Showing posts with label glory to rome. Show all posts
Showing posts with label glory to rome. Show all posts

Saturday, August 28, 2010

Random Musings On My Recent Gaming Session

1. It was nice to get Hansa Teutonica, Glory to Rome, Yspahan and Ra to the table in half an afternoon - been awhile since I last had a solid gaming session.

2. My appreciation of Hansa keeps growing. Been waiting for the point when the other shoe drops.........but till now, I'm still waiting :) In a way, it seems to be a really abstract game and I have heard the term "cube-pusher" used to describe it but it keeps me engaged throughout. I can't help but be intrigued by the variety of ways in which I can score points and how each 'path' to victory seems equally viable.

3. Discovered a new 'broken' combo in Glory to Rome. If you've played the game before, you'll know that almost every decent combo can be a 'broken' one. It really boils down to who can get theirs up and running quickly enough. In my 30+ games of GtR, I've NEVER built the Academy before. After all, its power seems rather 'ordinary' at first glance, especially when considered beside its more awe-inducing counterparts. The Academy allows you one Thinker action after each round in which you performed a Craftsman action.

I guess with my recent dabbling in A Game of Thrones LCG, I've learnt how crucial draw can be in determining a win. In this case, I sort of stumbled upon it having taking a couple of Craftsman clients in a 3 player game. What the Academy allows me to do therefore is to exhaust my hand using multiple Craftsman actions and then replenish it fully to 5. It not only enabled me to build speedily but helped me in my push to victory. It's one of the easier combos to pull off since you do not require other buildings in tandem but rather just a couple of Craftsman clients. Sure, your opponents can slow you down by refusing to craft but in a game with few players, it will not be long before you can select the Craftsman action yourself. In this game, I didn't get to build the Shrine or Temple to increase my hand size but I can imagine how it'll make the combo even more efficient.

4. The caravan strategy in Yspahan has been touted as especially powerful and different ones have even gone to the extent to deem it broken. In my 3-player game, I found it incredibly difficult to pull off successfully if your opponents totally ignore the caravan. It is simply impossible to fill quickly enough and the game ended without me succeeding in scoring the caravan once (it only scores when it fills completely). I however only realized midway through that there is a single spot on the supervisor track which allows 2 cubes to be sent to the caravan simultaneously. Perhaps that will be sufficient to pursue the strategy - I'll have to try it out again. Even if your opponents try to block you, at least you will still be able to fill the caravan more quickly even if it means sending their cubes together with yours.

Friday, May 14, 2010

Gaming For The Week 9th-15th May 2010

The usual crowd at the mid-week session where we duked it out with AGoT. Two games were played. I paired with Ivan who played Greyjoy for the first and Ben the next who was playing Baratheon. Jo played Martell and Stark respectively for both games.

Ivan and my strategy was to ignore Jo and concentrate on Ben to garner power in lieu of Martell's characters with the Vengful mechanic (stand vengful characters when you lose as in defence) as well as triggered effects in the same vein. Ben was thumbed down most of the game with minimal characters and Ivan and I took advantage of that to make unopposed challenges.

Jo got off to a fast start in the second game with his Stark deck. My Lannister deck had limited attachments and he killed off my best characters each turn with Bear Island. Ben wasn't faring much better with good income but limited characters to play after being an Intrigue target of Ivan's.

Ivan had to leave after and the 3 of us ended off with Glory to Rome. Ben and Jo have not played the game much as compared to some of my other gaming partners, and seemed generally lukewarm towards it. I had a couple of good draws and managed to get an obscene combo going with Circus Maximus, Bridge, Collosseum and the Wall. Subsequently, I completed the Temple and Shrine and got my max hand size up to 11. I ended the game by using the remaining in-town sites.

With 3, the optimal strategy seems to be getting as many Craftsmen into your client as quickly as possible. Even if your opponents try to starve you of that action, each time you Craft can be a devastating turn, especially with good buildings available.

Monday, March 8, 2010

Gaming For The Week 28th Feb - 6th March 2010

This week's gaming bunch was made up of Jo, Marcus, Van and myself. Van had been on a semi-hiatus from gaming but was surprisingly open to play provided we kept games with space-related theme or CCG-typed gameplay off the table. I was happy to oblige since we didn't have the right crowd for either BSG or AGoT LCG.

We started with Hansa Teutonica. I had an opportunity to tear off the shrink wrap on my personal copy since Marcus didn't bring his. It was a close game with me nabbing victory from Marcus by a single point.

My admiration for the game grows with each play. If this keeps up, I'll have to raise my geek rating for the game from a 9 to a 10. The multiple routes to victory coupled with the reasonable game time makes this a winner in every regard. It has been awhile since a game kept me thinking about possibilities for improved play after the session, especially when I won the game! I have explored a few alternate strategies in my few plays so far, but there seems so many others out there which I'm looking forward to have a hand at. For example, the max I have upgraded my chain multiplier so far is 2 but I can't help but wonder if a strategy largely focused on building a network of offices while maximizing the chain multiplier is viable.

