Showing posts with label Chicago Express. Show all posts
Showing posts with label Chicago Express. Show all posts

Saturday, March 22, 2014

2014 Prezcon - Part 3

Time to wrap up this year's Prezcon coverage.  Saturday at Prezcon is always interesting tournament-wise...there's a few heats left, but mostly you're getting down to semi-finals and finals...so your day may be packed...or you may have lots of time for open gaming.  My day started by bringing my extra games down to register for the auction - or rather, the auction store.  I wasn't sure whether to register for the regular auction or the "store", but I didn't think I had anything that would start a big bidding war, so I just went with the store.  One of the games I put in was Kids of Catan, which is a beautiful game, but the mechanics are little more than roll and move, and my kids outgrew it a few years ago.  I was gratified to later in the ballroom to see that a young mother has purchased it, and was playing it with her young children. 

Picture courtesy of boardgamegeek.com
Game-wise, first up for me was a 9:00 heat of Chicago Express - I was eager to see if I could put to use any of the lessons I had learned the previous day.  For a little while, it looked like it would just be a two player game between myself and another fellow - but Mike Senzig Jr. walked up at the last minute and joined us.  Mike is an excellent player, particularly at these types of economic games.  In the end, Mike beat me by about $10 or so...although I did the same thing to the 3rd player that had
been done to me the day before - diverting the red train just before it reached Chicago.  We finished in about 45 minutes or so, and we started a 2nd game "just for fun", and to try out some different theories, but we didn't get to finish as we had to run to other things.  If I'd only been in a 2-player game, I likely would have won and reached the finals cheaply...but I'm not too upset, as I'm sure I would have been far outclassed there.

Next up was the semi-finals for Carcassone.  My luck didn't quite hold up this year, and finished 3rd out of 4 players, failing to make the finals.  Which wasn't too bad, as that saved me from the dilemma of playing while running Lords of Waterdeep

2 games during the 2nd heat
At 1:00 I had my 2nd heat of Lords of Waterdeep.  I didn't play in this round, but just kind of hung out and waited for questions (there weren't very many), and did some browsing at the vendors.  I had 6 games of 4 players in the 2nd heat, and all the games went fairly quick.  After the heat, I did a quick tally
to get 16 finalists - I had 11 individual winners, and took the closest 5 2nd place finishers for the semis.  This in theory would set me up with 4 4-player semis, from which the winners would advance to the finals. 

I had some time before the semis, so I wandered to open gaming, and Paul joined me for a game of 7 Wonders with a group.  Again, names are escaping me, but there was one young guy there with his father and his future father-in-law, and Mark Crescenzi joined us as well.  I hadn't played 7 Wonders in a while, and I'd forgotten how much I like it.  The expansions are nice, but a simple game of the basic game is still a lot of fun.  We also had time to get in a game of The Resistance, although we aborted halfway through when the traitors became obvious.

At the Waterdeep semis, I ended up short on players, as some folks elected to play in Ra.  That turned into a little bit of an issue on Saturday night, as I was conflicting with both Ra and later Stone Age, which appeal to the same type of players.  For the semis, I ended up with 11 players, so we played 2 4-player games and 1 3-player game.  I was in the 3-player game against John Gaebler (who I had narrowly beat in Heat 1) and Jonathan Bartholomew.  I drew the building lords, Larissa, and I did a decent job building buildings without raising suspicion, and scoring 2 25 point quests in the final turns, but John Gaebler got the lieutenant early on, and then just got his euro-engine running, finishing with 198 points.  In the other games, Mahmooda Sultana and Tim Gleeson won, with John Emery being the highest 2-place finisher.  Again, however, we were conflicting with the final for Stone Age, which Mahmooda was in.  She begged me to move the final later, but I was looking to avoid what happened last year, when the Waterdeep final went until midnight.  So I told her she had to choose - she went with Stone Age, which put Mike Crescenzi in the final.

