Miss Canada at the Valley Games Stand
Friday, October 19, 2007
Another pic from Essen 2007
Apparently there was a strong attraction to the Valley Games stand, Jo seems to have found it particularly alluring!!

Miss Canada at the Valley Games Stand
Miss Canada at the Valley Games Stand
Thursday, October 18, 2007
Essen 2007 Day 1 and I'm not there
No, I'm here at work, but the rest of the Billygamers made it OK. Just had this pic to prove it. Or to rub it in that I'm stuck back here.

Garry, Jo and Steve at Essen....no wonder their smiling
Apparently the fair has only been open 3 hours and they have run out of money already! There is only one ATM outside the halls and sometimes there is a mighty queue to get money.

Queuing for money already??
Garry, Jo and Steve at Essen....no wonder their smiling
Apparently the fair has only been open 3 hours and they have run out of money already! There is only one ATM outside the halls and sometimes there is a mighty queue to get money.
Queuing for money already??
Wednesday, October 10, 2007
9th October - Mississippi Queen/San Juan
I don't know what it is about Birmingham but we are 3 again this because Steve is working away.......in Birmingham! Richard is in Birmingham regularly and now Steve, ah well. Anyway it was Richard's choice and he opted for Mississippi Queen with the Black Rose expansion. This 1997 game from Goldseiber was designed by Werner Hodel won the Spiel des Jahres for that year. We had played MQ quite a while ago but had never used the Black Rose expansion.

Garry (green) moves up behind Richard (red)
This expansion adds a few hazards to the river e.g. sandbars and log jams but also coal refuelling stations, which enables you to replenish your coal stocks. And you need it too as the river is that much longer when using the expansion. And of course the Black Rose itself which is a rogue paddle steamer controlled by the player whose boat is in last place.

The Black Rose and Garry queue up Richard
There are some pretty tight spots to negotiate on the river and the Black Rose can make these a real nightmare, plenty of opportunity to foul up your opponents plans if you are in control of it. So basically each player controls a paddle steamer and the object is to be the first to dock at the end of the river. The river consists of a number of tiles, you start with the landing stage and two tiles, as soon as a player reaches the furthest tile he rolls a die to determine the direction of the next tile to be laid, left, right or straight on. The Black Rose expansion tiles are mixed in at random. You have to pick up two passengers as usual and you can decrease/increase speed by one for free then you have to use up your coal. You also get one free 60 degree turn, then it costs coal. As I said those refuelling stations do come in handy.
I managed to hinder Garry with the Black Rose but he paid me back big time when he gained control himself. Richard managed to avoid most of the obstacles and pick up his passengers without too much trouble and ran out an easy winner. Garry came in a comfortable second with me limping in third.
Final Score
Richard 1st, Garry 2nd, Colin 3rd
We still had some time left so Richard suggested a game of San Juan. This is the card version of Puerto Rico and a good game in its own right. The cards in the 110 card deck have production buildings and violet buildings as in proper PR, but you also use the cards in your hand to pay the cost of building, use cards off of the top of the deck as produced goods, going face down on your production buildings. When you trade you sell your goods for more cards off of the deck. The game ends when a player has built his 12th building. You then add up the VPs on your buildings plus any bonuses for special violet buildings.