Next up was Vasco Da Gama, another recent Essen release. It was between this or a first attempt at La Citta. I'm always game to try something new but Van needed a break, which she managed to get while Marcus explained the rules to Jo. I was absolutely demolished on my first play of this game but did much better this time round, ceding the game to Marcus by 3 VPs.

The turn order mechanic is undeniably an interesting one. It allows you to jostle for position with your opponents depending on your risk appetite and your wealth. Being overly optimistic, I paid the price on my very first turn, having to forgo an action due to the lack of money to pay for its use. However, I noticed that apart from the first few placements where this happens, the remaining placements simply follow turn order which takes the fizz out of this mechanic in some way. Still a game that I don't mind playing but see no need to own.

We ended the session off with Glory to Rome (what else?). Nice to know that I've gotten over 30 plays off this baby, and especially sweeter that it's current OOP (sorry to rub it in for those of you still awaiting your copy). There have been comments that the luck of the draw plays a significant role in determining the winner. I still beg to differ although this was game where I really didn't have much to work with while Marcus and Van built a slew of powerful buildings. Marcus had the Wall, Bridge and Colosseum. I built the Palisade early but didn't get a sniff of the other Wall so it was painful as you might imagine. My only hope was a Forum victory with both the Bar and the Aqueduct but unfortunately, the rapid pace at which the deck thinned and having my clients fed to the lions turn after turn meant that I was powerless to nab a surprise victory. Nonetheless, it's always cool to see a combo of effects from supposedly "broken" cards and definitely part of the charm of the game. Jo still surprisingly didn't take to the game after his second game. I say "surprisingly" because he's one of the few that has really taken to AGoT and both games seem to share this trait of combo-ing card effects. Then again, he wasn't all that enthralled by Dominion either. Marcus took the win over Van thanks to his bulging stockpile nicely scored by his Wall.

Saturday, December 19, 2009

14th Dec 2009 Session Report: Fans of AGoT LCG

One of my favourite new games has to be A Game of Thrones LCG. However, it has been a challenge finding gaming partners for it since its theme and mechanics mean that it has a niche appeal of sorts. So far, Ivan and Jerry seems most keen on it. Today, Jo and Ben were over and it seems I've found 2 new converts.

It was Jo's second go at the game while it was Ben's first. The first game took some time with us recycling our plot cards. I was behind most of the game but managed to catch up towards the end. Jo was leading with over 10 power tokens, held in check only by my Melisandre, who negates power tokens on opponents' character cards. Jo took the win by playing the 'Tourney of the Hand' plot card which renders his knight characters immune to character abilities. As it turned out, power tokens earned via renown were concentrated on his knight characters giving him the win since Melisandre had no hold on them that round.

In our second game, Ben played my haphazardly put together Baratheon deck to good effect. He took the win with a 5 power token round, leveraging on a double claim round coupled with Robert Baratheon's fearsome renown ability which earns him not 1 but 2 power tokens.

Other games played that day included 2 rounds of Glory to Rome. In the first game between, Jo, Ben and myself, I took the win with a Forum victory with the help of a Garden, Aqueduct and Bar combo. Coincidentally, in a later game where Van joined in, she also won through the Forum, aided by the Aqueduct and Gate.

The 4 of us also played China. While abstract, I enjoy its depth for its short playtime. The others seemed more lukewarm towards it. Being their first plays, Jo and Ben took awhile to wrap their heads around the scoring. I experimented and placed emissaries far earlier than I usually do in the game. While I lost ground in terms of house placements, I ended up scoring majority of the emissary points which pushed me over the top for the win.

Friday, November 20, 2009

17th Nov 2009 Session Report: First Attempt at Vasco da Gama

Marcus' shipment of games from Essen arrived and when he came over, we were able to give Vasco da Gama a go. This was one of the games that intrigued me as I kept up to date with the Essen reports on BGG, and was clearly the game of the show as indicated by the popularity polls.

I however did poorly at the game, unable to grasp the nuances of the mechanics to play efficiently enough. I ended with a miserly 52 points compared to 77 for Van and 83 for Marcus. The game reminded me of Confucius where the board contained different sections for worker placement - one for selecting characters with bonuses, purchasing ships, recruiting crew and finally, one to deploy the manned ships. So while nothing new, the various sections did feel more tightly integrated into the game as a whole.

What has been touted as the refreshing aspect of Vasco however is the way in which selected actions are resolved. Workers are not placed directly on the various sections but rather on a list of numbers determining turn order. Beyond a certain point, actions are free, but above that, ascending payment is required. This point however has a random element as a modifier of +3 to -3 will be applied after numbers have been selected. We played generally conservatively, opting for actions in the free range but once I fell behind, I took greater risks, opting for advance positions despite lacking money for potential payments if the modifier didn't go my way. If payments can't be made, actions are skipped with the consolation of a small income.

