Showing posts with label stone age. Show all posts
Showing posts with label stone age. Show all posts

Thursday, October 06, 2011

October 05. 2011

Gili, Eitan, Emily, Nadine

R-Eco

Emily 18, Nadine 2, Eitan 1

We managed to end with positive scores. Emily had most of the chips. We played with random piles, the -2s showed up early. Everyone dumped.

Stone Age

Nadine 186, Eitan 136, Emily 131, Gili 120

The first time I've won this. I used the starvation strategy and it actually worked. Last time I tried it I decided too late, after I already was up 2 on the food track. I paid for food my first two turns and on the last one. I had no picture cards, but I had multipliers, and I rolled well. I ended with 9 people and 9 buildings. Eitan did well but took cards instead of buildings on the last round, so I got 3 buildings. Eitan and Emily competed with Gili for picture cards, and Gili had terrible luck with rolls. She had 6 picture cards, Eitan and Emily 3 each. We had a lot of tough choices with good card options.

Tribune

Eitan+, Nadine, Emily

We agreed this was our most boring time playing this game. It's less competitive with 3 players, more mechanical. I started with two factions first round, and didn't get another one until the last round. Eitan and Emily took a lot of factions, and with a lot of high cards. We played with 4 victory conditions. When Eitan won, I had 3 victory conditions, and was 3 laurels away from the fourth. Emily had one victory condition, but would have reached four next round. Emily went first on a round when two leaders were available together. Eitan forgot that he was getting the last laurel he needed from the purple faction. He had faction markers, laurels, tribune and favor of the gods. I had favor of the gods, legions and money.

Wednesday, February 10, 2010

February 09, 2010

Participants: Jon, Gili, Nadine, David K, Binyamin, Abraham, Sara, Eitan, Emily

Game night moved to Tuesday night owing to a wedding on Wed.

Dominion + Intrigue + Seaside

Nadine 36, Gili 31, Jon 30

When Treasure Map shows up, one has to decide whether to go for it early or try something else. Last time I played with it, Chapel was also available, which made the decision easy. This time we had Warehouse (draw and discard three cards), which was nearly as nice, though not quite. Nadine and I both went for it, and she scored it well before I did. Which makes the game a little too reliant on luck.

Truth is, I should simply have bought a third one and I would have done better, so I really have myself to blame.

Gili went without it, taking Festivals, Feasts, and Mining Villages, which we also got to eventually.

Aton

Binyamin, David

Binyamin took this game home to learn and then taught it to David. Binyamin said it would take five minutes to explain and fifteen minutes to play, but it seemed like it took fifteen minutes to explain and five minutes to play. David didn't look too enthused about playing it after the explanation, but since they were waiting for us to finish our game of Dominion, they went ahead.

There is apparently some tactical depth to the game, but I didn't hear either of them raving about it. Still, I'll have to try it eventually.

Saikoro

Eitan, Emily

When they arrived, they played this twice. When I first got the game, I thought the box was excellent, but recently I've noticed that the dice don't really tumble properly if you just shake the box (like they do with Boggle). Eitan took the dice out and dumped them over the board. Still a nice game, though.

Tribune

Binyamin+, Jon, Gili

This game is deceptively simple and coddling, which is probably why Nadine likes it. Something nice is always happening to you, even if you're not winning. After a few plays, however, you realize that you need the nice things to happen to you faster than they do to the other players.

Some of your initial strategy depends on your opening hand. Gili said, at the end of the game, that her hand was particularly crappy, which is why she didn't manage to claim any factions on the first round, and subsequently lost the game. I'm not sure how accurate this is. It would have to be really, really crappy, and there must also be no way of remedying the situation on the board, which doesn't seem possible in a three player game.

Binyamin and I both started strong. I think I even may have started a little stronger, but I didn't control both factions that I needed on the second round, so I didn't get the Tribune until the last round of the game. Meanwhile, Binyamin ended up with control of five factions in round 3, which is unbelievable. Gili had ten cards for control of one of the factions on turn two, and, no surprise, she kept control of it until the end of the game.

