Codenames: From Essen With Love

Pairs well with: Martinis. Shaken, not stirred. (Rumour has it they’re actually better stirred, but that’s just the kind of shit you’ve got to deal with as a spy.)

Traitor-rating: 2/10 for the ability to try to put off your opponents mid-game.

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We three kings* board game enthusiasts have had a lot to say about what some of the best games from Essen 2015 may have been. There have been a lot of candidates and a lot of enthusiasm. It’s almost as if we really, really love board games! Weird.

The excited froth of enthusiasm shall continue to spill forth as we move on to what really is one of the best, and surprisingly so, games of the year: Codenames. Don’t be put off by the box art which looks like it was designed in MS Word and features the thrilling byline of ‘TOP SECRET WORD GAME’,** this is some addictive shit. We hope you’ll forgive a bit of brief explanation, since the game is pretty simple to play and explain.

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Lizzy gets fancy photography confused with just holding the camera in a funny place

In Codenames you (usually) play as two different teams of spies. One person per team is the spymaster, the rest of you are regular vanilla-spies sitting in the field awaiting instruction.

The ‘board’ consists of a 5 x 5 grid of cards, each with a different word on it. The two rival spymasters, presumably sitting nice and comfortably somewhere in Spy HQ playing with some gadgets and looking at a dozen different CCTV monitors, have access to an extra card which they share, but which the rest of the players aren’t allowed to see. That card shows the ‘board’ as a 5 x 5 grid with each card marked as red, blue, grey or the single black.

This little card means that the spymasters can know which of the words on the table are the codenames of red-team spies, blue-team spies, regular confused passers-by and THE ASSASSIN!

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The Assassin

The actual game is a word association game, with the aim being to contact all of the spies on your own team before the other team does the same, and to not contact the assassin (for obvious, game-ending reasons). The spymasters will take turns giving exactly one word and one number, the word being one that they’re trying to associate with some on the table and the number indicating how many words they’re trying to link.

Simple!

One of the first things you come to notice as you play the game is that you really feel sorry for some of these spies. Agent Ghost? Cool. Agent Roulette? Pretty classy. Agent Ham? Umm, maybe not so much. Agent Ketchup? Are you sure you work here? Oh and I’ve got to say I’m a little embarrassed to be working with Agent Pants over here. There’s a reason we gave her that name.

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Confused passer-by

And sometimes you’ve really got to question just what the secret service were thinking about. Agent Spy? I mean really. AGENT SPY? What do you think the point of a secret codename is? Maybe to avoid revealing your identity as a spy to everyone? Tsh. Some people just weren’t cut out for this business.

The plus side of Spy HQ’s batshit, overboard spy-naming policy is that you’ll never be short on variety between different games, even when each one is only about 15-20 minutes long. The box is jam-packed with different words, two sides to each, and you can get through a hell of a lot of games (trust us, we’d know) before you need to come across the same words that you’ve already used. Even if that weren’t the case, the way that the board is always different means that it’s unlikely any of your games will ever resemble each other. And other factors, like the impossible and bizarre ways that you and your friends’ brains work.

Bonus points for the game come from its flexibility. In our short time of owning it we’ve played it on beds, on floors, in hotel lobbies… even on walls. While procrastinating our PhD research doing important board game research for this blog we even spotted someone on /r/boardgames who threw together a makeshift copy for a family gathering. Pretty impressive.

Codenames is more fun than we ever thought a word association game could be, and at least part of that is thanks to the mad things you’ll try to connect, the connections that seem startlingly obvious to some and mad to others.

Lizzy: Water; Two.
Bob: Right. Ok. So, I’ll go for… ‘Well’
*Well is correct*
Bob: Good. Ok, so next I’ll go for Bridge..
*Bridge is incorrect*
Bob: WHAT. WHAT DO YOU MEAN BRIDGE IS INCORRECT?
Lizzy: *silence*
Bob: Bridge! Water goes under the bridge!
Lizzy: *awkward silence*
Bob: Seriously? ARGH.

*later*

Bob: Wait, so what the flip was the other word for water?
Lizzy: Palm.
Bob: P… pardon?
Lizzy: You know, Palm. Palm trees… are… er… sometimes near water. And Palm Springs is a place that sounds like it’s named after some, you know, springs.
Bob: … I think we should be on different teams.

Other times you find that special friend who just seems to share your brain.

Spymaster: Bond; Four.
Secret agent: Right, well. There’s Octopus, because of Octopussy, (correct answer), Moon, because of Moonraker (correct answer), Spy because James Bond is a spy, (correct answer) and… well, James Bond holds a gun in the palm of his hand, so… Palm! (correct!!)

Another great feature of the game, although one that only really works with a group of 4+ playing, is the constant (but friendly) mockery of the other team’s guesses. Not to mention trying to put them off!

Lizzy: Right guys. Beef; Three.
Opposing Team (pretending to talk to each other, but loudly so the other team can hear): OH! Yeah. She’s probably referring to the great Beef Revolution of ’93. Or she means ‘Beef Dice’. Isn’t that the sequel to Sushi Dice?

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It’s really an unfair advantage that the blues get Pierce Brosnan on their team

LWH Codenames Tournament

As we briefly mentioned last week, one of our local conventions Little Wooden Houses ran a Codenames tournament at their latest shindig. Teams of 3 people competed for the coveted Tiny Trophy of Being Good at Games in an incredibly tense competition.  Team Misery decided that despite wearing her ‘Captain Hangover’ hat, Bob should be spymaster as it’s very easy to get inside her head.***

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Round One

The first match was against a team of raw recruits who’d never met. It’s easy to underestimate a team of nice (ha!) ladies but all early pleasantries were rapidly erased as Bob politely but firmly invited the opposing team to suck her dick when they took an early lead.**** Team Misery sucked it up and got their shit together to win convincingly and immediately take on the next challengers.

Round Two (or ‘Semi-final’… it was a pretty small tournament)

On round two, shit got serious. These were no fresh-faced n00bs, but experienced gamers and long-time friends. It would be easy for them to work together, and the stress was real. Ground rules were firmly laid (no speaking at all from the spymasters apart from clues (a rule which Bob finds supremely hard to follow), and taunting and smack-talk from team-members absolutely allowed). Adrenaline pumping and neurons firing, Bob flopped her enormous spymaster-schlong across the table with a steady ‘Culinary, six.’

Six correct card choices left the opposing team in the dust, and Team Misery advanced to the final round unbeaten.

The Final

The final match was played as best of three rounds, against a team which included a girlfriend-boyfriend pairing (Dr Boyfriend and Cthulhu-Joss) and Dr Charlie. Harsh.

A strong start in the first round got Team Misery off the ground, but they were nearly brought down by an incredible last-ditch hail-Mary clue from Charlie, whose team needed to get five correct answers in one turn to win.

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Play along at home!

‘Nazis, infinity.’

Um. What. Surely this could never work! But after the initial laughter, Joss and Al took to the board to give it their all.

‘Er. Did the Nazis ever go near some Czechs? Czech!’
*1/5 correct*
‘Well, they probably had ships. Ship?’
*2/5 correct*
‘They love to MARCH!’
*3/5 correct, panic from Team Misery*
‘Drill?’
*4/5 correct*

Team Misery watched in shock as all their dreams decayed in the face of insanity. If the opposing team got one more correct answer, they would win.

‘Aw nuts. Isn’t there a movie about Nazis where they’re all somewhere really cold? And they’re zombies? Dead Snow! Yeah. Maybe he means that! ICE!’
*INCORRECT*

Thank goodness for good guys. (That’s us, by the way.)

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A very tense Dr Charlie and ‘Hangover-hat’ Bob

Round two was almost as close, but went to team Charlie, making it even-Stevens going into the final round.

Bob meditated while Lizzy and Briony made a break for stress-wees and tea.

It was a tough board for the team. ‘Hollywood’, ‘France’, and ‘New York’ were all needed, but ‘England’ was the assassin and ‘Beijing’ belonged to the opposing team, so a simple clue like ‘places’ was out.

‘Cannes, three’ managed to tie Hollywood, France, and Premiere together, but that was just the start. An incredibly close, tense game ensued, until both teams were down to their last two words.

Bob made a desperate bid to tie ‘New York’ and ‘Forest’ together with ‘Jungle, two’ (urban jungle, right?) but was thwarted by Lizzy’s insistence that ‘Jungle Jam’ was a thing (she meant a jungle gym. Like the climbing frame. Bob actually broke the rules when that went down as she was incapable of stopping a stress-pressured ‘Mrrrrrrrrrrrrrrrrrrp’ from escaping).

To be fair, the team’s eventual demise might also be put down to a glorious moment in which Bob forgot which colour she was, and gave a clue for the wrong team’s spies. Some swearing followed.

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A smooth final two from Team Charlie and it was all over. The tiny trophy of ‘Good at Games’ was wrested from the Misery Farm’s grasp, and Bob unclenched her butt-hole for the first time since the tournament started.

