreliable as
the game gets used, but the gameplay is decent and I'll probably play
this on Tabletop Simulator.
Two-player Dice
Hospital
next, and I'm gradually getting better at this - still not as good as
people who play a lot of this sort of game, but I at least managed a
credible loss rather than a comprehensive one.
Back into a group of six, then seven, for a couple of games of
Just One, a
party game that works remarkably well. One player picks a card and
shows it to everyone else, but not to themselves; they pick a
number from one to five, which is one of the words on the card.
Everyone else then has to write down a single-word clue to the target
word; but if any two people have the same clue, they're both erased.
So the guesser sees only the clues that only one person thought of,
and has to try to guess the original word on that basis. It's a good
system; I'm not sure how long it would last if played frequently, but
I'd guess at least as long as Codenames.
The Herefordshire boardgamers had set up giant
Tsuro with carpet
tiles. It was a cut-down game (6×6 grid, and only two tiles in hand as
they were quite heavy), but silly and enjoyable even so.
We got Colt
Express out
of the library, and made it work with seven players (but no Marshal).
I should play this more often, especially given all the 3d-printed
loot I made for it.
Last game of the evening was Dice
Settlers,
in which the lady on the playmat has clearly found the good
mushrooms.
I could sort of see how it was working, but it was too far into the
abstract-Euro space in which I usually do very badly, and I did.
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