Monday, December 17, 2007

Season Greetings


Picking the best 6 pictures of hundreds is almost certainly uneasy. Anyway, I'm putting of the photo from last week's meetup so I don't get to far behind. I should also prepare for that party we're having Friday...

X-mas is coming less than a week to buy gifts now. The choirs came sung Christmas Carols, while we played a most appropriate game for the season involving zombies. Tis the shopping season.




The way we play boggle here is a bit different from normal. Everyone plays against Fenwick who is handicapped to use words no shorter than 4 letters. Naturally Fenwick still wins.





And I have some rather sad news for those interested with the planetarium, Logan’s northern hemisphere blew. A similar thing happened with the southern hemisphere over a year ago and its still out for repair. Maybe Santa can drop off a new planetarium?

Friday, December 14, 2007

The End of Year Thingy!

Hey all --

The end of year celebration will be:


    Friday, December 21, 2007


    Somewhere in the Student Center (either Davidson or the middle room)




Bring some kind of food or drink to share!

See you there...

Tuesday, December 04, 2007

Ninja day coming up

We are going to be playing on Wednesday, December 5, which happens to be Day of the Ninja. I'll post more interesting photos later of what happend today.

Wednesday, November 28, 2007

National Games Week



Your new Historian here posting picture of last week's event.

We had a freak snow storm the first day of the game week. It rather weird seeing turning trees covered in snow, but I suppose odder thing do happen in New Jersey.




Photographing Diceland has to date been some of my most enjoyable time photographing.

Monday, November 19, 2007

Little article to hold you over...

I know I haven't updated in a while! I've missed a couple weeks, because I'm participating in NaNoWriMo. After November ends I will be back into it.

Here's a little funny article from the Onion to give you a chuckle...

Monopoly Releases Special 'Regular Monopoly'

Happy Thanksgiving!!

Friday, November 02, 2007

New tiles for Diceland

Hey there. I am going to use this space on the Game Club blog to post some of the additional tile ideas for Diceland that I came up with, with images of them that would be printable and usable. I've had some demand from folks on BGG. I will post the link to this entry so they can come get them at their leisure... And we had always promised we do game features, game reviews, and game variants on the site, and we just haven't had time to do it, due to all the game playing we do!

Click on the pic to get an even higher res version...


BARBED WIRE -- "Barbed Wire gives soldiers under attack a bit of protection. Or, at the very least, a little payback."

When attacking an army that is in a Barbed Wire hex, the attacking army will always lose 1 due to damage inflicted by the barbs. On a perfect attack, the attacker’s die is reduced by one. On a valid attack, the attacker’s army is one less than his/her die roll. On a failed attack, the attacker’s die is reduced by TWO.
EX: Blue has a 4 in a Barbed Wire hex, and Red has a 5 adjacent to it. Red attacks…
If Red rolls a 5, Blue is eliminated, but Red is reduced to 4 by the barbs.
If Red rolls a 3, Blue is reduced to 1, as usual. And Red goes to 2 (normally it would be 3, Barbs reduce him by 1).
If Red rolls a 6, the attack fails, Blue is unaffected. But Red is reduced to 3. (One for the failed attack, one for the barbs.)

There is no penalty for moving in or out of Barbed Wire, or attacking FROM a Barbed Wire zone.




BARRACKS -- "The Barracks have a building which allows room for a second army in that hex."

You can move a second army into this hex during movement phase. If there are two armies in this hex the two can be used in a combined attack on an adjacent hex, but don’t have to be. (NOTE: The limitation of the Hills and Mountains still holds – you can never use a combined attack against these spaces. If a Hill or Mountain is adjacent to a Barracks, only one of the armies in the Barracks can attack.) If there are two armies in a Barracks hex, the only combined attacks possible are with these two armies. You can’t combine one of the armies in a Barracks hex with an army in an adjacent one. If there is just one army in this hex, a combination attack with an adjacent hex can be performed, as usual. Armies can move out of a barracks during normal movement, and must follow the usual rules (can’t move if adjacent to an enemy, for example).
NOTE: When placing initial armies at the start of the game, only one army may be placed in the barracks. The second army must be moved in later in the game.




BUNKER -- "The bunker gives you total cover; thick walls with small holes to shoot through."