Codenames is a frickin’ excellent game. Good as both a light party game for the inexperienced, and as a brain-crusher for more experienced players. Incredibly stressful. Highly-recommended.

The real winner was the stupid other team. But also, board games.

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Hate is such a strong word, but…

* Too early for Christmas jokes? What? Christmas jokes are never appropriate? Psh.

** Codenames won Shut Up & Sit Down’s prestigious ‘Best Game, Worst Box’ award 2015.

*** It is mostly filled with air so there’s plenty of room.

**** Did we mention that we’re really, really competitive?

 

Misery Farm On The Road: Little Wooden Houses 2

It’s been a long week here at The Misery Farm. Lizzy and Bob have been marking idiot undergraduate papers while Briony has been attempting the academic equivalent of fitting a gallon into a pint glass, i.e. condensing her Master’s thesis into a publishable paper.

Needless to say, they were all very happy to see the end of the week and to celebrate with happy hour cocktails (Bob and Briony) and going to bed at 9pm (Lizzy).

Saturday dawned bright and early. And hungover.

Somehow your farmers managed to pile into Bob’s shitmobile car and pootle all the way up to Oxford without any major death or destruction,* fully stocked with caffeinated beverages and terrible service-station sandwiches. What a treat lay ahead of them – a full day of board games ahoy!

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Pictured: Meeples, not Little Wooden Houses. It’s the thought that counts.

What’s Little Wooden Houses?

Little Wooden Houses is the brainchild of Mac ‘Amazing’ Chapman, fellow board-game enthusiast and blogger. His dream was simple: to gather friends and acquaintances and pretty much anyone who fancied it, put them in a large room together, and play some board games.

It’s a formula which pretty much guarantees success.

Effectively, it’s just a day at a friend’s house with a bunch of people you like and a bunch of board games you like, but on a larger scale. Things that you like, but more of it! YEAH!

Unlike similar small and friend-run events we’d been to previously, like Gavcon, it’s a simple case of turn-up, bring-games, leave with the same games you arrived with. Simple stuff. Particularly good for those on a budget! We each gave a small contribution to M. Amazing for renting the hall and brought our own homemade sammidges, hangover snacks and maybe ordered a tiny bit of takeaway too.

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The whole room’s a bit like a big wooden house, actually

Little Wooden Houses 2

This event, the second of its kind (but we weren’t at the first, so it can’t have been as good), was hosted in a little village hall near Oxford, where we’d previously had an incredibly successful day as the media in Watch The Skies. If only half as many nuclear bombs went off this time, it would be a success! It’s a bit further away from our homes than a couple of us would like, but it all worked out ok because Bob is an incredibly safe driver and we didn’t fear for our lives once in the entire journey.**

We started the day with HangoverBob opening her packet of Skips upside down and declaring it to be the end of the world. Fortunately, the team plodded nobley onwards, and got stuck knee deep into some games:

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Little wooden pillars

Elysium

Elysium is a good game with one strange weakness:

‘Have I played this before?’
‘Yeah, have I? I really really can’t tell…’
‘Nah it just looks like all other games ever.’

It really does as well. It’s ancient-Greek themed and the artwork is a bit 7 Wonders, maybe a bit Cyclades.

We came across it on Day 4 at Essen and Briony bought it there and then.

There are pillars, but hungover games-explainer Briony is quick to point out that the aim of the game is not to build a tower out of them. Sadness all around.

Otherwise, it offers a good level of chance and luck v strategy and tactical play. It’s simple to learn, plus there’s just enough opportunity for dickery to keep things interesting and victory points get handed out like Skittles. And we love skittles!

As a downside, there are a few design errors. You must knock your pillars over to collect cards, but the bases of the pillars are circular so they just roll around all over the table and onto the floor, repeatedly. The turn order tokens are nearly the perfect size to fit into a slot on your player board, but not quite. Argh!

We still all had a pretty good time. Bob and Briony survived their hangovers, and laughed at the worst jokes.

‘Can I have a circley thing?’
‘You certainly can!’
‘… I CIRCLEY can!’

Victory for Briony!

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Some vigorous pointing from HangoverBob

Tournament: Codenames

Ok, when we said that Little Wooden Houses was just bring-a-game, play-a-game, we were almost telling the truth. Little Wooden Houses also has a long standing tradition (as long-standing as a tradition can be when it’s only the second event) of having a mini tournament. The first event was home to a Blueprints tournament, and this time Codenames was the star of the show!

If you haven’t played Codenames yet, then you should. It’s a competitive word-association game played in teams, but even more fun than it sounds.

Your steadfast reviewers made up a team of 3 (obviously), and were determined to come in either first or last place (because those are the only two positions worth blogging about). It was decided that Bob should be spymaster because a) she’s strangely OK at it even when wearing her ‘Captain Hangover’ hat and b) Briony and Lizzy can get inside her mind with ease. To catch your prey, you must think like your prey. To think like Bob, just replace 98% of brain function with pop culture references and sarcasm.

We started strongly. A decisive victory against a team which had never met before, followed by a trickier match-up against long-time friends. The tension was absolutely insane, largely because we take winning board games far too seriously. The final match was an incredibly close best of 3. We fought bravely but… ultimately the tiny plastic cup of victory was wrestled from our grasp.

A full review of both the game and the little tournament will be out soon!

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Between Two Cities

After the intense stress of a tournament, a soothing game of Between Two Cities was called for. It’s fun and simple and can fit absolutely loads of players thanks to its team-based mechanic which means that until the scoring phase you only really play with and against the players to your immediate right and left.

Takara Island

Next was Takara Island, a worker-placement-lite game recently re-released with art by the incredibly talented Naiiade. Dive into the deep seas, fight some monsters, and dig for magical treasure. It’s flawed by some unbalanced mechanics which aren’t clarified in the rulebook, possibly due to translation errors.

Two Rooms and a Boom

There are a lot of reasons to gather twenty-something friends in a single place to play games, but one of the strongest has to be Two Rooms and a Boom. A game that not only works with these larger numbers, but thrives with them.

It’s a combination of hidden roles and party game: red terrorists v. blue secret agents. Everyone is divided up into two rooms and allowed to get chatting. Every few minutes there’s a hostage swap where a few people can change (or be forced to change) rooms. The aim of the game is to get the (red) bomber and the (blue) president in the same room at the end of the game if you’re the terrorists, and to get the president the hell away from the bomber if you’re the blues. That’s right, even if the entire rest of the secret service explodes with the bomber, as happened in one of the games we played, the blue team still win if the president is alive. Is death worth victory? Almost certainly.

Despite the ostensible secrecy of the roles, it quickly becomes clear who’s on which team.

“Lizzy, wait, are you on the red team?”
“No.”

*Lizzy bursts into nervous laughter and has to run away*

It gets interesting when more roles are added. The engineer to fix the bomb. The doctor to diagnose the president. The Shy Guys, the fools. The first lady and the mistress, both of whom are competing to be in the room with the president at the end of the game (but not in the same room as each other). Moby Dick is there, as is Ahab.

Ultimately, despite the number of roles, it’s not a difficult game. Bob was the bomb and she quite successfully exploded. Good work, everyone!

The end of the day

Little Wooden Houses 2 ran on to the late, late hours of 11pm. Your noble journalists ducked out before then, but still had a wonderful day. The atmosphere was relaxing, friendly and rife with games.

Your competitive team of journalists had so much fun that they barely even cried at not winning the coveted Codenames tournament trophy.

But, as always, the real winner… is board games.

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It’s fine. We didn’t want the Codenames trophy anyway.

 

*Despite what Lizzy might say about Bob’s driving.

**(shifty look from Lizzy, as if from someone under duress)

Steampunk Rally: A Rally Good Game!

Pairs well with: Gin on rough terrain (the rocks)
Traitor rating: 4/10 “I could race… or I could screw over Lizzy…” – (everyone)

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Each member of the Misery Farm had several favourite games to come out of Essen 2015. When pressed, all you can get out of us tends to be a pretty diplomatic and squirmy answer, along the lines of “well I loved so many of the games, I couldn’t possibly choose!” or “can’t I just say that I love all of them?” or “I CAN’T FREAKING DECIDE, LEAVE ME ALONE ALREADY”. We’re told this is similar to how some human adults feel about their children.

But if we were pressed to decide on a top list of games then we could probably all agree that Steampunk Rally has a pretty damn high spot. It’s one of the games we all actively sought out after Bob enticed a group of us in with her description:

DSC_0617_Fotor“Guys! We need to play Steampunk Rally next. It’s like the hipster Wacky Races, but you get to play as Marie Curie! Only she’s a ROBOT!”

Sold! Literally.

Now we’ve brought (several copies of) the game back to our humble homes the excitement hasn’t worn off.

To start off with, have we mentioned the characters? There are sixteen to choose from, all based on some of the coolest inventors that history has to offer. If you want a team of badass lady-racers (which you know very well your team of badass lady-journalists do), then you actually have a whole range of options! That’s right, A RANGE of female characters!