After a quick bio-break, we got the final started.  I drifted in and out, just making sure there were no questions.  John Gaebler was in the lead heading into the final round, but in a stunning play, Mike Crescenzi managed to used intrigue cards and build a building which allowed him to collect 4
wizards over the course of the turn to complete the 25 point wizard quest, and emerge with the victory.  It was a very dramatic ending to the game.  Overall the Waterdeep tournament went well again this year - although we were down to 41 players from 60-something last year.  At this point though, I'm 99% sure I'm going to turn over the GMing duties to someone else.  I enjoy helping out the con, but GMing Waterdeep caused me to miss some other opportunities I would have liked to take advantage of. 

The final - from L to R, Tim Gleeson, John Gaebler, John Emery, Mike Crescenzi 
Next up was Saturday night gaming.  I found the rest of the gang downstairs playing Cash N Guns, and joined in for the 2nd round.  I'd seen this one played, but had yet to play it myself.  It's a quick fun social game, and I think distills the essence of Bang! down into something more steamlined.  After that, we played The Resistance, and then pulled out our old favorite Citadels.  I love Citadels, but 2:00 AM after 5 days of Prezcon may not have had me at my best....

Meeple City being terrorized
Sunday morning there were still heats of 7 Wonders and Settlers of Catan happening, but I headed to open gaming, hoping to get Santa's Workshop in front of Chris Kirkman and Darrell Louder.  I found Ben Rosset and Josh Tempkin down there, and looking at the game library, we chose to play Rampage.  I'd played a few times with my kids, but I'd been wanting to play with adults.  We had a blast, but Ben and I could not overcome Josh's sticky tongue (I'll leave it at that).  Brian joined us after that, and gave one of Josh's prototypes a try.  Entitled Lesser Evil at Unpub, he had rethemed it with a police motif, where you had to clean up the streets of your district in order to become the new commissioner.  The new name is completely escaping me...it might be Commissioner.  When I figure it out, I'll update the blog.  I very much liked the game, with a sort of dice-as-worker placement mechanic, as you tried to get rid of the "felonies" in front of you - and the use of cards to help you manipulate your dice.  However some actions may require you to increase the number of misdemeanors in your district, which, while not as bad as felonies, are still not good.  The objective is to be the player with the least amount of points in front of you by the end of the game.  I'd heard good things at Unpub about Lesser Evil, but I did hear complaints about lack of theme...Josh now has a theme...but I'm not 100% sure it's carried out that well yet...but he just has basic game pieces, I think some artwork on the various cards could help alleviate that quite a bit.  Mechanically, I very much liked it.

With threats of another snowstorm hitting the mid-Atlantic, that was about it for Prezcon 2014.  Overall, I had yet another great experience, though I think I learned a few lessons this year.  I was trying to stretch myself a bit thin.  I wanted to play in a bunch of tournaments of course, but I also enjoy the open gaming with our group.  The GMing cost me some opportunities to do some other things, and I was also trying to get Santa's Workshop in front of folks.  Unfortunately that only happened once, and I wasn't able to get it in front of Chris, Darrell and TC, but I did great feedback from the one play.  I don't know the attendance numbers, but it felt a bit down this year - I don't think they met their goal of 700.  I was very disappointed in the vendors this year - they seem to be getting fewer and fewer.  The most shocking thing may be that I only went home with 1 new game - Flash Point, which I picked up in the auction store.  In fact I actually made money on games this year, with my lot going for a little over $97 in the auction store.  There was also a bit of a stomach bug going around Prezcon this year - Mike Sr. fell prey to it on Wednesday, and Paul had a rough Sunday morning.  I understand a few people went the ER.  In the course of writing these blog entries, I will remind myself to once again try to remember to write peoples names down and take more pictures.  Next up is likely Historicon in the summer, and then WBC in August, but I look forward to next year's Prezcon.


Thursday, March 20, 2014

2014 Prezcon - Part 2

Let's see...where was I...oh, that's right...up way too late playing Game of Thrones.  Thursday morning I had to be up by 9:00 for my demo of Lords of Waterdeep.  I had a few people come by - 3 or 4 - not quite as many as showed up for the demo last year.  Waterdeep has been out for a year and a half now, and is quite popular...most euro enthusiasts have probably played it by now.