The Bunker hex is reinforced with a structure that allows an army to attack from a bunker, but can never be attacked. It's a bit of a squeeze into the bunker, so a 6-valued die can NEVER enter a bunker, only 5 or lower. An attack from a Bunker can never be part of a combined attack, even with an adjacent Bunker. (The only way to move into a bunker is in initial placement, or during movement phase. Since it can’t be attacked, occupation of it as a defeated territory is not possible.)

We recently decided that the cut back a little of the power to this tile that the movement restriction of being adjacent to an enemy is lifted. Basically, all of the surrounding tiles of a Bunker are thought of as being woods tiles -- the guys in the bunker can't hold you there; you can run away from a Bunker.




CANYON -- "The Canyon hex is a tight spot that larger armies cannot navigate."

The Canyon hex is off limits to movement by a die showing a 5 or a 6. Any others can pass through it normally. A large army can attack into a Canyon from an adjacent hex, but cannot occupy that territory afterward. All other movement and attack rules remain the same (for example, it is just fine for an army in a Canyon to be part of a combined attack with a large army adjacent to it out of the Canyon). The Canyon hexes can be chained together to form a ‘Grand’ Canyon which can be hard to navigate.




PAVEMENT -- Due to the smooth, solid nature of pavement, a Pavement hex is extra easy to move through.

If you move onto a pavement hex during your movement phase, you may move an additional hex. If multiple Pavement hexes are adjacent, you may be able to move multiple spaces on the turn. Once you move off a Pavement hex, your movement must end. Also, all regular movement restrictions are in effect -- you can't move through other armies, and if you get adjacent to an enemy you must stop, as well.
NOTE: Occupation still only gives you one space of movement. If you defeat an army on a Pavement hex, and decide to move your army into that space to occupy it (or you’re forced to because you are playing the Fill the Void variant), you must remain there, and can’t move that army during that turn’s movement phase (your army is tired from battle!); Pavement only helps during the movement phase. The Pavement hexes can be chained together when creating a map, effectively making roads that any army can use to move troops quickly(late in the game, especially).




SNIPER TOWER -- "From the Sniper Tower, a single soldier can take a stealthy shot."

If you have an army in this space, and it has a value of exactly 1, any attacks it makes from a Sniper Tower hex will always succeed (as if a ‘1’ was rolled); no actual dice roll is done. Any other die value is unaffected by this hex, and just moves or attacks as normal. No matter what the value of the army, this hex can be attacked as usual.
EX: Blue has a die with a 1 in a Sniper Tower hex. Red has a 4 adjacent to it. Blue declares the attack of that die… Red just immediately goes down to 3. (Blue’s 1 may be attacked as usual on the next turn. Sniper Tower provides no defense.)

(NOTE: This tile was inspired by the lack of power of a 1-valued die. And it is dedicated to the memory of the die known as "Rambo" -- Alex's 1-valued die that fully defended against THREE 3-valued die; they always failed their attack against him until they died. Hail, Rambo!)




SWAMP -- "The Swamp makes an attack a bit harder and unpredictable than normal, due to the rugged terrain."

When attacking either from OR into a swamp hex, that attack die roll is reduced by one. Due to the unpredictable nature of the swamp terrain, this may actually HELP the attack.
EX: Blue has a 3 in a Swamp hex. Red has a 5 in an adjacent Plains hex. Red attacks…
If Red rolls a 6, that counts as rolling a 5, and it is a perfect attack! Blue is destroyed, Red stays at its current level, and can occupy the Swamp hex if desired.
If Red rolls a 4, that counts as rolling a 3. Blue is destroyed, Red is reduced to a 3, and can occupy the Swamp hex, if desired.
If Red rolls a 1, that counts as rolling a ZERO! Blue takes ZERO damage, and Red is reduced to a value of ZERO (a critical failure of the attack!), removing it from the board.
(If, in the above example, Red were in the Swamp hex, and Blue was in the Plains, everything would happen exactly the same.)




TACTICAL OUTPOST -- "The Tactical Outpost allows you to redeploy armies, to some extent."

Instead of regular movement, during the movement phase you may switch an army adjacent to a Tactical Outpost, with the one in the Tactical Outpost. This counts as your movement phase. NOTE: No army involved in battle can use the ability of the Tactical Outpost. If you occupied an Outpost because of winning a battle, no Tactical switching can occur. If you attacked from a Tactical Outpost and are still occupying it, the army is too tired… you can’t use the Outpost ability. Any army adjacent to a Tactical Outpost which occupied it that turn from battle, or was actively involved in a battle, cannot be switched into the Outpost, either.




