John came over and we actually had some discussion on our outside project before launching into some games.
First up, we played a couple of the newer ones, Hanabi and Fairy Land. Both were new to John, while Hanson and I were old hands with a couple plays of Hanabi and one play of Fairy Land.
The rules for Hanabi are simple, so we were playing trying to put together fireworks. It is really fun to watch how different people give clues and how easy it is to give a perfectly clear clue and have it mis-interpreted. We blew up the first time and got to 17 on the second try. Hanson really still likes this game, so I am looking forward to many more plays. John was on the fence, I think.
After taking a break for grilled turkey tenderloin and naan, we launched into preparing the forest for the king's return. After the learning game, John declared that he had it figured out and wanted to play again. Turned out that he didn't. In the first game, searching through the druid stack was kind to him, but it was much less lucrative the second time around. We're still having fun figuring this one out. It really seems like the items are pretty well balanced or at least, we all felt like there wasn't one obvious item to grab. So there are lots of decent decisions and it plays fast. I also like the fact that only half of the eighteen are in any one game. This will prevent coming up with optimal approaches, I think.
We closed with a couple games of King of Tokyo.
Friday, I had a work picnic (yes, in one of the states in the 80's and 90's), so I left work early to stop home and change before biking to the nearby (5 or 6 miles) park. Our company has gotten large enough that they finally stopped serving beer at company events, bummer. And, to top it off, they ran out of water really early, so by four, I was pedalling home. On the way, John called and asked if we wanted to travel to his neck of the woods and go to a game store for some gaming. Turned out, nothing was planned and Hanson was game. My wife was working on a welcome home banner for my daughter (more next post), so asked if we could stop at the Jo Ann store on the way to get a letter that our local one didn't have. To get from the interstate (I-275) to Ford Road and Sheldon (2 miles or so), visit Jo Ann and get back took 37 minutes of precious game time. To top it off, the Z isn't made in the font she wanted, so we got a 7 and a 1 and she improvised. On the bright side, after waiting in line for ten minutes (and only two groups ahead of us), the cashier used a coupon so we got half off the two $2 numbers.
We made it to John's and headed for the game store, Warriors on Michigan Avenue. There was a Magic tournament starting, but we found an empty table and played another King of Tokyo. I got put out early and walked into the store area to check out the selection. They have a really nice selection and I saw a group setting up Keyflower. I asked if they were looking for more players and we wound up joining them for a five player. John beat me out by 6 or 7 points. If I'd gotten the winter tile that I wanted (but Brian overbid me by one blue meeple), I would have edged him by 3 or 4. Good close game. I went into winter with only eight or so meeples. Note to self: have more meeples in winter.
We took a break for dinner, since it was after nine, the options were limited and then I made the tactical error of letting Hanson pick. So we ate at Pizza Hut. When we got back, we were hoping to play Terra Mystica with Brian, but he'd left. The A/C wasn't keeping up with the gamers, so John decided he'd a new game and we'd take it to his house. He selected Nitro Dice. We got back to his house, built the track and waded through the rules. Based on one play, I would like to try this one again. The entire game is cards and ten sided dice. The track is made of cards with several suggested setups and the dice represent the cars. They are only rolled for qualifying, then the number represents the car's speed. The players have a hand of cards of three types, yellow curves, red curves and straights. The speed of the car represents how many spaces the car moves (and each card is three spaces long). Players have to discard a matching card to move to next section of track (or three cards or take one damage). Cards are also discarded to accelerate or brake as well as to change lanes. After each car is moved, players draw cards. The leader gets three, last place gets five, while all the others get four. Players can also use cards to replace track sections. The shape of the track doesn't change, but many of the cards have hazards that cause a damage to the car if it is traversed. Cars start with nine hit points but each damage removes one. Both the max speed and hand size are equal to the hit points left. We only did a two lap race, so we didn't use the pits, but for longer races, cars can come in for repair. I would like to try this one with more players as our track never got real crowded. John took off quickly, but got starved for cards beginning the second lap and Hanson and I wound up neck and neck. Farthest past the post on the last turn wins and we were tied, but Hanson had the inside track so claimed the win.