Picture courtesy of Boardgamegeek.com
After my demo, I headed straight for a heat of Pillars of the Earth, again being GM'd by my buddy Paul Owen.  I was in a 3 player game with Mark Beckman and another gentleman who's name escapes me.  I'm very much a novice at Pillars, and I know that Mark is an excellent euro game player, But I played a very good game...right until the last turn.  Truth be told, I thought the game was coming down to me or Mark, and I had discounted our 3rd player...and so did Mark.  In the penultimate turn, I used a pawn to take the first player for the last turn, setting myself up to hopefully take the glassblower...which would have given me a lot of points.  Unfortunately, the glass blower ended up on the board, vice in the area where he could be bought immediately.  As I drew pawns from the bag, I of course drew Mark's pawn first.  He hemmed and hawed, but ultimately decided to go for the defensive move of paying to get the glassblower (blocking me from getting it).  I drew about half the rest of the pawns before I realized, that as the player drawing the pawns, it had been my right to take one "mulligan" and redraw.  We discussed it at the table, if I could go back, and brought in Paul who ruled (correctly, IMO) that I had forgotten it...so tough luck.  In the end that likely cost me the game...but to my and Mark's surprise our 3rd opponent came out of nowhere to claim the victory.  Which is a lesson in never underestimating anyone.

At noon, I got in a heat of Carcassonne, and managed to win.  For whatever reason, I've been doing well at Carcassonne the last few years at Prezcon - 2nd overall 2 years ago, and 3rd last year.  With my win, I was on my way to the semi-finals again. Directly after that, I played in a heat of Stone Age, where I was promptly trounced by a Stone Age afficianado named Rodney.  I made the mistake of not collecting very many cards - I was in the lead, and then promptly got lapped when the card points were counted.

Picture courtesy of Boardgamegeek.com
Next up, at 3:00 was a heat of Chicago Express.  I'm not a huge fan of stock market type games...and despite it's train theme, that's really what Chicago Express is.  However, I find this game growing on me.  In fact, I like it more and more every time I play.  My heat didn't go so well - we had a 3 player game, one lady was brand new to the game...but the other fellow was clearly a veteran player.  I did learn a hard lesson, as I took 2 of the shares for the red railroad, he took the remaining 1 share, and just as I had the red railroad approaching Chicago, he veered it off in a different direction.  The veteran won by a significant amount.  I would also like to give kudos to Lee Sensabaugh, the GM -


who in my opinion is one of the friendliest GMs - or person, in general - at Prezcon. 

We had time late that afternoon to get our gang (Brian, Tom, myself, Paul and the Senzig clan) together in open gaming and get in a game of Viva Java. We had to cut short due to some pressing tournaments coming up, but I was likely on the way to victory, thanks to playing the "going rogue" card, and investing in other players brews.  Halfway through the game, we did have designer T.C. Petty III show up!

The South Island!
Next up was one of the highlights for me - my old favorite Conquest of Paradise, once again GM'd by designer Kevin McPartland.  This year, Kevin decided to mix it up by adding in almost all the optional rules, plus the expansion random event cards.  I was excited about this, as I was ready for things to be changed up a bit.  In my first game, as Raiatea, I discovered New Zealand early on - which, with the optional rules gave me both the north and south island.  However, the player playing Samoa used the random event of Fijian Raid to completely decimate his Tongan neighbor, paving the way for him to move in for the kill.  He was able to ride that to victory. 

Picture courtesy of Boardgamegeek.com
After Conquest, our "gang" got together for some late night gaming, bringing out Space Cadets: Dice Duel, and following with a favorite from last year, Bang!  Dice Duel was a blast, although I was surprised we didn't go more attention from others in the room.  It was somewhat awkward with uneven players, but we made it work.  With Bang!, I threw in one of the expansions, and that only served to confuse things - some of the cards were odd, and the new characters didn't seem that balanced - Mike Sr. had a guy that could hold 10 cards, for example.  The one drawback to Bang! is that it can drag a little long, and with player elimination, that can be no fun...in the end, we called it quits with Tom's sherriff and Mike Sr.'s outlaw in a virtual standoff.