The game felt tight throughout as you are constantly jostling for position in the various sections of the board. Going behind means settling for inferior options as the better ones get taken . Another challenge is lining up your positions so that you have the necessary requirements to launch your ship(s) at the right time.

The game didn't overstay its welcome, playing in about 90min excluding rules explanation. While I enjoyed the game and saw the brilliance in its mechanics, it just didn't feel unique enough to warrant a purchase. Nonetheless, I'm looking forward to more plays on Marcus' copy.

Vanessa suggested Tigris and Euphrates next. This was Simon's copy which I borrowed awhile back and hadn't had the opportunity to return. It was Marcus first play and after having not played the game in awhile, I must admit that I appreciate the charm of the game. It is undisputedly one of Knizia's better designs as reflected by its BGG ranking. I enjoy the conflict present and the possibilities available. It is one of those games where you can make a move and your opponents are left both surprised and wowed. I had a couple of bad hands this game, ending up with multiple same coloured tiles which I had strength in. I realized the best thing to do in such situations is to go for a quick external conflict, which enabled a more efficient refreshing of tiles. I also like how there needs to be constant consideration as to how best strengthen your weak colours. I had a few unexpected victories due to my skewed tile hands and ended up with 11 on my weakest colour while Van and Marcus tied on 6.

Next up was Chicago Express which Marcus was keen to have another go at since the last time we played. I won the initial red as usual but made a bad move of auctioning the 2nd red when I didn't need to. I realized that actions are valuable in this game and there is no reason taking an action which would not directly benefit me over my opponents. I could have waited for others to auction the 2nd red as it was advantageous to keep status quo into the first dividend phase. Marcus had a good start and ended up with 114 to Van's 79 and my 73. I was also overly conservative in my shares acquisitions early on, and lost out on overall payouts in the long run.

We ended off with what else but Glory to Rome. I built the Scriptorium proceeded to accumulate influence by mass completion of buildings. I finally ended the game in the nick of time with a Catacomb as Van started stashing extra materials in her vault with her first turn Merchant client. I pipped her by a point, 24 to 23.

Wednesday, November 11, 2009

11th Nov 2009 Session Report: The One Where I Cement My Appreciation Of Chicago Express

Had a good gaming turn-out today: Weilong, Mun, Ivan, Van and myself.

Ivan was the earliest so we started out with A Game of Thrones LCG while waiting for the other two to arrive. It was our first go at multiplayer so a little reviewing of the titles mechanic was due. This basically involves a choice of title per round by each player after plot cards are revealed and initiative resolved. Each title accords a benefit for the turn as well as determines potentially another title in which you oppose or support for the entirety of the round. You are restricted from challenging whoever you support and you gain a bonus power if you win a challenge against whoever you oppose. It's a nice added element to the game which helps balance the decks and prevent runaway leaders. Thematically, it fits the politicking of the books. However, it does add considerable time to gameplay since there is a tendency to gang up on the leader to pull him or her back.

As it turned out, we didn't manage to finish the game at the point when Weilong and Mun arrived. Nonetheless, it gave us a feel of the multiplayer mechanic. Van remained unimpressed and it looks like it will be increasingly difficult to get her to play again. Ivan was leading in the power department when we decided to move on to something else.

With 5, we opted for none other than Princes of Florence. Before we started, I also managed to teach Ivan Tichu and while waiting for Mun, the four of us played two hands. It ended 270-20 in Ivan and my advantage. Van and Weilong also had a short game of Battle Line while I was explaining the rules of PoF to Ivan.

Princes of Florence (Me 63, Ivan 51, Van 48, Mun 48, WL 38)

Ivan did surprisingly well considering it was only his first play at the game. I made a big boo-boo with my first prestige card, failing to get the builder I needed to fulfill the requirements. Somehow I assumed that just like Jesters, there would be a builder available for each round and waited till the last round to obtain it, hoping to nab it at a lower price. To my surprise, there were only 7 builders in the game, as opposed to 8 for Jesters. I opted desperately for a second prestige card at that point and managed to get the tied score for most works, but the damage was done. Thankfully, I obtained 2 Jesters in the mid-game at undervalued prices, which enabled me to still nab victory.

Glory to Rome (Van - forum victory, Me, Ivan, Mun)

Weilong had to leave early and Ivan was due to leave in about an hour so we opted for GtR. Ivan picked it up quickly despite the variety of building powers. Clearly, his experience with CCG/LCG typed games helped. I was a turn away from a potential victory but Van pipped me to it with a Forum victory thanks to her Gate which activates the powers of uncompleted Marble buildings.