TRAINING GROUNDS -- "The Training Grounds can return troops to the game."

(It is probably one of the only special terrains that must be vacant in order to be used!) If you have lost a die at some point in the game so far, AND if you have at least 3 dice bordering a vacant Training Grounds hex, and none of those dice have been involved in battle this turn, you may, instead of the usual movement phase, take one of your destroyed dice, roll it, and place it on the Training Grounds hex. Reinforcements and new recruits have arrived!

(Note: Thanks to Ashlei for the idea of marching dice. They may not match the stylistic theme of the rest of the tiles, but they are irresistably cute! March on, little dudes.)




TROOP TRANSFER -- "A Troop Transfer hex can be used to move troops from one hex to another."

Instead of regular movement, you can reduce the die of an army in the Troop Transfer hex, or any adjacent one, and increase the die of an army in the Troop Transfer hex or any adjacent one by the same amount. (So, it is possible that the army on the Troop Transfer hex doesn’t change at all, just tweo armies that are adjacent. The troops sort of ‘pass through’ this hex.) This counts as your movement phase. NOTE: No army involved in battle can use the ability of the Troop Transport. If the Troop Transport hex was occupied because of winning a battle, no Troop Transport can take place. If you attacked from a Troop Transfer hex and are still occupying it, the army is tired from the attack… you can’t use the Transfer ability that turn. Any army adjacent to a Troop Transport which occupied it that turn from battle, or was actively involved in a battle, cannot have any troops transported in or out of that hex.




TURRET -- "The Turret has a gun emplacement which can be used to increase the value of a battle die."

When attacking from a Turret hex, you may increase the die roll by one if you wish (you do not need to use the turret). You decide AFTER you roll the die. NOTE: If part of a combined attack, the Turret ability may not be used.
EX: Red has a 4 in a Turret hex. Blue has a 2 adjacent to it. Red attacks….
If Red rolls a 6, there is no hope. The attack fails, Blue is fine, and Red is reduced to 3.
If Red rolls a 4, it’s a perfect attack! No need for using the Turret. Blue is destroyed, and Red stays the same.
If Red rolls a 3, the Turret can be implemented to increase its value to a 4! Blue is destroyed, and Red stays the same.
If Red rolls a 1, the Turret can be implemented to increase its value to a 2. It’s a valid attack, and Blue is destroyed and Red is reduced to a 2.




That's the ones I've come up with.

In discussions with the group some other ideas were discussed -- how about a radiated area? If you have an army in that space, the last part of your turn (after movement, where you would check to see if you could use the city to increase an army) you reroll that die to represent mutation caused by the radiation -- could help, might not. You might move a 1 or 2 into that space to try to help it...

Or an area like a Mesa, where you have a clear view and tactical advantage -- if you wish, after you attack, you may make another attack from the Mesa.

Have fun with it... I like hearing ideas, as well! Post em to the comments section here, or send them right to me: fenwic89fd@yahoo.com. Or, even better, post to the BoardGameGeek forum!

Tuesday, October 23, 2007

When it comes to games, we Can't Stop!!!

For Monday, October 22, 2007

The Players:
  • Adam1 (victim)
  • Adam2 (ninja)
  • Alex (ninja)
  • Andrea (pirate)
  • Ashlei (pirate)
  • Chrissy (pirate)
  • David (ninja)
  • Fenwick (pirate)
  • Gordon (ninja)
  • Jesse (ninja)
  • Jon2 (ninja)
  • Mike1 (pirate)
  • Mike2 (pirate)
  • Patrick (b.pirate)
  • Paul (pirate)
  • Rob (victim)
  • Sam (ninja)
  • Sean (pirate)
  • Tim (victim)
  • Trevor (pirate)


19 peoples!


The Games [(*) means NEW]:
  • 10 Days in Europe
  • Anathema (*)
  • Can't Stop!
  • Ca$h 'n' Gun$ (*)
  • Cribbage (Saw it being played. Didn't get a record of it.)
  • Diceland
  • Kragmortha (*)
  • Mall of Horror
  • MixUp
  • Quiddler
  • Rumis (I saw people playing this, even though the results were not recorded! Oh, and at one point we needed to move their table, and totally crashed their pile before it was recorded. Sorry... I know I would be angry at that!)
  • Spite & Malice


12 Games! But most of them were played MULTIPLE times... Good gaming.





1:25 pm

Kragmortha


Players: Ashlei (p), Adam2 (n), Trevor (p), Fenwick (p)

This is a new one for game club, and is a fairly silly game. You are each goblins attempting to evade Rigor Mortis. You use cards to move around. If you are bumped into the bad dude, you get 'cursed', which physically changes you in some way. You might get Locked Elbow (you have to hold a card in you elbow pit), or Melted Arms (you have to hold a card between your forearms). It gets rather funny quickly... And the game is simple and fast. Wonderful artwork and bits. I can't wait to play it with the full complement of 8 people.