The mornings always seem to come early at Prezcon, and Friday was no exception - even though the first thing on my docket was the 10:00 heat of Lords of Waterdeep.   I had about 20ish folks show up for the first heat, and I managed to play this year as well.  I was determined to keep it to 4 player games this year, and in my first heat I think I only had to go to 5 with one game.  I only had one group go long, but they were able to find me over at the 2nd heat of Conquest of Paradise

Friday afternoon and evening ended up being a Conquest of Paradise marathon.  In the 2nd heat, I was once again Raiatea.  In an interesting twist, New Zealand was discovered directly between Raiatea and Hiva.  The Hiva player and I decided on a truce - he would take the North Island, I would take the South.  I also made a run for sweet potatoes, though I was unsuccessful.  My memory is failing me here a little...as everything from that day is a bit jumbled together, but I did not win, and then Kevin had to decide on how to run the semis/final game. 

The final was scheduled at 4:00, but Kevin wanted to run 2 semis starting at 3:00, as he had 5 individual heat winners, and would fill in with 3 2nd place finishers - of which I was one.  In one moment that made me ornery, one young player that was a heat winner complained because that would conflict with a heat of Leaping Lemmings.  Kevin was hemming and hawing, especially since
not all the winners showed up.  The young fellow went so far as to get the tournament director, Justin, to come over and arbitrate (at which point Justin said "Kevin is one of our best GM's...whatever he decides goes").  In the end, Kevin ran the two semis, and I made it in. 

Picture courtesy of Boardgamegeek.com
In our semi, I was with Brian, and Steve Bondra, and another fellow.  I had a decent game, but again finished 2nd to Steve.  As it turns out, in the other semi, Steve Cameron ran away with the victory in such a dominating fashion that both I and Brian (our 3rd place finisher) made it to the finals.

The final game started out terribly for me.  I found no islands for the first 3 turns.  That was drawing various remarks of pity from the other players...and they were completely discounting me.  I should mention that I was Hiva, and Brian was playing Raiatea.  At one point he essentially offered me a small island as a way to appease me and stop military aggression.  It sort of worked, as I then went on a tear and found a bunch of islands in a row.  I also successfully discovered sweet potatoes.  I was gearing up to land colonists on 4 islands at once, for an 8 point jump, when Steve Bondra declared victory.  As Samoa, he found a bunch of islands and was able to isolate himself.  One more turn, and I think I would have been able to make a run at it - but isn't that always the way of things?  I was still able to squeak out a 3rd place finish.  In general, I liked playing with the advanced rules, though Malaria never came into play, and Sweet Potatoes are had to get to.  New Zealand factored in several of my games, and the random events change the strategy significantly, in my mind.  The rule is that the player in last place gets to draw and implement the random events - this leads to a tactic of intentionally lagging behind.  In the finals, I was drawing the majority of the time, but I never got any of the "super" cards.  Twice Steve Cameron managed to lag behind me, and he got two cards that would have helped me significantly.  Oh well...lesson learned for WBC....

After almost 8 hours of Conquest of Paradise, it was off to open gaming.  Some other familiar faces were showing up, including Ben Rosset, Nick Ferris and Josh Tempkin.  I got in a game of Coup with Ben, Nick and several other fellows, and managed to pull off the win.  Although I still don't think I caught Ben lying.  After that, Ben, Nick, Josh and Brian were gracious enough to give Santa's Workshop a try.  They only ended up getting through about half a game, but I got quite a bit of good feedback.  I loved Unpub, but with 3 game designers playing, I think I got more valuable feedback during that playtest than during Unpub.  This led to significant changes, which I will detail in an upcoming blog post.  After closing that up, Brian, Tom and I sat down with Ben to playtest his Homebrewers - the "prequel" to Brewcrafters.  I think Ben has another solid idea here, although it's certainly in a more "rough" stage than when I playtested either Brewcrafters or Brewcrafters:The Travel Card Game.  Combining dice rolling, negotiation, and card management, I look forward to playing the next iteration the next time I see Ben. 

