Back to the Masonic Hall on a slightly too warm weekend (thus rather
better than the days before or afterwards).
Friday
was probably the hottest of the days, or perhaps I was over-tired
after the drive, but this evening felt like a bit of a slog at times.
(I blame myself, not my fellow players!)
We started with dnup,
definitely the game that's occupying my "take in a pocket to play with
non-gamers" slot now. It's quick to explain and quick to play.

On to Sea Salt & Paper
which I generally enjoy more, but to people who don't already play a
lot of different games there's a fair bit to learn before they can
start (pairs of cards and their effects, collectables and their
effects, and the starfish, sea horse and mermaids, and you have to be
able to keep track of what your hand will score; and optionally the
Extra Pepper conditions too).

Trio next, and I enjoy
this though I don't often get it out. I should try playing it more and
then decide whether I want to keep it.

Then Flip 7, perhaps not
at its best with three but still good fun.

On to some slightly longer games, starting with Xenon
Profiteer, in which as
usual I grabbed too many pipelines too early but still just about did
all right. (No photos here; I was definitely fading a bit and
concentrating on the game itself.)
Old favourite Project L
(various people wandered by to comment on my extra-large box with all
the crowdfunded extras and special storage trays).
Finally for the night, Skull
Queen, which I feel was
done a great disservice by its publisher which chose that title to
remind potential purchasers of the entirely unrelated game Skull
King. It's not that and you shouldn't think of it as that; but it's a
solid game in its own right.

Saturday
The day started with a long
Flash Point: Fire Rescue
experiment: with a 16-sided die, can we play a map with both attic and
basement add-on boards? Yes, it turned out (though the die seemed to
roll a lot of 16s and I eventually switched to a die roller on my
phone); and while we started with four firefighters, it was clear that
they'd never get much chance to do more than keep the fire suppressed,
so we added two more. It was a long game but I'll definitely keep this
in mind for future play with large groups.

On to Line of Fire: Burnt
Moon, a miniature version
of the Undaunted card-wargame. It's essentially a lane battler, with
very limited opportunities to act, and each side is both sending
robots in to fight and getting people to use their special abilities;
I suspect it would repay some dedicated play, and a clearer rulebook
would definitely help.

Another longer game next,
Earth, in which I ran
away with the animal-card objectives at the cost of almost everything
else, and ended up tying for the win. (I still haven't got the
expansion into play for this. I suspect a custom rulebook is in its
future too.)

Some racing next, with
Rush 'n' Crush. While I
appreciate the compact layout, the "cars" aren't half fiddly, not to
mention hard to tell apart from each other. I need either to find or
to 3d-print something better!

More racing, of a sort, with
Ticket Gagnant. While I
can see the inspiration from Wolfgang Kramer's series of games from
Tempo to Downforce, I find this more enjoyable, with the pure
chaos implicit in the "move one horse next to another" card. (Yes,
this makes it less predictable, but everyone's in the same boat.)

On to Nova Luna, which
is much more fun when played correctly. (Use my
pocketmod rules, they're much clearer
than the official ones!)

Finally some Zombie Dice
and off to bed.

Sunday
No board games today, but a very enjoyable session of the Space:
1999 RPG (a bit more to do in this scenario than the last one I
played), and then a drive home from a pleasantly cool Stockport to
30°C by the time I got back to Buckinghamshire.