Chicago Express (Van 83, Me 64, Mun 42)

After Ivan departed, I taught Mun Chicago Express before dinner. She was clearly impressed by the depth of the game despite the simplicity of the mechanics. I again won the first red share at $21. Van wised up to my strategy this time round and promptly auctioned the 2nd red share at a point when my finances paled to hers. She went further to buy up the 3rd share and I was rendered helpless as she clearly had the edge in terms of income and cash early in the game. As a minor shareholder, I diverted red's network away from Chicago and utilized it to block green which Van and Mun owned out of the game. Red was left with insufficient tracks to reach Chicago though it still provided a nice income each dividend phase. But the allowance to pull off such a move just took the game up another notch in my book. Blue managed to reach Chicago and I was the main beneficiary with 2 shares to Van and Mun's one. However, I was unable to claw back on Van's early lead and she promptly ended the game by auctioning off Wabash's 2nd share, leaving shares on red, blue and black all accounted for.

Sunday, November 8, 2009

8th Nov 2009: My First Wins At Chicago Express & Endeavor...

If you had read my last post, you would know that it was mighty fortunate that Van even agreed to game with me again, hah! Anyway, Marcus came over and mentioned he has a shipment from Essen arriving (woohoo!). We initially wanted to give Imperial a go, but Van vetoed the idea in view of its length so Marcus had a chance to try out the new games I acquired.

We started off with Endeavor and while he grasped the rules quickly, he had some difficulty optimizing his choices and ended up with some inefficient scenarios where he was unable to fully utilize his workers. I too had an abundance of workers but used them to good effect by attacking strategically for the connection and added influence. Surprisingly, 3 extra regions opened up, and both Marcus and Van managed a nice collection of cards. I had the most points on the main board which was enough to secure me the victory, despite me not gaining a single Governor card nor acquiring a building beyond an industry level of 3.

Next up was Chicago Express. Marcus had tried it once before so we were equally experienced, or for that matter inexperienced, with 1 game under our belt each. I determined to focus on the red railway company this time round, noting in my last play that it had the fewest shares and thus was least susceptible to dilution. I took its first share for $21 and timed myself subsequently to buy into Marcus' yellow and Van's blue when they were low on cash. I maintained monopoly over the red throughout the game, buying up the 2 remaining shares when auctioned with my early lead in cash. Unsurprisingly, it was the first and only company to reach Chicago, and the special dividend triggered accrued to me alone, thus building me an unassailable lead. The game soon ended with the Wabash being the third company to have its shares fully auctioned. I took the win with $102.

After unsuccessfully trying to persuade Van to give A Game of Thrones LCG a go, we decided go with our trusty Glory to Rome. I was surprised Van even suggested it after what happened the last time round. Marcus and I gained an obscene number of clients. Thanks to my Bar ("in addition: you may add patron from deck), my collection of clients was somewhat more useful. The scores were close, with each of us separated by a point. I took the win with 15, thanks to my solitary marble in the vault while theirs remained empty. Van had a nice stash in her stockpile with nabbed her additional points thanks to her Wall, while Marcus by far had the most influence points. Marcus commented the Bar seemed somewhat overpowered especially at its low cost (1 material). I partially agreed but attributed it to the randomness of the deck draw. But that's the appeal of GtR after all, most cards are overpowered in one way or another and it's all about coming out with your 'broken' combo the fastest. This was also my 30th play of GtR - money well spent indeed!

Finally, Marcus introduced to us a new game - Fzzzt! (how do you even pronounce that??!!). It has a certain deck-building mechanic to it, which Marcus commented reminded him of Dominion. I enjoyed the blind auction mechanic where cards in hand are used to bid for those displayed. Cards won and used remain yours, and 6 are drawn randomly each round to form your new hand. However, you have a larger degree of control as you can use cards to build widgets for more points, and thus leaving yourself with the 6 ideal cards for your next hand. Definitely a nice filler and thanks to the auction mechanic, arguably more interactive than Dominion. Nonetheless, I suppose without special powers and potential combos, the deck-building aspect seems rather thin. Even Dominion falls short for me in that... And now, if only I could get another go at A Game of Thrones LCG ;-)

1st Nov 2009: The One That Got The Wife Upset...

Unbelievably, we were able to game for a second consecutive day - it had been sometime since that happened. Wai Mun and Weilong joined us for games and it had been sometime since the 4 of us gamed together, despite it being a common occurrence late last year and early this year.

I wanted another go at Chicago Express but Van expressed her preference for Endeavor. It was our third go at the game within a week and I failed to emerge victorious yet again. Nonetheless, it was a good learning experience. Firstly, I realized that I had been undervaluing connections. I also assumed from my previous play that shipping wasn't as important as occupation since it didn't nab you a glory point at the end of the game. My undervaluation led to Van opening up a region singlehandedly (she dominated the entire shipping lane), which game her exclusive access to the cities and the region's cards. Not a smart move at all...

Next, I taught them Ages of Empire III. It was clear that they hadn't been over for some time because I had a bunch of games they had never played before. AOEIII has been a revelation, and despite it taking 2 or more hours at times, it was a game that never 'felt' overly long. This was my first go with 4 players, and while it did stretch the game out more, the added tightness of the game was admittedly appealing. I doubt I would want to try with 5 though - think the added game length would likely lead to diminishing utility at that point.