Well that was enough for that night, and that's enough for this blog entry.  Next up in Part 3, I'll wrap up with Saturday and Sunday, and some overall thoughts about Prezcon 2014.




Friday, March 1, 2013

PREZCON - Part 2

Well, my original idea was to make it through my PREZCON summary in 2 posts or so.  But since the first day - and only a half day at that - took it's own rather lengthy post, that idea might be Down in Flames (which I didn't play).  So, what did day 2 have in store for me at Prezcon?  Let's find out...

Lords of Waterdeep

First thing on Thursday morning was my 9:00 demo of Lords of Waterdeep.  That's right, in my 5th year at Prezcon, I decided to take a turn at being a GM.  Justin Thompson had put out a call earlier in the year (or, last year, rather) for some new games at the 20th Prezcon.  My initial instinct was to volunteer to run Merchants and Marauders, the excellent pirate game from Z-Man games.  However, I could easily see games of M&M stretching to 3+ hours, and being new to the GM thing, I wasn't sure I wanted to give up that much of my own gaming time.  So I turned to another hot game that released last year, Lords of Waterdeep.  Even with inexperienced players, games should only last about 1.5 hours or so.  For those unfamiliar, the setting is the D&D Forgotten Realms city of Waterdeep.  You are one of the mysterious "Lords" of Waterdeep, and your job is to keep the city safe from various monsters, cults, and another shenanigans.  However, being too lordly to get your own hands dirty you hire adventurers (the stereotypical warrior, rogue, wizard and priest) to complete these quests for you.  Despite it's D&D theme, this is very much a Euro-style worker placement game, where you collect cubes, er, "adventurers" and money to meet a quest's requirements, and in turn score VPs for that.  You can also use the "Intrigue" cards to help yourself or hinder opponents, and you score end-game points based on who your lord is, and what type of quests you completed.

I was curious what kind of turnout I'd get for Waterdeep - I knew it was a fairly "hot" game last year, but the Prezcon crowd can tend to stick to old favorites.  My first indication was the turnout at the demo.  I had 5 players stay the whole time, and I talked them through about 3/4 of a game.  I had 3 - 5 other people stop by for various lengths of time and observe the action.  All the players at the demo seemed excited by the game, and I thought it was a success.  How'd the game do in the actual tournament heats...stay tuned to find out....

Pillars of the Earth


I wasn't the only one in my "group" that was a new GM this year.  Paul Owen was running Pillars of the Earth.  In fact, Paul was demoing next to me as I demo'd Waterdeep.  Paul was running his first heat promptly at 10:00, following the demo hour, and I joined in.  Pillars is based on the Ken Follet novel of the same name (which I've downloaded to my tablet, but have yet to read), and revolves around the construction of a cathedral in 13th century England.  Another euro worker placement type game, the novel mechanic in this game is that each players "master builders" are drawn randomly from a bag.  The first ones drawn have the opportunity to be placed - but at a cost.  You can choose to let them sit, and place them later for free.  I hadn't played since last year at Prezcon, and was rusty on the rules...and it showed.  I was able to get the metalworker early in the game which gave me points for just owning metal, but in the mid and late-game, I wasn't able to efficiently chain my craftsmen together to equal the points of the other players.  I don't really know what a good strategy for this game is...but I know I need to get it to the table more.  I will add that Pillars has one of the most beautiful boards I own, and you get to build a neat little cathedral during the game.

Carcassonne

At 1300 on Wednesday, I squeezed in another heat of Carcassonne.  I've never had a game of Caracassonne before where I didn't score any points during the game - they all came from end game scoring.  Note to other players...this isn't a wise "strategy"...I came in dead last....