Ashlei wins! Triggered by Trevor losing. And Trevor was in lots and lots of arm pain, almost happy the game had ended...




1:55 pm

Diceland


Players: Rob (v), Sean (p), Sam (n), Alex (n)

I see this game being played at nearly every game club, now that we've found it. It has a GREAT cross-style attraction -- great for strategy/war gamers, but also great for the light/quick gamers, as well. Yes, there's dice, so it has a luck factor that we often don't like, but it has just enough strategy to make it engaging. It's really 51% strategy, 49% luck -- if you play a large enough board, you can be reasonably sure the strategist will win. Tactical, strategical, tense, quick, and fun. (I don't care WHAT Tom Vasel says...)



3 games were played...

Scores... (winners in bold)

Game 1: Sean vs. Rob
Game 2: Sam vs. Sean
Game 3: Sam vs. Sean vs. Alex





3:15 pm

10 Days in Europe


Players: Andrea (p), Jesse (n), Ashlei (p), Fenwick (p)

This is a game club classic... geographic, simple, wonderful bits. It's definitely got a lot of what we need.



Ashlei finished her tour of Europe first!




3:35 pm

MixUp


Players: Ashlei (p), Fenwick (p), Andrea (p), Sean (p)

This a clever take on the Connect 4 game mechanic. Whenever you place a piece it may help your opponent... tricky. As tricky as rockin' a rhyme, rockin' a rhyme right on time. Tricky.

Tricky.
Tricky.
Tricky.
Tricky.

Four games were played with varius opponents...

Here's how it went... (winners, as usual, in bold)

Game 1: Ashlei vs. Fenwick
Game 2: Ashlei vs. Fenwick (and she realized she COULD have won, and blocked herself! Look below for the moons on a diagonal, blocked by a blue lightning bolt.)

Game 3: Andrea vs. Fenwick
Game 4: Andrea vs. Sean




3:50 pm

Anathema


Players: Ashlei (p), Fenwick (p)

Ashlei and Fenwick have grown quitye fond of this game. It's a new one, basically got for the approaching Halloween, since it is based on a theme of Salem Witch Trials. It is TOTALLY based on Scopa, which is played with Italian playing cards (they mention in the instructions that it is based on Casino -- which can ONLY be stolen from the older Scopa). BUT, it has some additional elements of being able to build on cards that make it just enough different that it is a wonderful game on its own.



We played two hands... at the end of it --
Ashlei: 8
Fenwick 17





3:54 pm

Mall of Horror


Players: Andrea (p), Adam1 (v), Gordon (n), Sean (p), Jesse (p), Fenwick (p)

This has QUICKLY turned into a game club classic. There are a bunch of steps to each turn, but, if you can step people through it, they can catch on, because everything makes sense. As much sense as a mall being invaded by zombies can make!!

Deal making, deal breaking, co-op, and screweage. You can't survive without cooperation, you can't win without betrayal. Great bits, clever play, unpredictable results. This is Game CLub Love.

It's getting ugly in here...



After the zombies have munched on enough of us to end the game, Sean wins with his FULL COMPLEMENT of 3 people (15 points). Jesse came in 2nd with 8 points. Fenwick came in 3rd with 7 points (just his pin-up girl). Everyone else was completely killed.

This is a wonderfully gruesome game.




6:00 pm

Diceland


Players: Chrissy (p), Sean (p)

SEE?!?! Already a Game Club Classic! Played again already today!

Two more games were played...



Game 1: Sean vs. Chrissy
Game 2: Sean vs. Chrissy




6:40 pm

Can't Stop!


Players: Mike1 (p), Mike2 (p), Ashlei (p), Fenwick (p)

I usually hate dice games. But games like Can't Stop (and Diceland! See above!), have changed my mind at times. This wouldn't be a game I would play every day, but I can definitely be convinced to play it at almost any time.



You roll 4 dice -- break 'em into 2 groups of 2. Try to push your luck to claim that pair's total before others do.