The game ended after turn four, which seems to be about normal; it's a quick game, even with the most "difficult" requirements.

Dvonn

Abraham+, Sara

Abraham taught Dvonn to Sara when they arrived, and Abraham won narrowly.

Stone Age

Sara 140, David 116, Abraham 115, Nadine 62

While I mocked them for rolling dice, they all seemed to enjoy playing this. They ended about the same time as we ended Tribune.

Phoenicia

Jon 36, Binyamin 34, Emily 31, Eitan 26

First plays for Emily and Eitan. First win for me. This is another game that rewards multiple plays, and I'm starting to grow on it. It also looks like it cold use expansion buildings, like so many other games with special ability cards.

This is the first game where I didn't worry too much about getting early people. I think that paid off, because placing people is expensive. I got an early Dyer and then something to boost my production. The first few rounds we all started off about the same, but I eventually burst forth from the pack with my Dye House, followed closely by Binyamin. Emily also kept pace with victory points, but not with production, and so couldn't quite make the final push.

Eitan fell massively behind in production, but got both of the Shipyards, and so was poised for a late game comeback, but couldn't come back enough.

Le Havre

David, Abraham, Nadine

Last time we played, David claimed an early debt strategy would be good, and so attempted to implement that this time. But they played for two hours and only made it halfway though the game, and so gave up when it began to get late.

Nadine and David both find the game fiddly. David likes the game well enough, but I think likes Agricola more. Nadine definitely likes Agricola more, while Abraham likes Le Havre more. So it taiku.

Bridge

Binyamin, Abraham, David, Nadine, Jon

Abraham played a few hands with Binyamin against David and Nadine, and then I played a few hands with David against Binyamin and Nadine.

Thursday, November 12, 2009

November 11, 2009

Participants: Nadine, Abraham, Gili, David

This is the second week that I'm away. Session report is by Nadine.

Stone Age

Abraham 191, Gili 145, Nadine 102

Huge dice rolling luck for Abraham at the beginning. After one roll he
noticed a die shaved on the six side so we took it out. We should have let
me and Gili each use it once. I was third and behind on food and everything
so I went to a starvation strategy even though I had two food and hadn't
planned it out well. Abe had buildings and cards, Gili had a lot of cards.
David came partway through at the time we thought Emily and Eitan were
coming so he kibbitzed. I think Stone Age doesn't build to the end of the
game, you just what you can at the end, it's less related to what other
people are doing at that point, so less tension than other games.

Power Grid

Nadine 18/18 + 28, Gili 18/18 + 16, Abe 16/16, David 15/15

A lot of big plants came out early. And we played wrong, forgot to toss the
3 upon building to 3, so one early round would have been very different.
Second to last round when Step 3 was showing and came down, David was second
to last to bid and I was last. Gili and Abe had plants. David bid on a 4
plant, planning that I would bid for it, and he could wait and take the 31,
a six. So I passed, I had noticed the 31 would come down without asking. At
that point he realized that his plan was not a good idea, he didn't even
want the 4 plant. I thought he wasn't going to bid, I didn't need the four.
The six brought me to 16, otherwise I would have been tied with Abe, and he
would have tried to build to 17 and possibly won. So we don't know what
would have happened in all these other cases. Last round Gili got a 7, I
took a 6. If I had to bid high for a 7, I might not have had enough money,
but mainly the 7 had coal which Abe could buy out. Abe let Gili have the
plant cheaply because he couldn't win and to offset David's mistake which
had helped me. A long and fun game, a lot of tension and interaction in the
last two rounds, and throughout. A difference of 12 at the end really is a
tie, it's not due to better playing like a difference of 50+ is.

Wednesday, August 26, 2009

August 25, 2009

Participants: Jon, Binyamin, Gili, Elijah, David, Avi

Game night on Tuesday night by request. Avi is David's son.