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Science!

This evening we plummed for Bob as Ada Lovelace, Briony as Marie Curie and Lizzy as Hertha Ayrton. Briony had conveniently hosted a steampunk Hallowe’en party in her house a few days beforehand, and being the cool kids we are we grabbed a few spare steampunky goggles strewn around and got our race on!

Each player gets their little chosen inventor card plus an additional unique card which, together, make up the start of your brilliant machine, which you’ll add bits to as the race goes on via a little valve symbol that lets you know more bits of machine can go there. Being the snazzy and intelligent inventors that you are you can easily unscrew some bits here and there and rearrange your machine as you go along, so you don’t need to worry too much about the order of placement (take that Galaxy Trucker!).

DSC_0624_FotorThe aim of the game is to win the race. You win the race by crossing the finishing line first.* Sounds simple and familiar so far, right? Racing 101. Oh! Also, you’re racing in a giant machine that’s constantly rearranging, powering up, and occasionally exploding – more on that later.

Brimming with overconfidence, having not actually played since the trial rounds at Essen, we opted to play on the super-fancy FUTURISTIC HOVERDROME. More danger, but we could handle it. Robot power! Plus the map is a bit randomised at the beginning, which is always a bonus.

DSC_0613An actual turn consists of a few different phases, which each person does at once 7-wonders-style (or does slowly and in turn order if you haven’t figured out the rules yet, or if you just want to show off your rad moves). The first of these involves taking a card from a selection and passing the rest on. Here’s where you’ll use some of these cards to add bits on to your machine! Propellers, rocket boosters, a forcefield… should we chuck a time machine on there? Yeah, why not!

But the machine you’re building isn’t just about cool gadgets and aesthetics, it’s a beautiful, smoothly-running *cough* mechanism that uses water, electricity and fire power (dice of different colours) to bolster your machine’s defence or SPEEED madly along the track.

DSC_0630_FotorLater in the round is the racing phase! Here you roll the dice you’ve generated that turn and see how much power (how many little winged-wheel symbols) you’ve managed to generate. The misery farmers were off to a flying start! Each of us racing ahead with some efficiently running robot monstrosities, producing the dice and throwing them madly into the machines.

Oh, remember that bit earlier where we glossed over the bit where your machines can explode?

Yeah. Here that comes.

The final phase of a round is a ‘damage phase’, where you calculate all the damage you’ve taken from the terrain you’ve just hastily and cockily rattled across.

“Oh, oh shit. I think I raced a bit too far ahead.”
“Oh crud, me too. Ohhhh no.”

The exploding machinery is probably the most unique mechanic of Steampunk Rally. For each damage you take which you haven’t defended yourself against, a part of your machine (of your choice) will explode and fall off. This can be a useful tactic at some points- sometimes it might just be worth losing some outdated bits of your machine for the chance to speed a bit further ahead. Maybe the force of the explosion is propelling you ahead a bit? Who knows!

But uh, what happens if you take more damage than you even have bits of machine? Back into last place you go.

Every single one of us had, despite being nominally-competent adult human beings, miscalculated the damage we’d take and exploded our machines completely. On the very first round.

“Guys. Guys. Can we just… maybe…”
“Pretend none of this happened?”
“Yeah!”
“Start over?”
“Yep.”
“PRACTICE ROUND OVER, GUYS. NOTHING TO SEE HERE.”

We definitely owed it to the great inventors that we were representing to pretend that that was a practice round and start over. Nobody wants that kind of a disgrace on their shoulders.

THE RACE BEGINS AGAIN!

DSC_0626_FotorSlightly more careful this time, the team of badass lady-racers (or just ‘badass racers’, if you will) had a much more successful second attempt at a race.

The theme is excellently done, as you can tell from our enthusiasm over the characters. Marie Curie has a brilliant robot body because of the radiation poisoning done to her flesh one, but this just makes her even more hard-core than she was already. Which is tough, because Marie Curie is pretty hard-core even in puny human form. Lovelace is also a robot, having downloaded her consciousness into a robot casing.

The depth of the machine parts is also great. You can build some pretty bizarre and beautiful machines!

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Boom.

“I’m becoming a weird spider-tree with legs! FEAR ME!”

“Argh! I keep wanting to attach a penny-farthing to my machine but there’s never room!”

“KAPOW! Oh no, my galvanised brakes!”
“Oh no, you’ve lost your galvanic brakes!”
“Galvanic! That’s what I said.”

Impressively, it also plays with up to eight players. But it does this while still being strategic, rather than a game of luck. You can fit the same amount of players as Camel Cup, for example, but actually involves some skill and planning.

Briony’s playing a giant-machine tactic. Unfortunately, she seems to have got a little bit carried away with building something beautiful and forgotten that she’s actually taking part in a race. Lizzy, going for a “try to win” strategy, keeps losing her galvanised galvanic brakes, but the lack of stopping power definitely seems to be playing in her favour, and she’s speeding to victory.

That's a damn impressive machine, Briony, but it doesn't appear to be going anywhere...
That’s a damn impressive machine, Briony, but it doesn’t appear to be going anywhere…

The way that the phases work together is good for a larger number of players, so you’re not spending too much time waiting for other people to make their moves. But there’s definitely something lost when everyone races together, and it has a bit less of an exciting or sociable feel to it when you don’t get to watch everyone else’s smoothly running machines creating the perfect amount of water for their steam machines and then trudging along, or completely misjudging their power, going too far and falling in a hole. We prefer doing that part of the game one at a time, so we get to watch each other’s’ triumphs and disasters as they unfold.

Speeding to victory
Speeding to victory

The game is a winner both on theme and gameplay. It’s a great game to get your friends excited, and although there are certainly games that are more in depth, more strategic, and more ridiculous, it plays a pretty good role in our board game collections.

Of course, as always, the real winner is board games. And Lizzy.

*You can also cross the finishing line at the same time (on the same turn) as someone else, but then it’s about how far over the line you get. It’s not literally a case of who moves their character over the line first winning, because that would be madness of a different kind.

Misery Farm On The Road: Essen Spiel 2015 Day 3 First Reports

Our third Essen report comes from the well-rested Lizzy, who, on the way out to get some dinner on Night 2, accidentally fell asleep instead and so is actually pretty well-rested. Incredibly rare for a board game convention, where sleep is normally a very limited resource, only available when you’ve run out of beer and are waiting for Messe to open its doors to you again.

As before, Bob is playing social media guru and is live-tweeting our trip to Essen, check it out. She bought a data plan for her mobile and is going mad with it. Mad! Also if you’re hungry for even more Essen, Lizzy and Briony wrote up the first reports for days one and two.

We’ve also started racking up a bit of ammunition for a ‘Disappointing Games of Essen 2015’ post, which is in the works. If you’d like more of anything else, let us know in the comments! (Or twitter, facebook, to our faces…)

Right. It’s Saturday morning, you’re full of Walnussplunder and Butterkuchen… go!

Day 3 Game 1: Scythe

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If there’s one game that Lizzy ‘didn’t even bring a spreadsheet’* Miseryfarmer was hyped about, it’s this. Scythe isn’t available yet, it isn’t even up on Kickstarter until next week! But it comes from a pretty solid background of previously beautiful kickstarted games, of which Euphoria is probably the most memorable.

Badass tiger-lady
Badass tiger-lady

The game is pretty popular already. Bookings to try the game are at a premium, and a lot of people are being turned away, even with testing limited to an hour at a time.

Because it’s in such early stages, the pieces aren’t quite done yet. Lizzy’s hawk lady came without a hawk, the shiny pile of coins were apparently not in their final form and some of the pieces were definitely the wrong shape. The hawk lady’s yellow ‘stars’ happened to, for example, look exactly like yellow lightning bolts from Euphoria. Funny, that.

The game comes with the most beautiful art of mechs and a fallen Eastern Europe, and you can tell. Everything about it so far is beautiful, and you know the rest will be too.

We got a fair idea of gameplay during the hour’s test and, luckily, it seems to be exactly what you want for a game that looks like it does. It comes with building, expanding, fighting, resources, colonising, rising to power. We cannot wait to play it some more.

"You guys may have more points. But are you riding a bison? Didn't think so."
“You guys may have more points. But are you riding a bison? Didn’t think so.”

Day 3 Game 2: Codenames

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The hall was already damn busy by the time we were looking for a second game, but before long Bob enthusiastically dragged us over for a quick game or two of Codenames.

Codenames is another one of those games that you end up only trying because of luck or the insistent recommendations from people you trust. Bob is often trustworthy and persistently insistent, so we cast our doubts aside and sat down.

You only need to take one look at it to figure out why we might’ve been a bit sceptical. The box is awful, and one of the dark figures on the front even has a speech bubble coming out of it which says ‘word game’. Word game? Really? Is that how low I’ve stooped during rush hour at Essen?