Card layout for San Juan
The library card is generelly thought to be the most powerful card, giving you double the privilege on the job you choose. Garry and Richard both got libraries on the table, Garry had used the Councillor a lot to sift through the deck to find his I suspect. I got a Guild Hall down which gave me a 2VP bonus for every production building I had built. (I think it was a GH). In the end it was very close, Garry had a Chapel which gave him an extra 4VPs I think.
Final Scores
Garry 33, Colin 30, Richard 27
There won't be a session this tuesday because Steve, Garry, Richard and Jo are going to some convention in Germany, they assured me there would be plenty of new games to play when they got back though!
Garry (green) moves up behind Richard (red)
This expansion adds a few hazards to the river e.g. sandbars and log jams but also coal refuelling stations, which enables you to replenish your coal stocks. And you need it too as the river is that much longer when using the expansion. And of course the Black Rose itself which is a rogue paddle steamer controlled by the player whose boat is in last place.
The Black Rose and Garry queue up Richard
There are some pretty tight spots to negotiate on the river and the Black Rose can make these a real nightmare, plenty of opportunity to foul up your opponents plans if you are in control of it. So basically each player controls a paddle steamer and the object is to be the first to dock at the end of the river. The river consists of a number of tiles, you start with the landing stage and two tiles, as soon as a player reaches the furthest tile he rolls a die to determine the direction of the next tile to be laid, left, right or straight on. The Black Rose expansion tiles are mixed in at random. You have to pick up two passengers as usual and you can decrease/increase speed by one for free then you have to use up your coal. You also get one free 60 degree turn, then it costs coal. As I said those refuelling stations do come in handy.
I managed to hinder Garry with the Black Rose but he paid me back big time when he gained control himself. Richard managed to avoid most of the obstacles and pick up his passengers without too much trouble and ran out an easy winner. Garry came in a comfortable second with me limping in third.
Final Score
Richard 1st, Garry 2nd, Colin 3rd
We still had some time left so Richard suggested a game of San Juan. This is the card version of Puerto Rico and a good game in its own right. The cards in the 110 card deck have production buildings and violet buildings as in proper PR, but you also use the cards in your hand to pay the cost of building, use cards off of the top of the deck as produced goods, going face down on your production buildings. When you trade you sell your goods for more cards off of the deck. The game ends when a player has built his 12th building. You then add up the VPs on your buildings plus any bonuses for special violet buildings.
Card layout for San Juan
The library card is generelly thought to be the most powerful card, giving you double the privilege on the job you choose. Garry and Richard both got libraries on the table, Garry had used the Councillor a lot to sift through the deck to find his I suspect. I got a Guild Hall down which gave me a 2VP bonus for every production building I had built. (I think it was a GH). In the end it was very close, Garry had a Chapel which gave him an extra 4VPs I think.
Final Scores
Garry 33, Colin 30, Richard 27
There won't be a session this tuesday because Steve, Garry, Richard and Jo are going to some convention in Germany, they assured me there would be plenty of new games to play when they got back though!
Monday, October 8, 2007
6th October - Saturday Session
Well we finally got our Saturday session after a last minute hiccup when Garry had to pull out hosting, luckily Richard stepped into the breach and we gathered at his house in Haywards Heath on Saturday morning. Garry took Steve and myself in his car and when we got there Jo had already arrived. While Steve got the Coffee going we decided what we were going to play first, Railroad Tycoon got the vote and we started to set up the huge board.

Railroad Tycoon board setup
As most of you who read this blog regularly know I am not a fan of AoS, but will happily play RT. I think it's because you can take shares whenever you like so my brain doesn't have to work out what I'm going to do so far in advance. Anyway off we went, initial position of track can be crucial in any route laying game and RT is no exception. Steve and Richard started off in the top NE corner around the NY area. Jo and Garry thought they would have a tussle around the Lexington, Cincinatti area and I started building from Washington through Richmond going south.

Garry (green) and Jo (purple) having a little tussle
Richard decided it was getting a bit crowded in NE so struck out across the mountains to Wheeling, that cost him $16,000 and it was quite early on. I continued southwith luckily no competition to speak of.

Richard (red) forging across the mountains and me (yellow) going South
I think Jo was the only one with a 5 train everybody else had a 4, I couldn't see any blocks to deliver for five, I had plenty of 4 and 3 deliveries so didn't bother. I also had the card that gave me 7pts for most money at the end of the game so I didn't want to spend on trains or track if I didn't have to.Richard managed to connect New York and Kansas CIty and collect a massive 20pts from the Major Line connection card.

The board is so big you have to stand up to see the other side
Steve, Garry, Richard and Jo study the layout
I thought it was going to be close at the end but I won by 11 points, Steve had issued the most shares with 11, I had 6, Garry 5 and Richard 6, I think, correct me if I'm wrong guys.

Final board position
Final Scores
Colin 64, Richard 53, Steve 46?, Garry 42 , Jo 42 (Garry won the tiebreak on most links)
Time for a break and pizza.......hmmmmmm pizza. Jo decided to call it a day as he had some friends coming over to his place in the evening......to play games!! The 4 remaining dedicated gamers decided to give Kampt um Rom another outing, I think we had only played once before, just after Essen last year when Richard got his Klaus Tauber signed copy (what a showoff).

The starting corner of the KuR board showing the 2 tribe types, horse and foot
I must say I like this variation of Settlers, although I still get stuffed with the dice rolls!! Basically each player controls 2 tribes, horse and foot and they start in the NE corner of the board then spread across the Roman empire like the plague, looting cities and getting the rewards. The resources in this game are wheat, ore and either horses or oxen. You have to keep building up your tribe as you lose men when looting the cities most times. After you have looted 3 different coloured cities your tribe can settle and then conquer cities. You can move where you like on the map as long as you can afford the cost.