Chicago Express

 I'd played Chicago Express 2 or 3 WBCs ago, and while I thought it was relatively interesting...I just never got back to it.  During the game, 4 different railways are build from the eastern seaboard, extending towards Chicago.  The players have the opportunity to buy stock in each of the railroads, which will pay out dividends at certain points.  So, you may find yourself working with one opponent to extend the blue train, and a different opponent to extend the yellow train.  First train to Chicago gets an extra dividend payout.  Paul gave us a quick recap before the heat, and during our practice game, I thought I was doing rather well.  Not so in the heat...where I ended up "teamed" almost exclusively with the woman to my left, and the 2 players across the table ended up with stock in the other two railroads.  In the end, my "partner" was able to manipulate the auction for the 5th railroad that joins the game, and I lost a lot cash bidding the initial stock high.  I ended up in 4th place.  I don't know that CE is a smash hit for me, but I'm definitely interested in playing it again.

Walnut Grove

Michelle Hymowitz had taught this quick little euro to Tom Snyder and I last year at Prezcon, and here she was running Walnut Grove as a tournament game this year.  This game is described as a "mashup" between Carcassonne and Agricola - and I see where that's coming from...but it is it's own unique game as well, I think.  A game lasts 8 rounds, where each player had to gather resources, improve their farm, and feed and heat their workers.  Each player starts with a basic farm board.  The Carcassonne comparison comes from the tile draw at the beginning of each round - you  draw so many tiles, and get to keep a certain amount, depending the disk that's turned up to mark the new round.  You want to fit these tiles to your existing farm in the most efficient way - like colors to like colors preferable.  There are yellow, green, blue, brown and gray "fields" in your farm.  Later you send your workers out to produce resources in those fields, and the larger continuous colors will provide more of those color cubes.  Later you have to feed (same color cubes as your farmers) and heat (brown cubes) all your workers - they may require more food or heat depending on the severity of the winter.  Meanwhile, you have another meeple that you move around in town, purchasing upgrades (more workers, more buildings, selling cubes for money, etc...).  You can always take "neighborly help", but there's the chance that, unless you pay that back, you'll end up with negative points at the end of the game.

Before the heat, I watched Michelle giving a once-over of the game to some new players.  I got teamed with them during the heat, and a 4th player, Jack, joined us and learned the game as we played.  In the end I pulled out a victory with 27 points.  I thought I had a good grasp of it, as Michelle was constantly coaching the other players while I did my own thing.  I very much like this game - it has the depth of choices of a good euro...but plays quick...with players that all know what they're doing, you can finish in less than an hour.

Conquest of Paradise

Five years ago, at my first Prezcon, I fell in love with the game Conquest of Paradise.   I had sat down because I saw the setup of a blank map of the South Pacific, which looked completely different from any other game I had seen...and quickly got my rear-end handed to me.  And then immediately went to the vendors and bought a copy of the game.  You know it's a good game if you get crushed at it, and immediately know that it's a must-have!

So what is it?  CoP is a game about the Polynesian expansion across the South Pacific circa 500 A.D.  There's a million games about medieval Europe, or WWII, or the Roman empire, or even, these days...about farming!  Name me one other game about Polynesian expansion in the South Pacific!  Well...as described above the game board is a (mostly) blank map of the South Pacific.  As one of up to 4 starting Polynesian tribes, you're quest is to spread your civilization across the seas.  Game play early on, is dominated by sending your exploration boat out "into the blue" to discover new islands.  By blind chit pull, you find out if each hex you enter is open ocean or contains an island.  If you've found an island, again by blind pull, you pull an island hex to place on the map...which you can keep hidden from the other players.  This can be a large island like Hawaii which can support up to 4 villages, or down to an atoll which can support no colony (but is worth 1/2 VP if you control it at games end).  As more and more islands are discovered, and the empires crowd in on each other, you may be forced to train war canoes and war bands to deal with those other pesky civilizations.  Additionally you can "buy" cards during the game, which can have various effects, including just bonus VPs, extending your canoe ranges, or effects in battle.