DSC_0155_FotorWe’re reassured that Shut Up and Sit Down themselves describe it as an excellent game with a terrible box. And it turned out to be just that! It’s a word association game, but in the best way possible. There are spies, competition and mocking. There’s a slightly dodgy two-player mode for it as well, but we strongly recommend you try it with four or more, for better making fun of the other team when they think that the clue “wedgie” matches “plane” rather than, say, “pants”. You know who you are!

Day 3 Game 3: Between Two Cities

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To our surprise, we soon ended up bagging a seat at our second Stonemaier game of the day for Between Two Cities. The game’s novelty is that you’re building two cities, one on either side of you, but each city is being shared by a person on either side. Your lowest-scoring city is the one which gets you all the points at the end, so victory ends up being a bit of a balancing act.

DSC_0160_FotorIt’s good, and it has a satisfying level of simplicity and quickness as well as a having potential for good level of strategy and tactics. To play it feels a bit Suburbia crossed with Mad King Ludwig crossed with Seven Wonders. Which is fine by us! A perfectly reasonable game, and one of our number left with a copy in their bag.

(They did pay for it, we’re not using our blog to just let out confessions of theft.)

Day 3 Game 4: Titan Race

Another smaller game, in which you each play a hero riding a monster. Three laps of the racetrack wins! You may die a few times, and also blast some enemies into some lava. Simple stuff, some dice rolling and some mild fun.

Also contains a character called “Cthooloo” which is definitely the first time any of us had seen it spelled that way.

Not the winner.
Not the winner.

A little bit telling was that when we were choosing characters, the rules explainer advised us that Cthooloo wins most of the time. Oh! How much is most of the time? Erp, 90%?

Cthooloo won our game as well. Is this a flaw, or is it secretly actually an amazingly accurate representation of the mighty dark lord Cthulhu?

Probably the former.

Day 3 Game 5: Conquest Stratego

This final game was another case of a last-minute choice based on glimpsing a free table in the distance. Conquest Stratego is based off another game, Stratego, which thanks to our excellent research and journalism skills we can tell you almost nothing about.

DSC_0168_FotorWe can, however, tell you about Conquest Stratego. CS is a game of battles, a bit reminiscent of Risk, but without dice rolling. Instead of dice rolling your pieces have a range of numbers from 1-10 and, bar a few exceptions, the highest number wins.

The game has one neat little mechanic which we’ve not yet seen before, which is to have these strange little capsules for each of your pieces, designed so that only you, at one end of the table, can see what your number is. This actually worked better than we’d hoped, which is probably also how we’d describe the game as a whole. Not that bad, but wouldn’t personally buy it.

As always, the real winner is board games. As day four dawns, your  brave journalists are heading out for one last morning pastry for the final day! Wish us luck.

Guten gamin’

*Bob brought so many spreadsheets for Essen board games. Cumulative cost was the scariest column.

Misery Farm On The Road: Essen Spiel 2015 Day 1 First Reports

Essen Spiel, it turns out, pairs really well with: a nice litre or so of German Weiser. Who’d have thought it?

To begin a series of frantic, excited and well-beered posts, The Misery Farmers bring you the first installment of a series of blog reports straight from the board game convention’s mouth. The three farmers have teamed up with what can only be described as a whole platoon of board-gaming friends to enjoy their biggest Essen adventure yet.

With Bob on the tweets and Briony running mad in a beer hall somewhere, these first glimpses of our convention adventure come from Lizzy “first on the scene” MiseryFarmer. Here you’ll find first impressions, photos, brief summaries and playthroughs of the games she’s tried so far. Tuck in!

Day 1 Game 1: Liguria
Otherwise known as: “Lib.. Laria… Lag… the game with the boats!”

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As the doors to the convention hall opened, Lizzy and much of the team ran towards the Queen Games sign, in a noble attempt to grab the first free table they saw and dive straight in to some board games. Liguria provided the perfect start!

DSC_0029The lure of Liguria is the excellent little boats that come with it. We’re also a fan of the flexible layout of the pieces of the table!

The introduction started like this: “So… you’re a merchant, and you’re selling… colours.”

Great start!

It transpired, after a few glances at the rules, that this wasn’t a flippant comment from a rules-explainer after all. We’re actually trading colours to paint a beautiful cathedral, or something. With actual bags of colour. … Fair enough!

Chug chug!
Chug chug!

Don’t let the shaky trading pieces get the better of you though, the game was really fun! There’s an excellent selection of tactics and methods to victory, and the rules aren’t too complicated while still providing a lot of room for thought.

Being our first game at Essen we were pretty freakin’ excited.

“OK REFRESH THE BOARD! NEXT TURN!”
“You haven’t even had your move yet!”

Pictured: all of the damned points, all for Lizzy
Pictured: all of the points, all for Lizzy

We learned pretty quickly that, despite all of the promising-looking colour trading and boats, building a few buildings is a sure route to victory.

“Lizzy saw how to get points. Lizzy did that.”

Day 1 Game 2: Raptor

An excellently themed game, Raptor also wins the points for having the best wall display we’ve seen so far. As shown here, behind this Bob-shaped raptor.

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Raptor is a two-player game, in which one person plays the evil scientists trying to capture some baby raptors and the other plays the baby raptors and their mother, trying to either save the baby raptors or eat all of the humans. Either will do!

It’s a reasonably quick game, with a few interesting card mechanics. It’s difficult to tell how much this will ultimately rely on some luck, it’s very easy to get punished by playing the wrong card at the wrong time, giving your opponent a lot of ‘action points’ to play with and a lot of juicy humans to eat. Lizzy’s game was over pretty quickly (*raptor-burp*), but Bob and her robot-boyfriend insist that if you play it for long enough to actually get the hang of the rules then it turns out to be pretty playable.

It's unclear what Abraham Lincoln is doing on the front.
It’s unclear what Abraham Lincoln is doing on the front.

Day 1 Game 3: For Sale
Otherwise known as: “House selling thing! House game! Selling house!”

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‘For Sale’ was a game we stumbled across while lurking creepily around a table for The Big Book of Madness. The game didn’t look appetising, nobody else seemed to want to play it and it was on one of those tables where you usually relegate your less popular short games to.

Determined to stick close to TBBoM, for reasons to do with Bob and a very complicated excel spreadsheet of games she wanted to try, we gave the game a go anyway. And it was a surprisingly great game!

DSC_0050For one thing, it’s more beautiful when you look at the cards. There are thirty different houses that cover a range in values, from grotty old outhouses (geddit? out… houses?) to some mid-range igloos right up to some fancy castles and space stations!

The game itself is a short, simple, but surprisingly good bidding game! It begins with a bidding war over all of the houses ranging from 1-30 in value. (It’s not clear what this value is measured in, yet.)

After everyone’s tried spaffing all their bids on the best houses, a range of cheques are brought out in a similar way, and people have to spend their houses in a similar bidding war to get the cheques.

All in all, a surprisingly good game!

Day 1 Game 4: The Big Book of Madness

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All that lurking in the shadows did eventually pay off, as the team got a turn at the game they were after: The Big Book of Madness.

The light shining in the hair is definitely on purpose
The light shining in the hair is definitely on purpose

The game’s fairly easy to pick up. At least, moreso than it originally looks. But it also gets more complicated as it goes along, and sooner or later you’ll be writhing around in the requisite amount of horror for a co-op game.

Of course, in classic Lizzy-style, it took her most of the way through the explanation of the rules before she even cottoned-on to the fact that it was co-operative. That’s what you get for not doing your research!

“I like a co-op game that, even in the beginning stages, still feels like you’re just pissing in the wind.” –Chris

DSC_0071A lot of people around the table praised the game for being a co-op game that didn’t have too much of a piggyback / quarter-back type problem, where one player tends to get a little bit carried away and start deciding everyone else’s moves for them. Having cards to yourself tends to lead you down a road of thinking “RIGHT! WHAT CAN I DO AND WHO CAN HELP ME?!” rather than worrying too much about anyone else.

Nobody’s gone so far as to buy it, but it’s a game that’s definitely got us all talking.

Day 1 Game 5: Kumo Hogosha

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The final game of the day was, again, not a first choice but rather a game found from necessity. A certain couple (Bob and robot-boyfriend) had, already, on the first damned day, bought nine and a half board games between them. Nine and a half! You should have seen her face, gentle readers, as she would appear, scream something excitedly about some limited edition artist-signed games, then run off again into the distance.

Unfortunately this did mean quite a lot of strain on the shoulders, so the final game was very much a case of “oh dear lord, if we don’t sit down now then I’m going to scream”.

DSC_0076Luckily for us, it was five-in-a-row in the great game of finding games to play at Essen, and two of the four of us thought this last game was beautiful enough to buy.

It’s a two-player game, or four-players if you pick teams of two, and you all play a group of kumotori trying to push a giant block off the right side of a rotating circle. The game comes complete with rotating circle and giant block, and as if those things weren’t enough, it has an absolutely stunning box and some pretty good mechanics that more than one member of the team described as chess-like.

