Feb 20, 2005 23:52
Today our friend Pam hosted a fun day of gaming. We had ten
players, so tended to split into two games at any given time.
I played the following:
Carcassonne: I sometimes think I will just never get the strategy
of placing farmers.
Swashbuckler (first time for most of us; Dani just got a copy):
simulates a bar-room brawl; fun idea with mechanics that are
sometimes a bit tedious. As with Robo Rally, you plot out your
sequence of actions somewhat in advance and then execute all the
orders in sequence. Observed: throwing chairs can be very effective;
throwing daggers and beer mugs didn't do much; tipping over tables
(onto people, or with people standing on them at the time) seemed
like it would do more damage than it did; swinging from the
chandeliers never came into play; losing half the hit points in your
body hinders you but being down to one hit point in your head makes
no difference (you weren't using your head for much anyway, I guess).
Cute game; would play again.
Quoridor (approximately): played on a 9x9 board; you start in the center
of your side and are trying to move your piece to the other side.
Of course, so is everyone else. On your turn you can either move
or place a two-space-long wall (barrier). Tends to create
one-space-wide corridors, hence the name.
Vinci: we misread the rules on conquering territories and thus saw
faster turnover of civilizations than we should have. Our five-player
game was very close most of the way through.
A two-player card game, name unknown. You play with 26 cards, 2 through
ace in red and black, drawn from two visually-distinct decks such that
all the red cards come from one and all the black cards from another.
Deal five cards to each player; you look at your cards and place them
in a row face-down, in order (black lower than red of the same number).
To play, draw a card and look at it. You can either add it to your
sequence (face-down) in the proper place or use it to attack. To
attack, you point to a card and guess its value. (Remember that you
already know its color.) If you are right, your opponent has to turn
it up and you can guess again. If you're wrong, you have to place
it face-up in your own sequence and your turn ends. Starting off
can be kind of slow (lots of wrong guesses), but between the information
you know about your own cards, the information you learn in play,
and the limited option space, you can rapidly bring logic to bear
on the question. Interesting and quick game.
I have the vague feeling that I played something else, but I can't
think what it was if so. It was kind of a long day, though fun.
This session tended toward shorter games. I'd like to try out
Age of Imperialism soon; we recently received it as a gift and
haven't yet been able to play it. Maybe we'll host the next games
day and do it then.
games