Jambo

Jon 60, Binyamin 46

First play for Binyamin. He almost learned this once from Gili, but didn't get it and they didn't have time to play it.

Jambo, like Odin's Ravens and I suspect all of the Kosmos two-player games, is light like an appetizer. It's nice enough, ok to kill time, nothing that can't be interrupted by a better game. But if time is short and there are only two players ... I'd probably play Magic.

Binyamin thought it was ok, too.

R-Eco

Gili, David, Avi, Elijah

I didn't see the results. They played this while waiting for us to finish Jambo.

Stone Age

Gili 254, Elijah 193, Avi 127

Gili brought this and likes it. I'm not enamored with dice, but I'll play it. First play for Avi.

Shame on Gili for beating up on the kids. :-)

Agricola

Jon 50, Binyamin 35, David 31

We drafted cards. I didn't get any cohesive strategy from this, but I always prefer the cards that give you an extra X when you take X or Y. For most of the game, I only played two of these. Then I dropped a bunch more, purely for their VP effect, ending with 7 bonus points (+3 from a card Binyamin played).

I thought farming and fencing is the better strategy than house building, but those extra actions are definitely nice. With a 6 room stone house and a middle amount of animals and an early fireplace, I spent the last several rounds simply picking up victory points for whatever I was missing: a grain here, a field there, a card here.

I thought David was really doing better than me for most of the game. He had early and powerful farming. But somehow he never got beyond that. He had food, fields, grains, and vegetables, but no pastures and few animals and bonus points. And no house.

Binyamin also had no animals or pastures, and also had to work at feeding his family on a few occasions. He had a larger house, though, and a few extra bonus points.

Greedy Greedy

Gili, David, Elijah, Jon, Binyamin

I was sent this game as a thank you for posting about it. It didn't look like our type of game, but I felt obligated to play it once. First play for all of us.

The game comes with a pack of card, six d6, and rules. I don't know if I was sent a prototype version or the real thing since my copy was free, but the quality of the cards was just awful. Worse than any quality you've ever seen. In fact, half of the thin cards were matte-faced and half were glossy. As a result, they were difficult to mix. Oog.

It's a push your luck dice game. Amazingly, the designers found a way to make a dice game even more luck-dependent by having each player flip over a card before starting his or her turn which gives additional bonuses or penalties for succeeding or failing in your rolls.

This card thing isn't necessarily a bad design decision. If all of the cards were positive, then this would color your tactical decisions on each turn, which would make a slightly more interesting game. Unfortunately, many of the cards were negative. Your round can simply be ruined by a card flip, which makes everyone else laugh, I guess, but basically sucks. Worse are the cards that make you lose a turn: nobody likes to lose a turn (play less), yet designers keep throwing that mechanic into games.

As far as push your luck dice games go, it's hard to see why this is a better game than any number of traditional games with dice or Can't Stop. But it's not bad for the genre either. We certainly laughed a lot at the ridiculous effects the card flips had, and, like any push your luck game, occasionally tried to work out whether or not is was better to continue or stop.

There was confusion in the rules as to what exactly happens when one "rolls through" (scores with all six dice). The game says you can flip another card and continue, but it doesn't say what happens to the previous card. And some cards say that if you "roll through twice on the card" then something happens, but how can you do that?

There was no convenient way to score, so I was constantly writing and crossing out on paper. Midway through, I realized that tracking the superfluous "00"s at the end of ever score was a waste of time, so I kept scores without them (100 points became 1 point). After twenty minutes, we had had enough. Not our type of game.

Elijah said that he would enjoy playing it as a filler.

Bridge Troll

Jon, Binyamin, David, Avi, Elijah

First play for Binyamin, David, and Avi. Avi was concerned that he didn't understand the rules when I explained them, but he was able to pick it up as the game started and ended up liking it.