Fenwick claimed 4.
THEN Fenwick claimed 12.
Mike2 got 11.
Ashlei got 5.
And then Ashlei got 9.
Fenwick got 7.

Since you need 3 of 'em to win... Fenwick wins!




7:35 pm

Ca$h 'n' Gun$


Players: Mike2 (p), Ashlei (p), Chrissy (p), Mike1 (p), Sean (p), Fenwick (p)

Another one destined to be played to death. A great one to drag out near the end of Game Club when we need to get up and move around. Bonus, you get to pretend to shoot people.

All the playeres are gangsters who just returned from a heist. And now it's time to split the take. Each of you has a gun, and on a count of 3, everyone points a gun at another person. You have a little window of oppotunity to duck away from the guns (costing you $5000), but then the guns go off! Some are blanks, some are not. You get shot 3 times, and you're dead. You duck out or get shot, you miss out on that share of the booty. Richest survivor wins!



It has a lot of cool psycho-strategy...

Everyone got shot at least once, but everyone did survive the game.

Ashlei left with $30,000.
Mike1 had $55,000.
Chrissy had $60,000.
Fenwick had $65,000.
Mike2 had $70,000.
Sean won with $80,000!





A bunch of games were played with no time indicated... I'll just cram the results randomly in here...




Spite & Malice


Players: Adam1 (v), Gordon (n)

All I know is that Adam won...




Quiddler


Players: Adam2 (n), Ashlei (p), Alex (n), Trevor (p), Paul (p)

The out-of-context single entendre of the day goes to Ashlei during this game! Itwas: "Yours is longer than MINE?"

Trevor had to leave after the second hand. Then Adam2 had to leave, filled in by Fenwick. Then ALEX had to leave, and Paul sat in. Ashlei was the only player to have played the whole game. And she won with 310!

AND, during the 10th round she broke into a full-voice rendition of the Halleluia (sp?!) chorus!




10 Days in Europe


Players: Sean (p), Gordon (n), Chrissy (p), Fenwick (p)

Sean was itching to play one of his faves. And I was more than happy to bring this one out again today!

Gordon thought he won pretty early on. He was mistaken.

Gordon then thought he won AGAIN. Also: sadly mistaken.

Soon after, Sean thought, quite correctly, that he had won. Sean wins!




Quiddler


Players: Andrea (p), Jesse (n), David (n), Jon2 (n), Gordon (n), Tim (v)

Ah, the king of game club makes a return... good ol' Quiddler.

David wins with 204! The only score to break 200. (No offense to the scores, but I'm not sure if they played a full game...)




Players: Jesse (n), Gordon (n), Adam1 (v)

OK. I have NO IDEA what game I am reporting on here... Here's the scoresheet...



No time. Not a biggie, that happens all the time.
No date. OK, I could have figured out it was from this week's session.
NO GAME TITLE LISTED AT ALL. Hmm... This makes it rather tough to record the result.

I can only tell you that Adam did better at this mystery activity than the others....

Tuesday, October 16, 2007

Lots o' Zombies today. And it's not even Halloween yet!

For October 15, 2007.

This week's Players:
Ashlei (pirate)
Carlo (pirate)
Cathy Willms (pirate)
Chrissy (pirate)
Colin (ninja)
Faith (ninja)
Fenwick (pirate)
Gordon (ninja)
Jesse (ninja)
Joe (pirate)
Jon2 (ninja)
Mitesh (pirate)
Rich (ninja)
Sam (ninja)
Sandy (victim)
Sean (pirate)
Tim (victim)
Victoria (ninja)

We've been consolidating all the players at the top of each Blog entry for a while... We've never done it with games. Why? Don't know. I'm gonna start doing that now!


Games played list ((*) indicates a game new to the club):

Blokus
Can't Stop
Castle Keep
For Sale
Lotus
Mall of Horror (*)
Metro
Quiddler
Quivive
Spite & Malice
TransAmerica
Zigity


And now for the details... They won't be too deep this week, again. We have lots of games to play -- better to play than waste time reporting on playing!




1:25 pm

Quivive


Players: Sam (n), Joe (p), Victoria (n), Faith (n), Fenwick (p), Sean (p)

We played 2 games. The first one Sean was not in, the second Faith was not in.



Game 1 -- Fenwick caused the elimination of Faith first, Victoria eliminated EVERYONE else... she wins!