I went for a military strategy this time round since my first capital building gave me an extra soldier every turn. This gave me an edge in terms of area majority points. Van focused on trade goods and Wai Mun, discovery. I ended up with the capital building which awarded 4 points per merchant ships. That probably gave me the victory as all in all, I accumulated 5 in all. With more players, specialization is unavoidable and probably wise too, though it is probably still necessary to focus on at least 2 areas.

For our last game of the night, Van opted for Glory to Rome. I ended up with an absolutely ridiculous combo. Started out with the Temple (+4 hand), followed with the Scriptorium (complete any building with 1 marble) which allowed me Bridge, Colosseum and Palisade in a blaze. None of them managed to build the Wall which meant that with every play of Legionary, assuming the cards were available, I could take a matching card from:
1. The common pool
2. My opponents' hand
3. Their stockpile (in addition effect of the Bridge)
4. Their client, with the card going straight into my vault (thanks to the Colosseum)

It was simply devastating as my Bridge made my Legionary play applicable to all opponents, not just my neighbours, plus it rendered their Palisades useless. Van cried foul at the brokenness of the combo, but I assured her that it was perfectly legitimate. I probably should have avoided playing Legionary a second time with my victory more or less secured as Van was visibly upset when I did so. This was understandable as between the two of us, I have always been the gamer while Van has always gamed for its social aspect. Our game night ended on a somewhat awkward note but it was a good lesson for me - be conscious of who you are gaming with or else you may not have them as gaming partners much longer!

Monday, September 14, 2009

10th Sept 2009 Session Report: New Games Galore!

Marcus came over for games and I had an opportunity to get couple of my new games to the table.

First up was Age of Empires III: The Age of Discovery. I was initially concerned that this would be another redundant 'worker-placement' game especially with my acquisition of Le Havre which I rate highly. Verdict? I was pleasantly surprised. While the mechanics aren't exactly elegant, the game isn't like anything I've played. Sure the mechanics are tried and tested such as worker placement, area majority, buildings with special powers, etc. but as a package, it is unique as compared to other worker placement games I've tried such as Agricola, Stone Age and even Le Havre. I especially like its confrontational nature in the jostling for position on the various tracks and how the different specialist roles adds a twist into the various spots on the board where you need to gain majority control. The tension was there even with 3 players, although admittedly more so with the first few placements rather than the final few. I agree with the criticisms that the bonuses of the capital buildings do add a dose of luck and have the potential of swinging the game but I don't think it overly detracts from the enjoyment of the game. I like that its easy to pick up and while the game runs slightly longer than I would prefer, it does sustain interest throughout. Marcus came in first in our inaugural game, benefitting from the massive wealth accumulated with the help of his capital buildings and suitably purchased Age III buildings to score the relevant bonuses. Van took 2nd while I 3rd, as I failed to line up enough of my missionaries on the colonist dock due to fierce competition for spots. While somewhat preliminary, it's definitely a keeper in my book. The big plus is that Van actually had a favourable opinion of the game when asked after our first play. That basically seals the deal...

Van suggested a go at Glory to Rome after dinner. It occurred to me that I hadn't played it for some time when it used to hit the table previously every gaming session. Still a fav in our books nonetheless! Unfortunately, the game didn't allow us to savour it for long as Marcus rushed the end of the game by clearing the remaining sites and pipped us to the win by being the only one who managed a single stash in the vault, which was enough to give him a 6 VP advantage.

Next, I brought out China which I was eager to try after acquiring it recently. Marcus played it sometime ago and promptly sold his set, clearly indicating that he wasn't adequately impressed. The rules were exceptionally easy to pick up (I can see it as a successful gateway game) and the card mechanics were reminiscent of Ticket to Ride. However, the game blew past quickly without allowing me to grasp the full nuances of the scoring. We focused on the placement of houses with the only 4 emissary points scored by me at the end. Marcus took the victory with a 2 point edge over me, having scored nice points for his road, while successfully blocking my attempts at extending mine. While clearly abstract, I thought the game possessed potential especially with its short playtime. Van probably found it too short so much so that there didn't seem much game at all. I learnt that the house scoring meant that all one needed was half of the houses in each district and if you are aiming for 2nd, minimal houses were required as your points increase with a greater majority. Still probably need another game or two to figure out how to best leverage the emissary scoring...

We then tried Fairy Tale. We didn't fully understand the rules and ended up getting a few of them wrong. Nonetheless, Van got the win but my first impression is that there isn't as much interaction in the game as I first assumed.

To end the night we had a quick go at Sorry! Sliders which went to the wire - Marcus clinched it at the death...

All in all, a good day of gaming - been awhile since I got 5 games to the table in one session.

Tuesday, August 11, 2009

10th Aug 2009 Session Report: 1st Ever Mass Gaming Session, Well Sort Of...