Kampf um Rom board overview
When looting cities you sometimes get development cards or you can purchase them. These have various effects some gain you extra VPs or give you free movement over the map or loot cities that are stronger than your current army. You shouldn't rush to conquer cities but build up resources and your army while looting. Once you have settled you can only expand from that point so you have to pick your position carefully. Wagons are crucial then as you have to leave one in every city you conquer, so being on hexes that produce horses/oxen and wheat is good.

Garry has just pulled off the win in Kampf um Rom and is almost smiling
Moving the legionnaire on a 7 closes down production for that hex and you can pinch a resource from someby adjacent as usual, no hand limit though so that pleased Richard who always likes to have a handful. The game was flowing along quite nicely when Garry suddenly annouces that he has the required 10VPs for victory, those 2 face down development cards.....doh!
Final Scores
Garry 10, Richar 8, Steve 6, Colin 5
Railroad Tycoon board setup
As most of you who read this blog regularly know I am not a fan of AoS, but will happily play RT. I think it's because you can take shares whenever you like so my brain doesn't have to work out what I'm going to do so far in advance. Anyway off we went, initial position of track can be crucial in any route laying game and RT is no exception. Steve and Richard started off in the top NE corner around the NY area. Jo and Garry thought they would have a tussle around the Lexington, Cincinatti area and I started building from Washington through Richmond going south.
Garry (green) and Jo (purple) having a little tussle
Richard decided it was getting a bit crowded in NE so struck out across the mountains to Wheeling, that cost him $16,000 and it was quite early on. I continued southwith luckily no competition to speak of.
Richard (red) forging across the mountains and me (yellow) going South
I think Jo was the only one with a 5 train everybody else had a 4, I couldn't see any blocks to deliver for five, I had plenty of 4 and 3 deliveries so didn't bother. I also had the card that gave me 7pts for most money at the end of the game so I didn't want to spend on trains or track if I didn't have to.Richard managed to connect New York and Kansas CIty and collect a massive 20pts from the Major Line connection card.
The board is so big you have to stand up to see the other side
Steve, Garry, Richard and Jo study the layout
I thought it was going to be close at the end but I won by 11 points, Steve had issued the most shares with 11, I had 6, Garry 5 and Richard 6, I think, correct me if I'm wrong guys.
Final board position
Final Scores
Colin 64, Richard 53, Steve 46?, Garry 42 , Jo 42 (Garry won the tiebreak on most links)
Time for a break and pizza.......hmmmmmm pizza. Jo decided to call it a day as he had some friends coming over to his place in the evening......to play games!! The 4 remaining dedicated gamers decided to give Kampt um Rom another outing, I think we had only played once before, just after Essen last year when Richard got his Klaus Tauber signed copy (what a showoff).
The starting corner of the KuR board showing the 2 tribe types, horse and foot
I must say I like this variation of Settlers, although I still get stuffed with the dice rolls!! Basically each player controls 2 tribes, horse and foot and they start in the NE corner of the board then spread across the Roman empire like the plague, looting cities and getting the rewards. The resources in this game are wheat, ore and either horses or oxen. You have to keep building up your tribe as you lose men when looting the cities most times. After you have looted 3 different coloured cities your tribe can settle and then conquer cities. You can move where you like on the map as long as you can afford the cost.
Kampf um Rom board overview
When looting cities you sometimes get development cards or you can purchase them. These have various effects some gain you extra VPs or give you free movement over the map or loot cities that are stronger than your current army. You shouldn't rush to conquer cities but build up resources and your army while looting. Once you have settled you can only expand from that point so you have to pick your position carefully. Wagons are crucial then as you have to leave one in every city you conquer, so being on hexes that produce horses/oxen and wheat is good.
Garry has just pulled off the win in Kampf um Rom and is almost smiling
Moving the legionnaire on a 7 closes down production for that hex and you can pinch a resource from someby adjacent as usual, no hand limit though so that pleased Richard who always likes to have a handful. The game was flowing along quite nicely when Garry suddenly annouces that he has the required 10VPs for victory, those 2 face down development cards.....doh!
Final Scores
Garry 10, Richar 8, Steve 6, Colin 5
Tuesday, October 2, 2007
No tuesday session this week!!
Due to a combination of circumstances there is no session this week, that's the bad news, the good news is that Garry is hosting a Saturday session. So hopefully I will have lot to write about after that. At the moment Richard is doubtful because his TVR's fuel pump packed up in Luxembourg and he may have to go out and pick it up.
Wednesday, September 26, 2007
25th September - Pillars of the Earth/Geshenkt
The session this week looked as though it might be in jeopardy as Steve was working in Birmingham and Richard was in Austria (again!!). Luckily Neil and his girlfriend Aga were able to come along and make their Billygames debut. It was my choice and I knew that Garry had a copy of the Pillars of the Earth and really fancied giving it a go. This 2006 game designed by Michael Rieneck and Stefen Stadler had had a load of praise and was the winner of the 2007 Deutscher Spiele Prei.