We only got halfway through the game when Elijah had to leave, and we abandoned it. Like me, David was not thrilled with the cube mechanism, especially about taking cubes from other players. And none of us like the mechanism where cubes are redistributed at the end of each round. The first time I played this, I thought that all cubes go back to the supply, forcing you to close your bridge to get more. And I think that worked a LOT better.

It's a decent game, all the more-so for the nice artwork and up to six players for a filler, but it feels like an even better game is in there somewhere. If the cube mechanics were just a bit less fiddly. And maybe a tad less luck in the blind bidding.

Thursday, July 23, 2009

July 22, 2009

Participants: Jon, Gili, Abraham, David K, Bill, Nadine

A lovely bunch of regulars.

San Juan

Abraham 24, Gili 22, Jon 22

First play for Abraham, though he has played Puerto Rico and Race for the Galaxy, so this wasn't much of a stretch. Of course, he didn't know the cards as well as we did.

That didn't stop him from putting together an awesome synergy for trading: Market Post, Well, Trading Post, and so on, all working perfectly together. Gili followed with higher paying production buildings and Aqueduct, while I had only my lone Indigo Plant the entire game, going the Quarry and Carpenter route. Word to the wise: if your opponents are crafting and trading, you're not going to make much money unless you can benefit from their role selections, too.

Still, I had good luck picking 6 point buildings. Abraham didn't pick any, so he just built quickly to end the game as fast as possible while he was ahead. Gili got out a Guild Hall and I got out a City Hall, but it wasn't quite enough.

R-Eco

David 17, Nadine 6, Bill 2

First play for Bill (or perhaps second). David likes this game a lot, which surprises me, as it doesn't strike me as his type of game.

Stone Age

David 160ish, Abraham 150ish, Bill 110ish

Don't have the exact scores, but something like that. David thought he made mistakes, so naturally he won anyway, though Abraham came close.

Caylus

Jon 124, Nadine 107, Gili 80ish

We searched around for a game that both Nadine and Gili liked, since they don't like my favorite games. I'm less than enthused by Caylus, but don't play games only if I hate them (like Fluxx). I find Caylus to be overly dry, overly long, and - strange as it may sound - not requiring too much thinking. It's actually a pretty forgiving game if you keep your eye on the victory points. Or perhaps I just don't care who wins, after five levels of converting money to workers to cubes to buildings to more building to yet more buildings.

Nadine took the first favor, I but I quickly jumped ahead in favors. I got to the end track in cubes, so that I could get the gold cubes I needed, and of course the end track in buildings, which is required to win. I also don't neglect the gray buildings, whose point return is quite good, or the castle.

The provost doesn't get much play in a three player game; I lost out on using one building on one turn, which I couldn't really afford to use, anyway. We all seemed to have a lot of money most rounds.

And since we hadn't played in a while, and the board is really poorly designed, Gili got confused by the rule of which level of the favor track you can use in which phase. I also reminded them about placing workers on your own building for only one coin, even after others have passed. Knowing the rules better gave me a slight but unfair advantage.

Dominion

Abraham 45, David 31, Nadine 20ish

The only card that trashed other cards was the Thief, and it trashed your opponent's cards. David used Thief a few times only to realize that he was helping rather than hurting his opponents by trashing their coppers. Abraham drew a completely synergistic deck which drew itself in total on every turn.

David reached a buying power of 19 on one turn, which is the most I've ever seen.

Antike

Jon 12+, Bill 6

First play for Bill. A learning experience. I really really love this game, because, while conflict is an option, you don't lose much if you lose a combat. The object is to gain points, not territory. And no dice rolls!

Bill was trailing on my Know-hows, and working at expansion, ignoring my immanent poise to strike. I then swooped in an sacked two of his temples, netting two destroyed temple points, one "five cities" point, and one "seven seas sailed" point in one turn. Since it was getting late, and I was now winning 12 to 6, I suggested he resign, which he did. But he liked the game.

