Back to ACWest–now moved out of the Ramada and into the Telford
International Centre down the road. With images;
cc-by-sa on
everything.
We were sharing the event with "English Gymnastics". I think the
security staff did a very good job of keeping straight faces as they
found it blindingly obvious who coming in should go to which event…
Friday
We started with what's rapidly become my standard filler game, Sea
Salt &
Paper.
(I showed this off to two people this weekend, both of whom
immediately bought copies.)
On to my Essen-purchased copy of Rock Hard:
1977,
still great fun on my second play. We did a bit more with the
after-hours hangouts this time, and all of us broke 50 points by the
end of the game.
Then
Imperium:
I log all my plays of this as Horizons now, but actually this was
using a friend's copy of Classics and Legends, with commons cards
from the latter. Note the Great Beetle that devours the world every
Solstice, only to see it reborn.
New Essen purchase
Landmarks, and
each of us had a go at clue-giving. Turns out it's Quite Hard on a
first try.
And then Deadly
Dowagers,
another recent acquisition that's become a favourite. (I've mostly so
far played with two; with three it was much harder to plan what I was
going to do.)
To finish the evening, several matches of Kabuto
Sumo, which
seems at its best with three: where 2 and 4 player games can get long
because there's basically a single axis of attack and everyone goes
back and forth, with three it's all a bit more unbalanced.
Saturday
Knowing it was likely to be a long game, we started the day with Xia:
Legends of a Drift
System,
and acquired a new player just as we were starting. (New rule: maximum
5 players, but each new or slow player counts as 2 for this purpose.)
I did all right, but another player managed to score the winning fame
point with a roll of 20 just as they were about to score it from
something else anyway. Style.
On to more Sea Salt &
Paper,
with four players, and then
Tinderblox
Sunset.
We moved over to the other site—we had the convention centre rooms in
the day, but the hotel in the evening—and tried Letter
Jam, one that
I haven't played for a while and had to re-learn from the not entirely
clear manual. (I've now added one of my own to Roger's
Rules). I'm sure I used to be vaguely
competent at this, too.
Then four-player
Imperium
which I fear dragged a bit for the new player. I played the Arthurians
again, having done profoundly badly with them at Stabcon, and managed
to pull off a win by concentrating on their own internal mini-game and
nearly ignoring the commons.
Finally this month's challenge of
Sentinels of the Multiverse: Definitive
Edition:
Ra, Nightmist and Wraith versus Apex in Freedom Tower. We started by
knocking down the subordinate werewolves, but after a couple of rounds
switched to whaling on Apex himself, which worked rather better.
Sunday
Having been a bit disappointed with the 2-player
Gladius at
Tabletop Scotland, we tried it again at three, and had much more fun.
All right, there isn't a huge amount of depth, but it's good chaotic
fun, especially when Dave comes out.
Then on to
Illimat, first
outing of my new rulebook, which seemed to work well. The "groups" and
"stacks" terminology used on BGG really does make sense of the
Stockpile rule at long last.
Sea Salt &
Paper,
the first game ever played with one of the newly-purchased copies.
Things were going quite well, though I was in last place when a round
ended and the player went for a Last Chance… upon which I drew a
mermaid to add to the three I already had, causing an instant win.
Finally before the drive home, Coldwater
Crown,
which we'd played a few days ago when very tired. This time we made a
bit more sense of it.