Game 2 -- Fenwick caused the elimination of everyone. He wins!




1:55 pm

TransAmereica


Players: Sam (n), Joe (p), Victoria (n), Faith (n), Sean (p), Fenwick (p)

Classic rail building. We need a speedy, speedy filler so we decided to play one round of TransAmerica...

That can't be good.



We played with the Vexation expansion, giving folks a few PRIVATE rails to put down. It definitely makes for more of an effort and a challenge -- we ALMOST ran out of black rails to play!

Briefly, Sean won!




2:30 pm

Mall of Horror


Players: Ashlei (replaced by Rich) (p), Sam (n), Joe (p), Sean (p), Fenwick (p)

New to game club! As soon as we saw this one we KNEW we would like it. Let's see, there's zombies, backstabbing, zombies, secret decision making, and zombies.

I thought there was going to be a lot more backtabbing, but we were all pretty cordial, except by necessity. I mean, a zombie gotta eat...



At the end, Sean, Fenwick, and Sam were the only survivors -- Sam had 5 points worth of characters left, Sean and Fenwick each had 7 to tie for the win!




3:50 pm

Zigity


Players: Sam (n), Sean (p), Chrissy (p), Cathy (p)

This is an old classic filler for game club. It's kind of a simple game, but nifty in that the game sort of changes -- sometimes a word game, sometimes a math game, sometimes a matching game. Even though it's simple the variety is kind of sweet. The plastic cards are kind of clever, also.



Two games were played...

Both were won by Sam.




4:30 pm

Blokus


Players: Rich (n), Sam (n), Sean (p), Sandy (v), Tim (v)

CLASSIC Game Club stuff. The pretty Tetris-like pieces are super-attractive. Very cool game. Simple, sturdy, and satisfying. Most of us like this a lot.



Two games were played... Tim joined in game 2.

Sean won both games.




4:30 pm

Lotus


Players: Joe (p), Chrissy (p), Jon2 (n), Fenwick (p)

This is a fairly rare game, with simple rules, and wickedly nice strategy. Every one pile on your friends! And use them to leapfrog forward. Cool abstract strategy, with a different feel than any other game we play.



Jon2 was convinced that he was going to lose near the beginning of the game. He was so incorrect... Jon2 wins!




4:35 pm

For Sale


Players: Mitesh (p), Joe (p), Chrissy (p), Jon2 (n), Fenwick (p)

For Sale is swiftly becoming a Game Club regular. It's easy to learn, plays quick, and has decisions which are effected by everyone else's decision -- lots of psycho-strategy.



We played 2 rounds.

Chrissy won round 1 with $62,000.
Mitesh won round 2 with $54,000.

Overall, Chrissy won the game with $111,000!





5:10 pm

Can't Stop


Players: Cathy (p), Chrissy (p), Fenwick (p), Jon2 (n), Sean (p)

Ah, Sid Sackson's classic dice press-your-luck game: Can't Stop! Another short learning curve...

There was some musical chairs during this game. Chrissy had to run out quick, and Sean sat in. Then Jon2 wussed out of the game and CHRISSY sat in for HIM.



The changes didn't really matter... Cathy Willms won fairly easily!




5:20 pm

Castle Keep


Players: Rich (n), Tim (v), Sean (p), Sandy (v)

I would never have imagined this would be so popular... I chucked it into the Game Club bag o' games a few weeks back as just something different. It got played, and gets pulled out nearly every week!



One game was played. Tim won.




5:55 pm

Spite & Malice


Players: Cathy (p), Mitesh (p), Joe (p), Colin (n)

If Cathy's in attendance, at some point Spite & Malice will be suggested. If she can get 4 players, the team version will be played. This is exactly what happened this week!




The teams: Joe/Colin v. Mitesh/Cathy.

The Joe/Colin team wins!




6:10 pm

Metro


Players: Fenwick (p), Patrick (bp), Chrissy (p), Sandy/Sean (v)

Simple tile laying, route building, subway riding goodness. Not very deep, but will fill the time nicely. There's both intentional and unintentional screwage involved...



Final scores --
Sandy/Sean: 48
Patrick: 48
Chrissy: 56
Fenwick: 65




Quiddler


Players: Gordon (n), Jon2 (n), Tim (v), Jesse (n)

It wouldn't be a Game Club meeting without a game of Quiddler!



I can't read the score sheet, but it is prominently displayed to be Gordon. I will assume that is the case...