Our one worry was that it might get a little too defensive at points. There’s not much hidden from your opponents, so it can sometimes be a case of just sitting, spending a long time considering your turn and trying to figure out what possible combinations of moves your opponent could do, and how to avoid leaving yourself in any position which might possibly lose you the game.DSC_0080

But these might be the tired ramblings of the last game of the first day of Essen. Only time will tell how they each play in the long run!

Full reviews will eventually follow of the games we most enjoy.

As always, the real winner is board games.

And beer.

Misery Farm On The Road: Misery at Gavcon II

This week we bring you the next in our sporadic series of event reviews, in which we bravely leave the house to give you an exclusive report from one of the hottest board game conventions in … a little area north of Southampton, England.

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Ok! Perhaps, more accurately, we bring you an exclusive report of what it’s like to host a small board game convention between friends. Apologies for the lower quality photographs than normal, Dr Photographer (link) decided he’d rather spend the convention ‘having fun’ and ‘playing games’ than working for us, for free, all day, so most of the photographs have been taken by Lizzy. At least this time she remembered to wipe the lens of her digital camera first, instead of just getting confused as to why all of the photos were blurry.

Gavcon (lovingly called Gaviscon* by everyone except the eponymous Gav) is the now-annual convention run by one of our good buddies we went to Essen with in 2013. A year later Gavin ‘went rogue’ and, while wildly shouting “I don’t play by your rules!”, tried to save on his yearly trips to Germany by hosting his own mini-convention, for about 20+ people, friends and friends-of-friends. This is our report from the second annual Gavcon!

How does Gavcon work?

Gavcon is unlike any other small (or large) conventions we’ve been to, but it seems to work really well. The host, Gav, charges everyone about £30 (that’s about 40 euros, 45 USD, 12,500 Hungarian forints, etc). In exchange for this unusually large sum for a convention he will book a hall and buy one game for each paying participant.

The room preparing for Gavcon
The room preparing for Gavcon

So suppose he gets 12 paying participants. He sets up a list on BoardGameGeek where everyone nominates and votes for the games they want to be able to play; we often pick new releases, things we’ve not played before but heard about, recent recommendations. Based on votes, variety and availability Gav will pick 12 games to buy and bring them all to the convention. There’s a full day of merriment, playing, food from the bar, seeing your friends who inconsiderately moved to Cambridge but are down for the convention, etc.

As the day wraps up, maybe 5pm, the real game begins! Gavin will have the names of everyone who paid their £30 on a piece of paper and in a hat. One by one a name is drawn, to applause and envy, and everyone will get to pick one of the games to take away and keep! Hopefully throughout the day people will have played a wide enough variety of games to make sure they can choose something they like, and if not they can get by on recommendations from others.

Since the £30 entry fee gets you a free game at the end of the day it turns out to be a pretty good deal. And people who can’t afford the fee or didn’t get around to paying are still encouraged to come along, they just won’t get to take away a game at the end of the evening.

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Now for the low-down on this year’s Gavcon from Lizzy, our Chief Gavcon Correspondant.

The first trick to running a small games convention, it would seem, is to pick the location very carefully. You need the space, you want somewhere that sells beer and food, but most importantly you want it to be both conveniently close and incredibly difficult to find. Gavcon meets each of these criteria, hosted just north of Southampton while simultaneously being in the middle of nowhere at all. Even when you can see the building, somewhere in the woods, it will take the driver at least ten minutes to find the entrance to a carpark. This is an important part of convention scheduling; you want the players to feel like they’re warming up, being challenged, playing their first game, getting their first victory in before they’ve even arrived.

Red7

The first game we started off with was Red7: a small and quick card game, but with some fun mechanics. It consists of the numbers 1-7, each in seven different colours.

P1020518To play, you have a choice of putting a card in front of you or in the middle. Cards in front of you will add to your ‘palette’, which is where you get your points from. Cards in the middle will… completely change the rules of the game, depending on which colour you’ve chosen! After you’ve played your turn, either changing the rules, adding to your hand or both, you need to be winning. If you’re not winning after your turn, you’re out! The round will end fairly soon and everyone will count up their score and start again.

The game is quick, easy to learn but great fun. A very good ratio of interesting tactics to difficulty. Recommended as a neat small game.

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Castles of Mad King Ludwig

Have you played Suburbia? Good. Well, it’s that game, made by the same people, but better. You have to build the best, maddest castle for the Mad King, with the rooms that become available to you. There are lots of ways that a room can score you points, and lots of exciting combinations you can work towards.

How about instead of a photo of this game you just accept this photo of a duck and ask no questions. Good.
How about instead of a photo of this game you just accept this photo of a duck and ask no questions. Good.

It’s another great one for interesting mechanics; each player takes a turn being the ‘master builder’ and decides how much money each room will cost the players to buy. They’re incentivised to make the more attractive rooms as expensive as possible, since everyone will pay them the money for the rooms.

Slightly more complex, but good fun. It’s great to play a game where you can see several paths to victory and you have to make a tough choice about which one to take.

Witness

Oh hell. I don’t even know. The day made sense earlier, what happened? Help!

P1020555Witness is a… surprising game. I don’t even know. What did they just say? Shit. It’s a combination of Chinese whispers and a puzzle game, and I don’t know how a group of four smart human adults could be as awful at it as we were. There’s a lot of information to memorise and you’re not allowed to write it down until the end. You’ll find yourself reaching over to whisper to someone and suddenly realising you’ve forgotten all of the names of all of the participants. There’s laughter, there’s tears.

A very quick game which gave us a lot of fun, but we’re not sure how much we’d want to play it after the first few runs.

Letters From Whitechapel

Chief Commissioner Moustache
Chief Commissioner Moustache

This was, to Lizzy, the most fun game of Gavcon. Since seeing a review for it she’d been mega-keen to give it a go, and voted for it to be a part of the convention both years. This year she was successful and she wasn’t going to miss the opportunity to play it!

The game requires one person to be Jack The Ripper (Dr Photographer was incredibly keen. He’s always had that serial-killer glint in his eye) and the others to be the noble investigators. There’s scrambling, hidden movement, murder and a lot of roleplaying if you get into it properly.

Quite a long game, but simple rules and very enjoyable. We’ve since reviewed it in full, here.

Murder scene
Murder scene

Colt Express

A lot of people would say that this game is worth getting just for the model train. They’re probably right.

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P1020547_FotorIt’s also fun, but if I owned it I probably wouldn’t play it that often. I don’t think that’s just because I lost. It’s fairly simple but also seems to involve a fair bit of luck, and how much the other players get in your way! It has some fun pre-planned movement mechanics that are always a laugh. Fun as a game to play through, but not for strategy, perhaps.

A pretty medium game for me, in both length and enjoyment. But maybe that’s just because the standard of games was so high! (and did I mention  how badly I lost?)

The end of the day

As the dust settled, we all gathered round for the real game to begin. We all screwed up our faces and stared intently at the hat of names, trying to get our names pulled out as early as possible to grab our favourite games. Good tactics at this point are to run around to all of your friends and try to find out which games they enjoyed the most.

Lizzy came some point in the middle but it was enough to win her Letters From Whitechapel; she was pleased as punch. Last year she was chosen first (still managing to look incredibly smug about it, despite it being luck) and managed to grab Glass Road, which is also now a favourite of the team’s.

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Gavcon works really well, but it does so because of the small number of people and the fact that they all know each other fairly well. Then you can be sure there aren’t too many grumpy disputes about anything like the money, the game you win at the end, etc. The atmosphere is friendly and the hosting seems fairly relaxed. It might not work on a larger scale, but if you’re interested in hosting your own board game events with a similarly-sized group of friends then we found this format to work really well!

As always, the real winner is board games.

*Gaviscon is the name of some kind of heartburn medication over here, by the way. Honestly, it’s a very witty joke if you’re from the UK.**

**Disclaimer, joke might not be witty.

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Skulls and Roses: The lesser known 80s band

Brutus Rating:  2 knives in the skull out of 10. There aren’t really a variety of options for easy dickery to your opponents beyond the regular subterfuge.
Pairs well with: Pint of ale from a tankard.

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The ratio of complexity of gameplay to complexity of strategy can be a good basic indicator for how good a game is. A lot of really good fun can be found in a game if it has some fairly basic steps and mechanics, and is fairly easy to learn, while also leaving room for a relatively more detailed, complex and developed strategy. Less fun can be had, sometimes, for a game that has a lot of detail in the play but not so much wriggle-room for thought-out plans for victory.

This isn’t meant to be a perfect recipe for board games, of course. Sometimes you want to just sit the heck down and let the board game adventure and some luck take you wherever you’re headed. Preferably to victory. Other times you want to get really deep into the nitty and gritty mechanics of a game and work for your delicious glory that way.