Wednesday, June 24, 2009

June 24, 2009

Participants: Jon, David K, Hershel, Gili, Abraham, Sarah, Binyamin, Moshe Avraham

Sarah is Abraham's wife; this is her second visit. MA contacted me two weeks ago interested in knowing if anyone knew how to play Pentago, as he was interested in learning more about it. I invited him to drop by. He was uninterested in any other games, just in Pentago.

Magic: the Gathering

David++, Jon+

I invited David to come a bit early and we got in a draft and three games of Magic. The first two games were both mana skewed victories. Really, Magic has a mjor flaw and this is it. Way too many games come down to mana screw, even after mulligan rules.

I created a rule a few years ago that helped out immensely; I stopped playing with it when they introduced the new mulligan rules, in order to give them a chance, but we find them wanting. Here is the rule:

Each player can, once only, and only before finishing his or her fifth turn, do either of the following: a) discard a random non-land card from the game to draw a random land card from his or her deck; or b) discard a random land card from the game to draw a random non-land card from his or her deck.

In practice, we look at the bottom of our deck, choose the first one we find, and then shuffle the deck. If, for some reason, this would interfere with some already played card (such as something that puts a card on top of your deck), we work around it in the most sensible fashion.

The one land difference usually turns an unplayable game into an enjoyable one. We have decided to reinstitute this rule in future games.

In our third game, I used this rule, and we had a longer battle. I still lost, though David said my deck was slightly stonger. I played White/Green with a Blue splash. Many fliers, counters, and cards that gave bonuses for the number of creatue type X in the deck. David played Green/Red with Blue.

Stone Age

David, Gili, Abraham, Sarah

First plays for Sarah and David. David starved some of the time, but I don't know the rest.

Amyitis

Hershel 59, Jon 46, Nadine 46, Binyamin 44

First plays for everyone. Binyamin taught the rules, though it was his first time, too. He warned Nadine that she probably wouldn't like it (too complicated), and she didn't. In the end, she didn't not like it as much as she thought she wasn't liking it most of the game.

I thought it was quite good, as did Hershel. Owing to not understanding the strategies and values of resources, we made mistakes in our priorities and only came to realize how valuable the commodity chips were in the last third of the game. It was about that time that we also noticed the first real problem with the game, which was that a different number of cards to acquire these chips are available each round, and if you happen to be last player and N-1 of these cards are turned up, you're screwed - especially if N cards were turned up on the other rounds.

Aside from this, there are a lot of different strategies to explore and many paths end in frustration once you realize that someone else is going to beat you to the payoff in that path and there's no longer anything you can do about it. It is for that reason that I thought playing with chips hidden might be worthwhile: you're just as screwed, but at least you don't know it for a few more rounds.

In our game, Binyamin tried ignoring the tiles altogether, but it didn't pay off fo him; I was able to beat him to the cascading point sets anyway, which was the payoff he needed to compete. I played a balanced game, but ignored the transient points from irrigation too much. Hershel had the most irrigation and tiles, which gave enough of a VP boost to win.

Pentago

MA and Jon, David, Hershel, or Binyamin

While or between various games, each of us took turns trying this simple abstract. It's a 6x6 board divided into four 3x3 quadrants. Each quadrant can rotate. On your turn, place a piece and rotate a quadrant. Five in a row wins.

6x6 is not a very large board. As we played, we found several of the major patterns, none too difficult to discern if you can keep the abstract lines in your head. Though I didn't prove anything, I pretty muh decided that first player will always win (maybe force a draw), as his first move advantage is huge and second player spend too much time playing catch up. This advatange may be mitigated by allowing the second player to choose to play or swap colors as his first move.

It's a decent abstract. I wasn't thrilled with the way that one player can exactly unrotate the previous rotation of his opponent. I would rather that there be a one move wait between undoing a rotation. I think it would make it slightly more interesting, and also, perhaps, help the second player somewhat.

Dominion

Sarah+, Abaraham, Gili

First play for Sarah. Everyone thought Abraham was winning, but Sarah snuck through a victory. They played with the suggested introdutory card set.