Well worth the trip to Wayne.
First up, we played a couple of the newer ones, Hanabi and Fairy Land. Both were new to John, while Hanson and I were old hands with a couple plays of Hanabi and one play of Fairy Land.
The rules for Hanabi are simple, so we were playing trying to put together fireworks. It is really fun to watch how different people give clues and how easy it is to give a perfectly clear clue and have it mis-interpreted. We blew up the first time and got to 17 on the second try. Hanson really still likes this game, so I am looking forward to many more plays. John was on the fence, I think.
After taking a break for grilled turkey tenderloin and naan, we launched into preparing the forest for the king's return. After the learning game, John declared that he had it figured out and wanted to play again. Turned out that he didn't. In the first game, searching through the druid stack was kind to him, but it was much less lucrative the second time around. We're still having fun figuring this one out. It really seems like the items are pretty well balanced or at least, we all felt like there wasn't one obvious item to grab. So there are lots of decent decisions and it plays fast. I also like the fact that only half of the eighteen are in any one game. This will prevent coming up with optimal approaches, I think.
We closed with a couple games of King of Tokyo.
Friday, I had a work picnic (yes, in one of the states in the 80's and 90's), so I left work early to stop home and change before biking to the nearby (5 or 6 miles) park. Our company has gotten large enough that they finally stopped serving beer at company events, bummer. And, to top it off, they ran out of water really early, so by four, I was pedalling home. On the way, John called and asked if we wanted to travel to his neck of the woods and go to a game store for some gaming. Turned out, nothing was planned and Hanson was game. My wife was working on a welcome home banner for my daughter (more next post), so asked if we could stop at the Jo Ann store on the way to get a letter that our local one didn't have. To get from the interstate (I-275) to Ford Road and Sheldon (2 miles or so), visit Jo Ann and get back took 37 minutes of precious game time. To top it off, the Z isn't made in the font she wanted, so we got a 7 and a 1 and she improvised. On the bright side, after waiting in line for ten minutes (and only two groups ahead of us), the cashier used a coupon so we got half off the two $2 numbers.
We made it to John's and headed for the game store, Warriors on Michigan Avenue. There was a Magic tournament starting, but we found an empty table and played another King of Tokyo. I got put out early and walked into the store area to check out the selection. They have a really nice selection and I saw a group setting up Keyflower. I asked if they were looking for more players and we wound up joining them for a five player. John beat me out by 6 or 7 points. If I'd gotten the winter tile that I wanted (but Brian overbid me by one blue meeple), I would have edged him by 3 or 4. Good close game. I went into winter with only eight or so meeples. Note to self: have more meeples in winter.
We took a break for dinner, since it was after nine, the options were limited and then I made the tactical error of letting Hanson pick. So we ate at Pizza Hut. When we got back, we were hoping to play Terra Mystica with Brian, but he'd left. The A/C wasn't keeping up with the gamers, so John decided he'd a new game and we'd take it to his house. He selected Nitro Dice. We got back to his house, built the track and waded through the rules. Based on one play, I would like to try this one again. The entire game is cards and ten sided dice. The track is made of cards with several suggested setups and the dice represent the cars. They are only rolled for qualifying, then the number represents the car's speed. The players have a hand of cards of three types, yellow curves, red curves and straights. The speed of the car represents how many spaces the car moves (and each card is three spaces long). Players have to discard a matching card to move to next section of track (or three cards or take one damage). Cards are also discarded to accelerate or brake as well as to change lanes. After each car is moved, players draw cards. The leader gets three, last place gets five, while all the others get four. Players can also use cards to replace track sections. The shape of the track doesn't change, but many of the cards have hazards that cause a damage to the car if it is traversed. Cars start with nine hit points but each damage removes one. Both the max speed and hand size are equal to the hit points left. We only did a two lap race, so we didn't use the pits, but for longer races, cars can come in for repair. I would like to try this one with more players as our track never got real crowded. John took off quickly, but got starved for cards beginning the second lap and Hanson and I wound up neck and neck. Farthest past the post on the last turn wins and we were tied, but Hanson had the inside track so claimed the win.
Well worth the trip to Wayne.