7:15 pm

Mall of Horror


Players: Chrissy/Carlo/Fenwick (p), Gordon (n), Ashlei (p), Mitesh (p), Joe (p), Sean (p)

Folks were begging to go back to another Mall of Horror session... so we did!

Quote of the day: Carlo's girl character was alone in the Parking Lot. Two zombies were there. He had no weapons. I said, "That zombie thinks your girl looks delicious!" Carlo replied, "Well, yeah. I'd eat her!" We laughed and laughed.

When the mall is being overrun with zombies, the Parking Lot is rarely a safe place to be. I don't know if a "Hidden" card is going to even help this dude.



Four players made it to the end -- Chrissy/Carlo/Fenwick, Mitesh, Joe, and Ashlei.

Ashlei had 12 points worth of characters left to win!




Another good day. 18 players. 17 games played. New faces, new games... Game Club marches on!

Tuesday, October 09, 2007

Another good week... best week this semester.

OK, OK. First of all, I know I did NOT get last week's posted. I will try to get back to it soon. We just play too many games!! It's a daunting task!!

But I will definitely get this week's in now, and sort of work backwards if I have the time...

For October 8, 2007 --

The players:

Ashlei (p)
Cathy (p)
Don Phelps (p)
Fenwick (p)
Gordon (n)
Heather (p)
Jesse (n)
Jon2 (n)
Mike1 (p)
Mike2 (p)
Patrick (b.p.)
Paul (p)
Rich (n)
Rob (n)
Sandy (v)
Sam (n)
Samlette (p)
Sean (p)
Tim (v)
TJ (n)
Victoria (n)

And there was another guy playing Quiddler as we left, I didn't catch his name. It should be on the score sheet I get today.

That makes 22 people in attendance! Good day.

Quick descriptions today... lots of games played. Just want to get the Blog blogged, more than anything...

AND I didn't take as many pictures as I'd have liked. So some of them are the goofy random ones. I actually LIKE those a lot, though, for some reason...

Here goes!




1:30 pm

Hive


Players: Don P. (p), Fenwick (p)

One of the best two player games. Ever. Simple, clever, awesome bits. Great game.



We played three games. Don won them all quite easily.





2:00 pm

Quiddler


Players: Mike1 (p), Mike2 (p), Gordon (n)

Wouldn't be Game Club without Quiddler. One of our favorite games. Ever. Making words, pretty cards, simple, clever. Great game.



It wasn't a full game played, but it was more than half, so it has to count.

Scores --
Mike1: 40
Mike2: 92
Gordon: 116

Gordon wins! AS proven by having the greatest score listed just above there.




2:10 pm

Penguin


Players: Ashlei (p), Tim (v), Sean (p), Fenwick (p)

This is a new game for Game Club. It's a Reiner Knizia, a game designer who appears quite often in the Game Club reports. We like him. He's one of the greatest designers. Ever. He makes games that are simple, clever, and have great bits. Great game designer.



I have to admit that this is not his greatest game ever, but it was quite cute. We stacked penguins!! This is a good thing. Basically everyone has a set of various colored penguins. You each take turns making a "penguin pyramid", placing a penguin so that it's color matches at least one of the penguins beneath it. First person to rid his/herself of said penguins wins -- others suffer a penalty equal to the number of remaining penguins.

I can explain this, but must mention it: For some reason, during this game there was much ululating.

After the obligatory 4 rounds --

Fenwick: 8
Sean: 7
Ashlei: 5
Tim: 5

Since the scores are PENALTY points, low score wins. It's an Ashlei/Tim tie.






2:40 pm

Quiddler


Players: Gordon (n), Cathy (p), Jesse (n)

Wouldn't be Game Club without Quiddler. One of our favorite games. Ever. Making words, pretty cards, simple, clever. Great game.



At the end of the game...

Jesse: 216
Gordon: 264
Cathy: 270

Cathy wins!




2:45 pm

For Sale


Players: Sam (n), Ashlei (p), Tim (v), Sandy (v), Sean (p), Fenwick (p)

This has turned into a regular Game Club item. It's one of the greatest games. Ever. Very simple, plays quick, as good with 3 as it is with 6, cute and colorful artork. Great game.



We played 2 rounds.

The money earned after Round 1 --
Sam: $31K
Ash: $39K
Tim: $43K
Sandy: $48K
Sean: $53K
Fenwick: $56K

Fenwick takes the first round...