Me with our Billygames guests, Neil and Aga
Garry had the Mayfair Games edition so we didn't have to struggle with german on the cards. The rules seemed quite a handful and took us a good half hour to get through, but as with a lot of games once you have played a round it all becomes clear......sort of. This game does have echoes of Caylus about it, where you place your master builders on the board to get certain benefits. The object of the game is to acquire VPs and the way you get them is by contributing to the construction of the cathedral. Your craftsmen can use the resources you acquire in the first phase, wood, stone, sand or metal to construct the cathedral and thus acquire said VPs.
There is a deck of event cards of which the top one is triggered at the beginning of the 2nd phase, these can be beneficial or detrimental. Ours were almost all bad, you can place a master builder to negate this effect if you like. Basically in the first phase you collect or upgrade craftsmen or collect resource cards. In the second phase all the master builders (3 each) are put into a bag and drawn at random, the first one out costs 7 gold to place or you may pass, subsquent builders are drawn with the cost decreasing by one each time, when the cost reaches 0 each builder is placed free, finally the builders that passed may be placed. They have to take what options are left, the best ones will probably be gone by then.

Final board position
Aga seemed to get the hang of it pretty quickly and led for most of the game, I had a privilege card that allowed me to look at the event card at the start of each round (when I remembered!). The game is played over 6 rounds with a section of the cathedral being completed at the end of each round, the lovely wooden cathedral at the centre of the board is really just a glorified turn marker, pretty though. As the game progresses the craftsmen get more efficienct and more expensive to buy. In the end it was all pretty close with Garry just getting the win. I think we all enjoyed the game and saw what all the praise had been for. It was great to meet Neil and Aga and we had a great evening. The game finished well within the 2 hours that was on the box and managed to get in a hand of Geschenkt which is always great fun.
Final Scores
The Pillars of the Earth
Garry 41, Aga 38, Neil 36, Colin 35
Geschenkt
Garry -47, Colin -49, Aga -55, Neil -72
Me with our Billygames guests, Neil and Aga
Garry had the Mayfair Games edition so we didn't have to struggle with german on the cards. The rules seemed quite a handful and took us a good half hour to get through, but as with a lot of games once you have played a round it all becomes clear......sort of. This game does have echoes of Caylus about it, where you place your master builders on the board to get certain benefits. The object of the game is to acquire VPs and the way you get them is by contributing to the construction of the cathedral. Your craftsmen can use the resources you acquire in the first phase, wood, stone, sand or metal to construct the cathedral and thus acquire said VPs.
There is a deck of event cards of which the top one is triggered at the beginning of the 2nd phase, these can be beneficial or detrimental. Ours were almost all bad, you can place a master builder to negate this effect if you like. Basically in the first phase you collect or upgrade craftsmen or collect resource cards. In the second phase all the master builders (3 each) are put into a bag and drawn at random, the first one out costs 7 gold to place or you may pass, subsquent builders are drawn with the cost decreasing by one each time, when the cost reaches 0 each builder is placed free, finally the builders that passed may be placed. They have to take what options are left, the best ones will probably be gone by then.
Final board position
Aga seemed to get the hang of it pretty quickly and led for most of the game, I had a privilege card that allowed me to look at the event card at the start of each round (when I remembered!). The game is played over 6 rounds with a section of the cathedral being completed at the end of each round, the lovely wooden cathedral at the centre of the board is really just a glorified turn marker, pretty though. As the game progresses the craftsmen get more efficienct and more expensive to buy. In the end it was all pretty close with Garry just getting the win. I think we all enjoyed the game and saw what all the praise had been for. It was great to meet Neil and Aga and we had a great evening. The game finished well within the 2 hours that was on the box and managed to get in a hand of Geschenkt which is always great fun.
Final Scores
The Pillars of the Earth
Garry 41, Aga 38, Neil 36, Colin 35
Geschenkt
Garry -47, Colin -49, Aga -55, Neil -72
Wednesday, September 12, 2007
And another thing!!!
I forgot to mention that Garry has set up a Guild on BGG for gamers around the Horsham, West Sussex area. So if you are interested drop by and give it a look. Here is the link.
http://www.boardgamegeek.com/guild/384
See ya there!!
http://www.boardgamegeek.com/guild/384
See ya there!!
Subscribe to:
Posts (Atom)