Guest reviewer of the day: Lily the dog
Guest reviewer of the day: Lily the dog

But the play-complexity-to-strategy-complexity formula can still be replicated in a lot of games, including some of the smaller and quicker ones. A good small game is often one that you pick up quickly, has maybe a limited amount of possible ‘moves’, but still lets you develop some excellent strategies for exactly how to play. One of these games is the topic of our review today!*

Everyone present have a skull? Check. You're ready!
Everyone present have a skull? Check. You’re ready!

Skulls is a great game for everyone. After all, everyone has a skull. It’s also pretty damn simple, but you get to develop sneakier and better tactics the more you play.

You’re a member of a biker gang. That’s right, time to whip out the old leather or denim jacket and… I’m not sure, start making motorbike noises and talk about how you miss the feel of the wind in your hair? Presumably that’s what bikers do. You’re competing to become what the rules call the supreme leader. Apparently, biker gangs are run just like North Korea. You learn something new every day!

6D-41-90_FotorEach player in Skulls gets a bunch of circular beer mats with your biker insignia on one side (Which gang are you in today? Panthers? Eagles? Snakes? Weird cow-skulls?) and three of them will have a rose on the other side, the fourth will have a skull. They also get a nice square beer mat with a skull on one side and rose on the other.

Once you’re done with the formalities of pretending to mistake some of the ‘cards’ for actual beer mats and getting yelled at by the person who owns the game, then you’re ready to begin.

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It’s a short game, and it’s a game of bluff. Everyone takes turn placing cards down in front of them (insignia side up, or the bluff part won’t be very effective) and definitely remembering whether you’ve put down a rose or a skull. Eventually one person will decide that instead of putting down a new card they’ll ‘bid’ on how many circular beer mats they can turn over without finding a skull. The trick is, whoever wins the bid (and therefore actually has to attempt to do so) will have to start with their own beer mats first, and starting from the top. Getting it right will lead you halfway to victory (counted by flipping over your square beer mat) and the penalty for getting it wrong is a good mocking and removal of one of your four cards, making it more difficult for you to play. (Particularly if you lost four times… having no cards makes it very difficult to play indeed)

It's actually unclear whether it says 'panthers' or 'punthers'
It’s actually unclear whether it says ‘panthers’ or ‘punthers’

So what you DON’T want to do is forget that you put down a skull and then knob yourself over by bidding as high as possible. Unless you’re trying to lure everyone else into a false sense of security with your incompetence so that you can sweep them all away in the next few rounds. The brilliance of this game is that shit like that can actually happen, and maybe even work!

It’s all about trying to trick everyone into thinking you’ve got a rose when you’ve got a skull, and into thinking  you’ve got a skull when you’ve got a rose. And this isn’t just done by plain old conversation: “Hey you should definitely pick my card. I’ve just put loads of roses down. OR HAVE I?” because, you know, that would be silly. It’s also bluffing through your actions. Bidding really high to convince people that you do have roses, just to have the bid snatched away from you at the last second (just as you’d planned!) so that the winner of the bid will pick your card, convinced that you wouldn’t have done that if you’d had a rose, only to fall down crying when you flip it over to reveal your cunning bluff. TAKE THAT, RICH! YOU NEVER SAW IT COMING! WHO’S YOUR DADDY?

SKULL! GOTCHA!
SKULL! GOTCHA!

It’s also a very reactive game. Because it fits in that part of the collection for small games, ones that you can fit between other games or when you’re busy, and ones that you can play anywhere because it doesn’t have many pieces, you’ll find yourself just intending to play a quick round of it before you start up the Battlestar Galactica or the Eldritch Horror and then realise, an hour later, you’re all still in the kitchen desperately trying to stop Sophie from getting a fourth victory in maybe six games.

You can play it anywhere!
You can play it anywhere!

“AHA! Well, Will clearly has a rose because he tried to encourage us to pick his cards”

6D-41-130_Fotor“AHA! Rich definitely has a skull because he was pretending to deliberate, and there’s no way he would have actually been deliberating about bidding higher than five at this stage because that would be MADNESS, so he must have been pretending to deliberate to trick us into thinking that it would be an option for him and to trick us into thinking he has a rose!”**

“Just… never trust Sophie, guys! She’s going to have a skull, she always has a skull! She…. NOOO!”

The spurt of victories from Sophie was quite the surprise. We actually started to wonder if she’d been playing the really really long game, faking incompetence in previous games just to finally show her colours as a ruthless bastard in Skulls and Roses.

All in all, the developed bluffery from Skulls and Roses makes for a great small game, and ranks it pretty well in the ratio of complexity of play to complexity of strategy. Sophie may have played us all for fools but, as always, the real winner is board games.

And Lily the dog.

This review doubles as an educational piece about how difficult it is to take photos of dark dogs in light rooms.
This review doubles as an educational piece about how difficult it is to take photos of dark dogs in light rooms.

*You’d bloody hope so wouldn’t you, or else what have we been rambling on about for the last few paragraphs?

** Take our word for it, this paragraph definitely makes sense to Skulls and Roses aficionados.

Credit goes to our photographer friend for, of course, the photos. Huzzah!

7 Wonders: For when 6 wonders aren’t quite enough but 8 seems excessive.

Brutus rating: 4/10 knives in the back
Pairs well with: A suitable drink to match your wonder (we recommend buying some of that classic terrible cheap liquor that all tourists buy as souvenirs while wandering around in a hot country. ‘But honey, it’s made with guava – that’s so traditional!’)

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In Briony’s house, the copy of 7 Wonders was deemed too big to carry around with ease. To address this her angry spiky-haired boyfriend Pat spent a week engineering the perfect compact version, presented in a lovely Christmas gift box. The juxtaposition of the Colossus of Rhodes and the Christmas tree works beautifully. To give you some indication of exactly how much more compact it is, here is a fair trade banana for scale.

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Onto the actual game?

Have you ever wanted to control your own Civilization? Order your serfs well paid labourers to build cool stuff that will ensure your name is never forgotten for as long as humanity walks the earth? Cry war when someone upsets you? Wait for your turn patiently while your fellow assholes can’t pick a single card in a three-hour time frame? Good. Although this may sound mightily like Civilization (of which a couple of board games actually do exist) it’s actually 7 Wonders. At least, this week it’s 7 wonders. Can’t speak for future weeks, it’s not like we have a schedule for these things.

DSC_03397 Wonders was actually Briony’s ‘gateway drug’ to the board gaming world. She rocked up to a friend’s house one night expecting pizza, but instead got a lot of cards. At the time her friends explained the rules slowly, as if to a small confused child who couldn’t possibly understand the word ‘wonder’. They concluded ‘We’re all really good at the game because we play it a lot, so don’t worry about getting a low score. You’ll get better next time!’

Unfortunately for them Briony has accrued some 400 hours playing Civilization. She promptly wiped the floor with all of them, and has only been beaten once since. 7 Wonders has remained one of her favourite games to this day.

DSC_0337To begin, each player is assigned a great world wonder. One of seven, hence the name, but you probably figured that bit out (It’s not doing the “Five Tribes” trick where there aren’t actually five players and you don’t actually get to play the five tribes, confusingly.) Again, if you’ve played Civilization (the non-board-game version) you’ll already recognise the wonders; maybe you might even recognise them anyway. They differ both in starting resources and the benefits they offer. During the game you can, but are by no means obligated to, build parts of your wonder (they usually have 3 stages), and thus reap some tasty ancient treats.

The game works in three eras. Each player begins with a hand of cards. You look at the cards. You eye them up, rate them out of ten, or ask for their number – whichever is the most effective way of determining a good card for you. Once everybody has selected which card they would like to build, you pass your remaining hand of cards to the player clockwise. Everyone then simultaneously places their chosen card face up and everyone has a lovely time.

DSC_0342Simple. Now, do it again. In fact, keep doing this until you only have two cards left in your hand, then discard one and build the other. Now it the ending of the era, but it’s not particularly like the great works of writing and art suggest. It’s mainly about war, really. Each player has a mandatory fight with the player either side of them. Losing a war means losing points, winning war means winning points. Huzzah!

Well done everyone, we survived an era. Best keep going.

With the start of the second era a new deck of cards is brought out. These cards build on the resources you gathered in the previous era, and will either start racking up victory points or generating larger amounts of resources. The same mechanism as before happens (start with hand, play a card, pass it on, repeat), only this time you pass the cards anti-clockwise. Bet you didn’t see that one coming! Era ends, have some war, next era begins.

DSC_0338This mechanic where everyone picks cards at the same time means that the game is fairly simple, fast, and can sit up to seven players without significantly racking up the play time to the point where you want to claw your eyes out, or go to bed, or have a life, but you can’t because you started playing a nine-hour game. None of that in 7 Wonders. Even better, it manages to do this while still keeping a lot of delicious strategy and giving everyone some good time to think about what to do.