Bridge

Jon/David, Binyamin/Nadine

We played a few hands to wrap up the evening.

Thursday, May 14, 2009

May 13, 2009

Participants: Jon, Hershel, Nadine, Abraham, Bill, Max

All regulars. Nadine is off to the US for two weeks after tonight.

Lord of the Rings: the Confrontation

Jon++, Hershel

I taught this to Hershel. In the first game, he played black. Already near the beginning of the game it was fairly clear that he wasn't doing too well. Black typically kills a number more characters than white. In my case, Gimli killed the Orcs, Boromir took out Sauron, and Gandalf killed something like 5 black pieces as he stormed into Mordor. Black had one piece left to my five, with no chance of finding Frodo.

We switched it around. Gimli still killed the Orcs (on the third move, or something), but his Gandalf only managed to kill one or two dark pieces. After half the cards were gone, the Black Riders rode from Mordor nearly all the way into the Shire and began picking off the weaker characters. Finally he came to the Shire and found Sam, Frodo, and Legolas. Sam tried to save Frodo, but the Black Rider killed them all, and that was that.

Stone Age

Jon 198, Nadine 187, Hershel 152

Hershel brought his copy. This was my first play.

Stone Age is a worker placement, resource management, and set collection game. It artistically and mechanically resembles Pillars of the Earth very closely, but it's a bit lighter. Instead of paying taxes, you have to pay food, which requires a bit more effort.

There's no master builder phase. Instead, the big gimmick here is that the number of workers you put onto an area determines how many dice you get to roll to see how many resources you collect from your location. There are 5 things you can collect, each numbered 2 to 6. When you try to collect the resource, you roll a number of dice equal to the number of workers you allocated to the collection area and then divide the number you rolled by the number of the area, rounded down. For instance, food is 2; if you roll a total of 11 in the food area, you'll collect 5 food. Gold is 6; roll a total of 11 in the gold area, and you'll collect 2 gold.

Therein lies my first and major problem with the game. Dice. Over the course of the game, dice will kind of even out, but not entirely. And the type of decisions you make seem to be full of strategy, but in the end your success is pretty random. There's no trading resources to make up for bad rolls, as there is in Settlers of Catan.

See our final scores? Would it surprise you to learn that I rolled the best, Nadine rolled slightly less well, and Hershel rolled poorly? There you go.

The winner is the one with the most victory points. You gain points in two major ways:

1) by collecting action cards which are available each round. Each action card has a cost of a few resources, gives some immediate benefit, and also gives a point bonus at the end depending on what else you collect. For example, some give you a certain number with which to multiply against the value of your automatic food production at the end of the game. If you get three cards of that type with 2, 1, and 1, and your food production is 8, then you gain a bonus of 4 times 8 at the end of the game.

Some of the cards just have symbols, and you get the square of the number of different symbols you collected in bonus points at the end of the game.

2) by collecting bonus tiles. Each bonus tile requires a certain combination of resources, and gives a bonus in victory points equal to the number value of the resources required to buy it. For example, a bonus tile that requires a gold (6) and two bricks (4 each) to acquire gives a bonus of 14 points when you buy it.

There are ways of increasing your food production (so you pay one less food per round), tools (so you can add to your dice rolls each round), and number of workers (pay one food per worker each round or lose 10 points for each unfed). And each resource area, other than food, only allows 7 workers per area, so occasionally you may be locked out of a particular area (which rarely makes any difference).

The game ends when either the cards, or one stack of bonus tiles runs out. One player can rush the game end by buying tiles from a single stack. That's not unfair, but I don't really like that mechanic too much.

You basically decide to concentrate on one of the few sets to collect. If two people go for the same set, you're both probably screwed and someone else who is trying for something uncontested will win. In our three-player game, we were all acting pretty independently, but people will probably clash more in a four player game.