At Prezcon (and WBC, for that matter), the game's designer, Kevin McPartland runs the tournament.  These days he's focused on his newest game, Amateurs to Arms, but he's still running the CoP tournies.  In the first heat, I was pitted against Rob McKinney, stalwart KGB member (Kingstowne Gamers Board (?) ), a new gentleman to the game whose name escapes me, and rounding out our foursome, Kevin McPartland himself.  Now, I should mention, that after my inglorious introduction to the game 5 years ago, I've been on a bit of a streak.  In fact, I came into this Prezcon as the 3-time defending champion.  So, there was a little pressure to defend my title.  I randomly drew Samoa as my starting island...which is my favorite starting position.  Samoa and Tonga start with larger islands (capable of holding up to 4 villages), but are directly adjacent.  Hiva and Raitaea only have 3-village islands to start, but have more space between them and the other players.  I like Samoa not only for a larger start island, but Samoa has the easiest access to several pre-printed islands on the map, which for gameplay are considered already settled by other Polynesians...but are available to be conquered.  I think of it as an "out" if you are unlucky in your island discovery phase.

In this game I was anything but unlucky, as I discovered 3 islands within the 1st two turns, 2 of which were Hawaii and Tahiti, which hold 4 villages each.  The problem with the 4-village islands, though, is that they can be slow to build up, as you can only add one village each turn.  That, and as soon as you reveal them, you become a big target for the other players.  And that's what happened.  As we were building our empires, and I was forced to reveal my islands, I drew the attention of the other players - in particular Kevin.  He attacked me, and with some card play threw me off one of my islands, and cut my "canoe chain" to some further islands in my empire.  In the subsequent turn, we made a deal that he would leave if I wouldn't attack him, and we had to focus on another threat...the new player whose name I can remember (I'll call him "new guy" from here on out).  I was able to reconnect my canoe chain but it was going to take me a while to rebuild the burned out villages from Kevin's attack.  So I took the "out" and sent my warriors west to attack the NPC islands.  This worked and I was able to establish a presence in 2 new islands quickly.  That, and another turn building villages, and I declared victory.  Now, when you declare victory, you have to turn over your cards and reveal any hidden VPs.  Turns out that it was closer than I thought, with me only winning by 1/2 VP over "New Guy".  Whew...it was close, but with a victory I was assured of advancing to the semi-final...

Bang & The Resistance

With tournament gaming over for the day, our "group" - me, Tom Snyder, Brian Greer, Paul Owen, Glenn Weeks and the Selzigs (Mike Jr. and Mike Sr.) gathered in the lower atrium area for some quick, light social games.  First up was Bang,  a cowboy themed card game, where the players take on different roles.  Only the Sheriff is known.  The deputies are there to help the sheriff, the Outlaws want the sheriff dead, and the Renegade wants everyone except himself dead.  Players play cards against other players at the table, trying to shoot them (range is based on distance from the other players around the table), and counter cards such as "Missed!" can be played.  Also cards like "Indians", "Gatling Gun", "Dynamite" and "Jail" can throw kinks into the game.  What really made this game fun is that it's styled after the so-called "Spaghetti Westerns", and the cards are all in Italian, with English subtitles.  We had a lot of fun with our terrible Italian accents.

After 2 or 3 games of Bang, we switched to The Resistance, a social game in the mode of Are You A Werewolf, where you try to discover the "traitors" at the table.    Unlike Werewolf, which can drag for hours, Resistance is centered around accomplishing 5 missions.  A leader picks players to be a members of a team to go on the mission.  The entire group votes on the composition of the team (if the nos prevail, the leader card passes, and a new team is proposed).  Once a team is selected and approved, those team members put in a "yes" or "no" card for mission success...any "no" will cause the mission to fail.  From there the game goes into accusations and finger pointing, and further teams are more difficult to get full approval.  3 successful missions and the Resistance wins the game, 3 failures and the traitor wins.

What made our game(s) especially fun is that we kept screwing things.  Owing to the late hour, and perhaps a few too many adult beverages, we had spies that forgot they were spies, spies who incorrectly identified loyalists as other spies, etc.  No matter...we had a lot of fun playing (or trying to play), and lots of laughs.  The Resistance is definitely a tighter, quicker playing version of Werewolf, that I would recommend in a heartbeat.

Well, who know this blogging thing would take so much time?  Until next time....