The third and final era is where it gets particularly interesting as all the big cards come out. This is the only era where purple, or ‘victory’, cards emerge, and they have the power to significantly enhance your score if used wisely. During this era it also becomes fairly apparent which major strategy a player has gone for. And by apparent we mean ‘huh, Pete the twinkly-eyed hippie has 739 blue cards. I guess he’s collecting blue’. This is partly where this week’s Brutus rating comes in- there game does still give you a bit of wriggle room for player interaction, mostly in choosing which card you want (and therefore which card you don’t want the player to the side of you to have). If Pete is collecting blue cards then this gives you at least some reason to nab all the ones he needs before he can lay his grubby little paws on them (disclaimer: Pete actually has hands and they aren’t that grubby. Sorry Pete).

DSC_0344It also earns an extra dagger because after each era you have to have a war with the players to your left and right either side, the poor buggers, and if you want those extra victory points you’re going to have to softly jab someone at least a little.

Unless you’re Rhodes, and then you fully jab everyone. Unapologetically.

Of course the problem with this, and with the fighting mechanic, is that you get a bit dicked over depending on where you decided to sit at the table. Lizzy may be a charming barrel of wit and great to sit next to sometimes (we said “may”) but this kind of game could result in everyone scrabbling to get away from her so they don’t have to put up with her meddling in their affairs for most of the game.

DSC_0343Like all things over the great expanse of the centuries, the game will eventually come to an end. Victory is tallied up and your Civilization scores points for various card-related and wonder-related things.

One thing we should mention is the trickiness with how to score science: no-one really knows. It is literally the only complex thing about the entire game. Usually there is some 7 Wonders veteran in the corner who is called upon to interpret and talk with the science cards, and then relays that information back to the rest of the group like some sort of lesser prophet. Fortunately for the rest of us mortals some genius made a thing that does it for you  http://neilsutcliffe.com/7wonders/   If you can figure out how to make it work, the ‘science!’ strategy is a reliably high scorer, though easily ruined if your neighbours are paying attention to what you’re building.

Had enough photos of cards yet?
Had enough photos of cards yet?

The game is fast in general, which makes it perfect to play several times in one evening or to get new people into gaming. As was the case with Briony, it can make a pretty good gateway board game, as long as you take the time to explain each component and keep the card-choosing phase pretty quick. Bob actually hated (or thought she hated) this game for years, not having Briony’s Civ experience and finding game frustrating and exhausting as a board game noob. Turns out, she just had really dawdly friends who didn’t make the trading rules clear. In addition, make sure to stop and take in the art work on the cards, if that’s your cup of tea. They’re often beautifully painted scenes or buildings and they add a lot to the game design.

The real winner is history. But also Briony. She’s just really good at Seven Wonders, man.

This week the credit for the photos also goes to her. Good work, Bri!

Just assume that it says
Just assume that it says “Briony Wins”. Convenient blurring, Briony.

Battlestar Galactica: or ‘how to legitimately take out all of those secret grudges you had on your friends with bullying and wild accusations’

Pairs well with: Space whiskey for the humans, some kind of oil-based fuel for the toasters

1

In a fit of hostility we’ve decided that it would be a great idea to take on a traitor game two weeks in a row. Who can say why? Perhaps because once you’ve started stirring the resentment-pot then you might as well keep going until you have a delicious broken-friendship-soup. Or perhaps it’s because games with a traitor mechanic are bloody brilliant.

2As far as traitor games go, Battlestar Galactica is one of the greats. A familiarity with the television series isn’t necessary, but is a good idea regardless of your position on board games since it’s pretty damn good. (What’s that? Strong female characters? More than one?! Don’t mind if we do!) As such, we’ve always found it a good game to whip out with a group of friends no matter their gaming experience or level of nerdiness. We have all kinds of gateway drugs board games here.

3A willingness to play along when it comes to shouting at each other always helps, though. Like with a lot of traitor games, a lot of the real fun comes from player interaction, rather than clever mechanics and strategies. But that’s good, and there’ll always be space for those sorts of games too in our board game collections. Be wary about playing it with a room full of very quiet people though: we’ve all had mishaps where we have been the only person in the room accusing, thinking ‘maybe if I get this going, everyone will join in…’, when ultimately the room silently and awkwardly judges you. We have instead worked out through trial and error that you will require at minimum of two louder people (three if possible), who are poised and ready to create a shouting, energy-fuelled, accusatory positive feedback loop between themselves. As they get louder, and the claims get wilder, the other players in the room are drawn in like the event horizon of a black hole.

Pick a loyalty card, any loyalty card!
Pick a loyalty card, any loyalty card!

It doesn’t even matter if their accusations are true – say literally anything to gain the room’s unyielding attention. ‘I put it to you could have stolen that cargo before you baked the innocent unicorn into the birthday cake!’

Continuing, the theme is a really well-done sample of the well-trodden trope of “human-makes-artificial-intelligence. Artificial-intelligence-thinks “fuck-this-I’m-a-mother-fucking-bad-ass-robot-I’m-having-you-all-for-breakfast-except-I-don’t-even-eat-meat-because-I’m-a-robot-so-I’ll-just-kill-humanity-and-mount-your-squishy-heads-on-my-wall-as-a-trophy””. Humans are the “good guys” (say The Humans) and Cylons (or “robots” or “toasters”) are the baddies. There tends to be one or two toasty traitors per game, depending on numbers, and traitors will discover their role secretly with hidden cards that are given out at the beginning and in the middle of the game.*

Dr Photographer is a good guy. This time!
Dr Photographer is a good guy. Not in real life, maybe, but in this game.

No matter how much you sit your friends down and tell them to please, carefully read the page in the instructions about what to do if you’re a Cylon, and please all make sure that you understand it all and ask any questions before the loyalty cards are handed out and the game begins, there’ll always be one person who picks their loyalty card, looks at it, looks uncomfortable for five minutes and then has to meekly ask to see the rulebook and shiftily hide which bit they’re reading. This is not a subtle Cylon strategy and we recommend avoiding it if possible.

The sympathiser
The sympathiser

One downside that this game has, (at least, nobody we’ve ever played with has seen it as an upside, that’s for sure) is the way that it deals with certain numbers of players. Camelot, for example, makes the brave move of always having only zero or one traitor per game, no matter the number of players. (It also leaves you with this nifty ability to introduce and lose players mid-game if people suddenly want to join in- genius!) Battlestar has this determination to balance things out, which maybe goes a little bit too far. The Resistance does this to a lesser degree, but still it’s super fucking difficult when everyone is shouting ‘BAD GUY’, and half of the room actually is…

More players (5+) means more Cylons. Fair enough! That can be kind of fun. There are still more good guys than bad guys and there’s an extra level of fun you can have with two Cylons working together to defeat the pesky noble humans.

Playing Battlestar with 5 players is excellent! Two Cylon traitor cards and a lot of fun. Playing Battlestar with 3 players is pretty good too, one Cylon traitor and still enough people for a bit of the ol’ shouting and accusing. With four or six players the game starts worrying that maybe it needs to add more bad guys but also there aren’t enough players for more bad guys, so it says “Shit! We’ll introduce this sympathiser to add instead!”

Let me out of the brig!
Let me out of the brig!

Nobody wants to be the sympathiser. The sympathiser is a poor player who gets dicked over at the ‘halfway’ point of the game. If the human team are close to death then the sympathiser is a Cylon who sympathises with them, and gets put in the brig but is still on the human team. If the human team aren’t quite teetering on destruction yet then the sympathiser is a dastardly human who sides with the Cylons but can’t do the full range of Cylon moves. So in attempting to balance out the human vs Cylon ratio the game just selects a player and shits on them a little. Boo, sir.

A team that’s getting along fairly well might find themselves trying, on purpose, to lower a resource to a required level so that the sympathiser that’s about to be chosen will side with them. How does that translate into plot? It doesn’t, it definitely doesn’t.

“Why are you chucking all of that food out of the airlock, Sir?”
“Oh, I was hoping that if we get a food shortage then the Cylons will start to take pity on us.”

I don't mean to worry you all, but this card says
I don’t mean to worry you all, but this card says “Ambush”…

Is there also something a little shitty about being a regular Cylon who only gets their traitor card halfway through the game? After you’ve been trying so hard to stay alive this whole time? Maybe, but that does kind of work as a mechanic. You realise your programming, you realise you’ve just been trying to blend in with the fleshbags and earn their trust, and now it’s up to you to make them pay.

Shit's going down
Shit’s going down

The plight of the humans is pretty damn difficult anyway, as it should be in any co-op game. You don’t want victory to come easy, you want all of your games to be a painful and horrible slog, clawing hopelessly at all your resource dials and trying to stay just about afloat in time to reach the end of the game. Our photographer bought this game over one evening when we’d requested a “small-to-medium sized game”, and he insisted against Lizzy’s protests that it would totally be fine. Several hours later he confessed that, actually, it was just so rare that he’d survived long enough during a game that he barely knew the full length of it.

The card appropriately titled
The card appropriately titled “Loss of a Friend”

Perhaps Lily the dog had the correct tactic when she just waltzed in and knocked everything over. Good girl, Lily.