I have always desired to organize a boardgaming gathering at my place where multiple games run simultaneously. However, it has been difficult to find a regular time slot which is convenient for my friends and thus most of my gaming sessions have been restricted to a series of single games. I figured that this public holiday, I would attempt to get more over for games and in the end, there were 8 of us in total. However, different ones came later in the day so it took awhile before we got the second 'table' going.

Alhambra (Van-132, Ben-125, Me-115)

We started with Alhambra which was part of the trade of Twilight Struggle. I have heard good things about it as a gateway game. It didn't disappoint...I think. I realized that quite a number of turns were just spent taking currency and the game didn't get interesting for me till I started having difficultly piecing my estate together with the various buildings purchase. As the game progresses, the choice of buildings to buy takes on a different dimension as one needs to not only consider the building type relative to the number owned by your opponents but also whether its walls can fit nicely into your estate. All in all, a fine addition to my collection despite me getting routed in the game. Van won the inaugural game with 132 points while Ben and I had 125 and 115 points respectively.

Railroad Tycoon (Me-64, Van-59, Weilong-43, Xiumei-42, Ben-28)

With 5, I brought Railroad Tycoon to the table, desiring to see if there would be more conflict with an additional player compared to my first play. It wasn't much better and I suppose the sheer size of the map does allow you to largely build up your own network of tracks without much disturbance. I managed to dominate much of the north-east despite Weilong's presence, which gave me a lead I didn't relinquish. I rushed for the starting goals and managed to complete the major line from Boston to Washington.

I opted to keep the Major Lines in the deck this time round to avoid overwhelming the new players. The only rules I changed were for the auction and railroad cards. We played the auction so that the first player to pass would start last and so on. Only the first player had to pay his/her bid but the last player from the previous round would have to start the bidding. As for the railroad cards, I only revealed cards equalling the number of players together with the 3 starting cards, and introduced 2 new cards per turn. I didn't want the new players to be discouraged by all the information they had to read right from the start so as to allow them to familiarize themselves with the mechanics of the game. The game took about 2 1/2 hours which wasn't too long for 5 players but I would have appreciated something heavier for the time invested.

Meuterer x2 (Xiumei - 34/33, Me - 33/32, Lijie - 30/23, Ben-15/27)

We proceeded to split into 2 groups after RRT. I introduced Meuterer to my group while Van played Glory to Rome with Mun, Fang Ting and Weilong. Xiumei complained during the rules explanation that they were hard to follow and promptly went on to win both games, pipping me by a point in both. Playing this time with the correct rules, I noticed how the psychological aspect came into play. Choosing whether to reveal your conflict cards during the play of ware cards can be an important decision in garnering support or serving as a bluff. The order in which one plays his/her ware cards can also be important in ensuring the Merchant is left for you. While my issues with the game expressed in the earlier thread remains, the game has moved up a notch in my book regardless.

Glory to Rome (Van - W, Weilong, Fang Ting, Wai Mun)

Didn't hear much of the game except that Weilong and Van were both vying for a victory by Forum, which Van succeeded in finally.

Thursday, August 6, 2009

4th Aug 2009 Session Report: Battling For Supremacy On A Foreign Moon

Nexus Ops (Me-13, Van-6, Ben-5)

It has been awhile since the last gaming session and I was raring to have a go at the newly acquired Nexus Ops. Verdict? I liked it - short playtime, good fun, beautiful pieces to boot. There is a degree of luck with the exploration tiles, the card draws and of course, the battles that are seemingly dice fests BUT I exceptionally enjoyed the fact is determined by the player who pursues his/her mission objectives more relentlessly and that the energizer cards offer an added element when conserved for crucial battles. I took the win convincingly as it took Van and Ben awhile to realize that the game rewarded aggressiveness and while they were taking a conservative Risk-like approach, I was picking my battles in accordance to the Secret Mission cards drawn.

Glory to Rome (Me-35, Van-27, Ben-23)

Van picked GtR which was no surprise considering how it has become a favourite at our sessions. An early Gate set me on track early as I proceeded build a series of incomplete Marble buildings to tap on their powers. I gained multiple actions easily per turn with my combination of the Palace and Circus Maximus. Coupled with my Basilica, I loaded my vault early and proceeded to end the game quickly as I saw Van catching up with an impressive haul of influence points from her completed buildings.

Citadels (Ben-40, Me-36, Van-26)

Ben had the last pick of the day and I suggested Citadels considering the time remaining and that I have always liked it with 3. In fact, I think these days, I would only play it with 3 which is clearly the best number with each player taking 2 roles per round. I got killed multiple times by Van and despite my lost turns, I still racked up an impressive score, reaching 8 buildings first and obtaining the colour bonus. However, Ben wasn't far behind and had a much more impressive series of buildings including School of Magic and Dragon Gate. He too reached 8 buildings on the last round and got the 3 bonus points for having a building of each colour. Van's progress was slowed due to getting 3 buildings destroyed by the Warlord. As usual, single gold buildings proved to be unwise options as they got picked off one by one by the player with the Warlord.