The master workers drawn from the bag in Pillars of the Earth supplies a tad too much luck, but it's not in the same category as Stone Age. Planning in PotE is more rewarding and more interesting than in this game. But this game is still a decent game with ok mechanics. If a certain strategy is known to be dominant, this will balance out because more than one player will be trying to get it.

I would be much happier to play the game without dice: with dice rolls available for purchase with workers (roll 12 dice, and let players buy the dice rolls with their workers each round) or with each player drawing a random set of how many resources are available to them or to everyone each round, or some-such. Dice. Shudder.

In our game, I estimated the value of the cards versus the tiles and decided against trying for the card collection sets. Instead I took only cards that gave bonuses for the number of tiles you had (and some for the number of people you had), and then took 8 tiles. This gave me the regular points from the tiles and additional card bonuses for the tiles. And I rolled fairly well.

Nadine and Hershel each had a complete set of the card symbols (64 points each, or 8 points/card). Nadine also farmed a lot of gold with a lot of people and took a few tiles that netted her some 40 points for each one. Not enough.

Dominion

Abraham 54*, Max 34, Bill 16

First play for both Bill and Max. Abraham taught the game using the standard introductory set of cards. But he played the Villagers incorrectly, effectively playing them without using up actions to do so, and ending up with far too many actions than he should have. Bill noticed this mid-game. So his final score doesn't really count.

I receive the two BGG bonus kingdoms in the mail, but we haven't played with them, yet.

Cosmic Encounter

Hershel 4, Nadine 3, Abraham 3, Bill 2

Bill hasn't played this since 1991, and this was the first play for Hershel. I tried teaching Max, too, but his head wasn't into it. Too late, too complicated, and too crazy.

Hershel played Anti-Matter, Bill played Bully, Abraham played Vampire, and Nadine played Vulch. I don't usually think of Anti-Matter as very strong, but everyone else did, and he won (they played to 4 bases).

Traders of Carthage

Jon+, Max

First play for Max, first two-player play for me. Everything went along docilely for some time, and no ships were pirated after scoring until mid-game. At that point, I managed to score a 5 point ship alone, and then shortly afterward a 6 point ship alone, at which point Max resigned. He was too tired to be playing anyway.

Thursday, February 19, 2009

February 18, 2009

Participants: Jon, Nadine, Gili, Binyamin, Bill, David K

Welcome back Bill from several months in the US.

R-Eco

Jon 15, Gili 15, Bill 5, Nadine -1

Played as an opener. Bill's first time. Gili doesn't really like the game. We played with my usual variant where all the chips are shuffled and placed randomly (face up); makes for a more interesting game, in my opinion.

Age of Steam

David 110, Bill 109, Jon 80

This is one of my top ten games, and only the third time I got to play it. First play for both David and Bill. I really love this game and Antique, both of which have a lot more direct confrontation than the usual Eurogames, so that must say something.

Unfortunately, I lost big-time, entirely because of Bill. Not only did he screw me three times during the game, but he screwed me royally three times during the game. None of that "Oh, I guess I have to pay one more coin" screws, or "Oh, I guess I'll have to deliver a sub-optimal good" screws. But a real heavy metal "I am out of the game; I lose 10 income points" screws. And not once, but three times. Kicked me hard when I was down.

I guess I left myself open to it. I'm not used to playing with aggressive players. We don't usually play games where this type of aggression is possible. It's not like he targeted me just for the heck of it; each time he played the right move for himself. I just got caught in his way because I started on the same side of the board as him. David started on the other side of the board, and so remained largely undisturbed for the first half of the game. Lesson learned.

Three player Age of Steam is not quite as satisfying as four or five player, but it's still a fantastic game of route planning, money management, and delivery. Our game took about 3 hours.

Stone Age

Gili 164, Binyamin 163, Nadine 147

First game for all of them. I didn't see this game play out, but the board looked a lot like the board from Pillars of the Earth. About 2 hours.

Louis XIV

Gili, Binyamin, Nadine

Second game for Binyamin. About an hour and a half. I don't know the scores.