The gameplay itself has two important rules that aren’t mentioned explicitly in the actual official rules set. Firstly, whenever someone does anything it’s important to determine why, assume that makes them suspicious, and to yell at them for probably being the traitor. This is particularly the case when it’s something that you know they had no choice over.

“OH! You just happened to draw THAT random card, huh? Just what the Cylon would do.”
“OH!! You’re going to the bathroom NOW, huh? Seems like you’re all too keen to convince us of your human functions, huh? cough cough CYLON”
“I saw you touch the toaster this morning, to get toast huh? Lies. You don’t like toast. More like communicating via instantaneous up-link the invasion plans back to the general!”

THEY'RE EVERYWHERE
THEY’RE EVERYWHERE

Secondly, it’s important that you make the appropriate noises when you’re trying to blow things up. Every time one of us forgot to make the appropriate “pew pew” noises as we rolled a die to destroy a raider, we failed. COINCIDENCE?**

Appropriately for a team of misery farmers and their friends we ended up losing from too much misery. Losing any one of your four main ‘resources’ will end the game. It’s pretty clear how this works in terms of running out of population (“Guys? Where is everyone?”), food (humans need that to survive, apparently) and fuel (“Ok, ok, we’ll just float around in space… let’s see…”) but it’s not as clear what’s happening when you run out of morale. Mass apathy? Everyone just goes to their room and has a little sulk? Riots, perhaps?

Too much misery
Too much misery

Whatever it was, it got us good. It was an apt representation of our real life selves, as Sophie was just starting to fall asleep in the corner.

It’s a great game for several players and several hours, as long as you have a good team of people keen to accuse each other. Good luck, brave humans. Get your accusatory pointed finger at the ready.

*of course saying that traitor cards are handed out in ‘the middle’ of the game is a generous but loosely-used description. It’s the middle of the game in theory, if the mighty humans are heading for a full game and a victory. It is, unfortunately, also possible for the game to not even reach the point of handing out the second round of cards before humanity gets blasted into oblivion. It maybe wouldn’t be too shocking if this happened when there aren’t even any traitors on board yet.

** Yes.

Credit to Adam “Not the cylon for once” Photographer-friend for the photos. (Usually about 50% game and 50% hamster these days)

Shadows Over Camelot: Knights of the Round Board Game Table*


Pairs well with: Mead (straight from the Holy Grail)

You know the hamster's in the way, right? Sigh. Of course you do.
You know the hamster’s in the way, right? Sigh. Of course you do.

There’s a lot to be said for a game with a traitor mechanic. And that’s not just because we’re a group of ruthless, soulless, naturally traitorous types who like nothing better than to yell accusations at each other across a table, floor or other flat surface. I mean sure, we are that, and such qualities do lend themselves to particularly enjoying traitor based board games, but still. There are also objective reasons to love a traitor game!

For example, co-operative board games, which the team love (see Letters From Whitechapel), can sometimes suffer from a bit of the ol’ problem where one person knows the game slightly better, or perhaps has a slightly better mind for tactics, and so effectively ends up controlling everything all of the other players do.

2 “Hmm, what should I do for this move…”
“Probably go throw a sword in that lake.”
“Well, I could, but also-”
“Yeah but seriously, the lake.”
“K.”

And nobody wants that.

There are several solutions to this kind of problem in co-operative games, but one trusty solution is the traitor mechanic. If there’s a chance that the person offering you advice is secretly a duplicitous scum bag trying to con you then you’re maybe not going to be so ready to take that advice after all.

One of the players has three feet, but that's probably not too much of an advantage in this game.
One of the players has three feet, but that’s probably not too much of an advantage in this game.

This review was written during a particular game of Camelot with Dr Photographer, three other friends not yet quite fully immersed into the board gaming world and a hamster. And Lizzy ‘usually the traitor’ Blogger, there for journalism and science. The Misery Farmers: Having Fun So You Don’t Have To since… earlier in 2015.

In Shadows Over Camelot the team all play a group of plucky Knights of Round-Table fame. There are several to choose from: these range from the old favourites like King Arthur and Sir Galahad to various lesser-known characters to the farmers such as Sir Tristan ‘the purple one’ or Sir Bedevere ‘the blue one’. (‘Bluedevere?)

TRAITOR GAME?
TRAITOR GAME?

With your character you get a die, a little knight to move around, and a character card with some sorts of special abilities and spiel. Our particular band of plucky adventurers for the evening contained a couple of friends who were still, as mentioned above, fairly new to and slightly wary of all of these board gaming shenanigans, but we had thankfully managed to rile them up get them into the spirit of things with a few rounds of The Resistance first. As such, everyone was ready and willing to start yelling at each other straight from the get-go. Characters were still being dished out when our dear friend Sophie started screaming:

“I’ve seen his card! IT SAYS TRAITOR ON THE BACK!”

Of course, each of the character cards have a ‘traitor’ side on the back with an alternative set of tips and instructions, for if the traitor ends up being revealed. A quick cup of tea and some reassurances later, we persuaded her to stop screaming accusations until the traitor cards had actually been dished out.

“You can be the traitor even if you’re King Arthur?
“Nobody ever suspects King Arthur.”
*Lizzy looks guilty from a previous game*

5

Shadows Over Camelot is an excellent example of a traitor-based game. It has all of the best elements: mystery being one. The traitor card is shuffled into a deck with a bunch of ‘regular old good-guy’ cards and there are always more cards than there are people who receive them. That means that you have no idea whether there’s actually a traitor in the game after all! All of these wild accusations you’re throwing round might all be for nothing. Maybe everything’s fine! Right guys?

It also has the important traitor-game element of hidden cards. The actions available to any brave knight at any given time will be difficult to predict because, quite rightly, players are forbidden to say exactly what cards they have available to them, in terms of specific values and such. For example, one common card is a sword card, which can have a number from 1-5 on it, and the different numbered swords can each be used for very slightly different things. Players aren’t allowed to say specifically which kind of sword they have. (Although they will keep trying to forget this rule and someone (Lizzy) has to play the spoilsport and keep reminding them to shut the hell up)

Tremble before my medium-sized-swords, Saxons!
Tremble before my medium-sized-swords, Saxons!

This does, of course, lead to questionable gesturing and hinting at points which definitely seems to border on maybe not quite following the rules properly.

“Right, I’m making an effort to get rid of these bloody Scots again. I’ve got some… little swords, kind of more like a variety of knives, really. Can someone come and help me out next turn with … uh… some medium sized swords? You know, swords that aren’t that big and aren’t that small… nudge… nudge nudge…”

The beauty of having the full range of options for any one knight hidden from the rest of the table means that it’s always a little bit unclear whether any given person is having a run of bad luck, a traitorous scumbag or are just being plain incompetent.

Almost certainly the traitor
Almost certainly the traitor

On her first couple of turns, Sir Sophie of new-to-board-gaming fame had trotted off to an area where she could only be of use if she had a 1-Sword card, and promptly in the next turn complained of having no such card and being unable to help. Instead, after only the mildest of chastising, her fellow brave-knaves directed her to the opposite side of the board where some “medium-sized-swords” could be useful instead.

Another round of loyal knightery, holy-grail finding and throwing things into a weird lake later (and other Camelot-themed activities that make the game up) and Sir Sophie’s turn came again. This time, she protested, she was very sad to say that she was unable to help with the current quest at all, the only swords she had on her were 1-Swords!

The keenest of detectives among you will notice that there seemed to be something suspicious afoot.

“Nope, definitely can’t help out over here.”

“Oh, golly gosh, did I say that I didn’t have any of those last round? Oh! Oh my, my bad. I’m just not very used to this game yet. I think the card must have been hidden behind my other cards, sorry chaps!”

It’s a real testament to the team’s faith in Sophie that they all still carried on for several turns believing that she might actually just be playing the game incompetently rather than be the traitor.

Sir Dr Photographer-friend even went so far as to formally accuse Sir Lizzy of being the traitor for what seemed to be ‘the-hell-of-it’ rather than to doubt Sir Sophie. EVEN THOUGH Sir Lizzy had been the only knight to have actually won the good guys any points that far in the game. (definitely not bitter!)

All of the elements of mystery in Camelot not only make for great yelling at your friends but also for great gameplay. The game can be won or lost depending on how many black or white swords fill up the round table at the end of the game, and good swords can be converted into bad ones if you falsely accuse someone of traitorhood or if a traitor remains hidden and undetected right until the end.

This week the brave knights suffered a crushing defeat at the hands of Sir Sophie of Traitorville. Like any good co-op game there’s plenty of suffering and plenty of horrible ways for the good guys to die. We lost by drowning in enemy siege engines, and we lost shamefully early with no hope in sight.

The crushing defeat.
The crushing defeat.

Luckily, this isn’t necessarily reflective of the game as a whole. We’ve had a fair few victories and a fair few terrifyingly close losses as well.

The real winner is the traitorous scum.

*Sorry to mislead you all so early in the review. We actually played this on the floor.

Credit for the photos, of course, goes to Sir Photographer-friend.