(Sean sat out the 2nd round...) The money earned after Round 2 --
Sandy: $39K
Tim: $50K
Sam: $51K
Fenwick: $57
Ash: $58K

Ash takes the 2nd round...

If you sum 'em up -- Fenwick made the most.




3:30 pm

Can't Stop


Players: Sean (p), Sandy (v), Fenwick (p), Ashlei (p). Sam sat in for the second half of game 1, and TJ sat in for HIM in round 2.

Another new one for game club. It's a Sid Sackson, who is pretty well known as an amazing designer. We have a couple of his in the collection. This one's quite well known as nifty one.

It's a press-your-luck dice game a bit like Farkel, or Pass the Pigs.



For a dice game it's somewhat clever. One of the cleverest dice games. Ever. It's quite simple, has nice bits, plays quick and has a nice amount of tension. Great game.

We played 2 rounds...

Fenwick managed to succeed in round 1.

TJ managed to succeed in round 2.




4:15 pm

Tsuro


Players: Rich (n), Samlette (p), Jon2 (n), Victoria (n), Tim (v)

Ah, Tsuro -- one of the Game Club originals. It's easy to learn, and cleverly themed. One of our favorite games. Ever. Amazing bits, beautiful board, a little screwage here and there. Great game.



4 rounds played.

Samlette won 2 of them, and Rich and Tim each won 1.




some time in the middle of the game day. time unspecified.

Quarto!


Players: Jesse (n), Gordon (n), Cathy (p)

Quarto is a superb two player game. It has a wonderful twist of your opponent picking the piece you must play. It's one of our favorite games. Ever. Beuatiul wood bits, simple play, painful decisions, quickly finished. Great game.



8 games were played..

The first five games were between Jesse and Gordon. Game one ended in stalemate, but the next 4 were won by Jesse.

The next three were between Jesse and Cathy W. All three, ALSO won by Jesse.

I think we'll give this session of Quarto! to Jesse.




5:15 pm

Castle Keep


Players: TJ (n), Richard (n), Sandy (v), Sean (p)

This is a fairly new introduction to game club, but it's has turned into a regular! It is destined to be one of our favorite games. Ever. Colorful tiles, unique gameplay, simple to learn, tough decisions related to helping yourself or hurting others. Great game.



4 games were played (TJ had to leave after round 1).
Game 1: Rich wins (and TJ was totally eliminated).
Game 2: Sandy wins.
Game 3: Sandy wins.
Game 4: Sandy wins.

Looks like Sandy gets credit for the big win for this game.




6:15 pm

Coda


Players: Rich (n) v. Sean (p) for 2 games. Then 4 games were played with Ashlei (p), Rob (n), Fenwick (p), Paul (p)

This is another early-adopted Game Club game. Totally one of our favorite games. Ever. Simple play, clever concept, durable bits, and quite portable. Great game.



Game 1: Rich
Game 2: Rich
Game 3: Paul
Game 4: Fenwick
Game 5: Rob
Game 6: Fenwick

Both Rich and Fenwick won 2 rounds -- looks like a point for both Ninja and Pirate.




6:40 pm

Spite & Malice


Players: Jesse (n) [who missed the third game], Cathy W. (p), Fenwick (p), Patrick (bp) [who missed the FIRST game]

Spite & Malice is a fun slight twist on the classic Skip Bo. We haven't played it a lot, but for quite a few of us it has a strong following -- it was brought over this week by request. Maybe not for everyone in Game CLub, but for a select few it's one of our favorite games. Ever. Great artwork (killer cats!), simple play, unexpected moments. Great game.

Spite and Malice! Oh. Oops. Wrong game. Never mind.



We played a 3 player game in which Fenwick won.
We then played a 4 player team game in which the Cathy/Patrick team won.
We lastly played a 3 player game which Fenwick also won.




7:20 pm

Can't Stop


Players: Fenwick (p), Paul (p), Ashlei (p)

We went back to our newly played Can't Stop. It's definitely one of the best filler games we've ever played, and destined to be a Game Club favorite. Ever. Not too deep, tough choices, gambling-like excitement. Great game. There's something about chucking dice that has a certain charm.

Those dice are in MID ROLL!



Paul won this game.




Great game day. We played a bunch of different games, and if you count each of the individual plays of games during the whole session: we played THIRTY SIX games.

And when I left... there was still a game of Quiddler going on.

We played a lot of "Can't Stop" today -- a game title that accurately describes Game Club...