Saturday, June 27, 2009

16th June 2009 Session Report: The One With 7 Craftsmen...

A bit late on this session report having lost the record sheet but here's roughly what I recall. Mun joined us for games and we played both Glory to Rome and Tigris and Euphrates.

I sort of ran away with Glory to Rome. At one point, my clientele was stashed with up to 7 Craftsmen. The buildings that won the game for me this time round were the Scriptorium which allowed me to complete several buildings with a marble material each, the Garden which allowed me to take a client each for the immense influence I amassed from building and lastly, the Coliseum (plus Wall) which allowed me to fill up my Vault with a couple of Legionary plays while Van and Mun weren't having much success getting materials into theirs. I ended up with 40+ points, practically doubling the the next highest score.

Tigris and Euphrates was a much closer affair. Haven't played it in awhile and while I do recognize the brilliance of its design, somehow I don't seem to have the inclination to play it over and over again. From the get go, Van and I went at each other's starting 'kingdoms', resulting in our leaders moving all around the board. I guess that's the way the game was meant to be played anywhere, contrasting greatly with our earlier plays at the game where we stayed out of trouble, building up our own "kingdoms" till much later in the game. As such the first monument only turned up in mid-game which was probably the latest I had ever seen built. In the end, the score was something like 15, 14, 12 to myself, Van and Mun respectively.

Tuesday, June 2, 2009

29th May 2009 Session Report: The One Where We Battled For Influence In Ancient China

Marcus came over in the evening and brought a new game to introduce to us. I hadn't heard of Confucius before but in view of my increasingly streamlined collection, I was keen to try something new.

This worker placement game (yup, one more on the bandwagon) involved acquiring VPs from 3 main arenas based on diverse yet familiar mechanics. There was an option for exploration which offered early adopters more VPs than others in addition to a Emperor card which allows special concessions. There was a land occupation option which works somewhat like Blue Moon City where players cooperate to conquer foreign lands and share the points derived. This hardly came into play for our 3 player game as there were other opportunities for scoring and none of us really saw the benefit of helping each other. Lastly, there was an area majority option where we battled for influence in 3 different government ministries. 

There was a host of other minor mechanics which made the game somewhat fiddly. Another mechanic borrowed from Blue Moon City was that commodity cards denoted both a monetary value as well as licenses required for acquiring ships for exploration or soldiers for land occupation. And as you might guess, these 2 values are inversely proportionate (ie. 1 gold-3 licenses, 3 gold - 1 licenses). The most interesting mechanic involved gift-giving to your opponents which made them indebted to you in a variety of ways, particular in the competition for influence in the ministries. 

While an eye-opener, I found the connection between the various aspects and mechanics of the game somewhat forced and it felt almost as if the designer simply borrowed a couple of existing mechanics and bundled them together. To be fair, we played with 3 in a game which doesn't scale well and I can see how the neglected VP options would be more relevant in a game with 4 or 5.
Or maybe it could just be sour grapes, I ended up dead last with 13 VPs which Marcus and Van had 23 and 19 respectively.

We ended the night with a go at Glory to Rome. As it was getting late, Marcus declared he was going for a fast game taking a Craftsman client on his first turn, leaving behind a Merchant client for me. He promptly took a second and went on a building spree. Van while somewhat slower in acquiring building VPs, managed to stash a marble in her vault in addition to a couple of stockpile points from her Wall. I on the other had good buildings which I couldn't get in play in time as Marcus ended the game with a Catacomb. Marcus and Van were tied with 13 VPs and 3 cards in hand, while I took up the rear with a mere 8 VPs.

Wednesday, May 20, 2009

19th May 2009 Session Report: The One Where We Had Our First Go at Through The Ages

Despite missing the white counters for Through The Ages, I decided to have a go at it with Van and Mun by substituting the batteries in Galaxy Trucker for them. I initially hoped to try at least the Advanced game but it was clear after 5 minutes of rules explanation that it was not going to work because 1. they looked clearly overwhelmed, and 2. I myself was struggling since it was the first time I was attempting to teach the game (of course worsen by the fact that I've never tried it either). Thus, I decided for us to have a go at the Simple game instead despite forum comments that while useful up for picking up the mechanics, it was a bad reflection of the actual game.

Based on Van and Mun's comments after the game, I could clearly see why. There were so many aspects missing that the game came across a strictly multi-player solitaire experience. We felt like we were choosing cards at random since we weren't familiar with them and had no grasp of any significant strategy. It seemed that I might have trouble getting them to try it in future though I encouraged them that it would be premature to give up on the game without having tried it as it was meant to be played (aka the Full game). I suspect however that we would probably have to use the Advanced game as a stepping board to the Full game since the Simple game has only introduced the basic mechanics. Nonetheless, I wonder at the back of my mind whether the additional mechanics would successfully extinguish the multi-player solitaire feel of the game which even I myself experienced.

We moved on to our old favourite, Glory to Rome in hope of salvaging the night. It didn't disappoint, at least for me, with me taking the solitary game with 37 to Van's 24 and Mun's 12. I acquired excellent cards right from the start, and while it took some time, eventually completed my Temple (+4 hand), Colosseum (in addition when playing legionary, feed opponents' clients to Vault) and Wall (immune to legionary and 1VP for every 2 materials in stockpile at game end). They served as quite a combo and I didn't even need my uncompleted Sewer (add own order cards to stockpile after each turn) which would further enhance my Wall strategy. Van had a chance to win the game before my Colosseum was utilized, but she failed to end the game despite her influence advantage. Once I was able to play a legionary with the Colosseum, I acquired an unassailable advantage with me adding a number of different materials to the Vault from Mun's clientele. While Van managed to immune herself to the Legionary in time, she was unable to catch up with me in terms of Vault accumulation, and I reaped 9 bonus points from having the majority in 3 materials. Coupled with the massive number of points acquired thanks to my stockpiling through playing consecutive legionaries, I never relinquished the lead once I overtook Van.

Tuesday, May 12, 2009

12th May 2009 Session Report: The One With A Botched Attempt At Through The Ages

Had Ben and Mun over for games today - it had been awhile since we met up. Ben was early and I was eager to finally unwrap my new copy of Through the Ages and give it a go but shockingly when I was about to start sharing the rules for the game, we discovered that my copy lacked 35 white counters which was stipulated in the rulebook. I called Terence who I bought the game from and he advised me to contact FRED Distribution directly instead. I immediately emailed them and so far the only reply I received was one that indicated my mail would be forwarded to customer service. Hopefully, this matter will be resolved asap since it was terribly disappointing for the most expensive game I bought to date to be missing components!

Anyway, we continued with other games in hope that our inability to try Through the Ages would not spoil our session.

Puerto Rico (Me 49, Van 48, Ben 41)

I had the stronger early game, managing to obtain Coffee and Tobacco monopolies. This reaped me some lucrative early trades and set me off in acquiring the Guild House and the related production buildings. However I made a critical mistake towards the end which almost cost me the game. I could have ended the game by Mayoring but failed to realize it, and ended up Captaining for a small advantage. The game continued an additional round which allowed Van to acquire an additional large building and she closed the gap to a single point.

Glory to Rome (Mun 28, Van 27, Me 20, Ben 16)

I struggled to get any good combinations going all-game long. Used my Prison to capture Van's Wall (Immune to legionary and 1VP for every 2 material in stockpile at end of the game) but in retrospect, it was too late in the game for it to really benefit me. Mun built rapidly and her Circus Maximus (double client actions when player leads or follows) and Basilica (when Merchant is played, player may additionally add card to Vault from hand) sealed her victory. None of us had many resources in the Vault but Mun managed to accumulate 4 marble cards which together with the marble majority bonus, accounted for about half her points.

Princes of Florence (Me 61, Mun 54, Van 51, Ben 38)

I managed to win in a rather unconventional way which for me is part of the charm of the game. I pulled off the victory despite producing the least works (4) amongst all the players, but took home the best work bonus 3 times, scored a hefty bulk of points from my 2nd builder, my 3 buildings and...my 2nd and 3rd Lakes. By avoiding expensive auctions, I had to get creative in racking up the points. I also took a Prestige card early and it was fun making sure I fulfilled the condition of being the player with the least empty spaces (I ended up with 6) which reaped me 8 prestige points to take me over the top.

Tichu (Van/Ben 440, Me/Mun -30)

We played till 300. The game was relatively close till I failed my bid for Tichu on 2 consecutive rounds. On the last round, not only did I fail in my Tichu bid, but Van made hers and both Ben and her cleared their cards before Mun and I. Ouch...

Tuesday, April 7, 2009

7th April 2009: The One Where I Tried Harry Wu's New Game

Trying a new format for session reports. Played a couple of games with various ones today:

The Settlers of Catan Card Game (Van 13, Me 8)

Played with the Politics and Intrigue expansion theme. I started well and for once, managed to rush to 5 settlements before Van. What cost me were the 2 Arsonist cards that Van played against me, uprooting 2 valuable red buildings and giving her the commerce advantage. Also had a few untimely hits by the brigades which Van escaped thanks to her Garrison. Van also played 2 Excommunication action cards, preventing me from assessing the 2 expansion decks available. This game can seriously be rather cut-throat but that appeals to me. Still waiting for my 1st win against Van, will be sure to pay more attention to the attack action cards the next time round.

Glory to Rome x 2 (1st game: Me 47, Van 22, Mun 13; 2nd game: Me 25(4), Van 25(3), Mun 17)

In the first game, I ran away with the game thanks to a Aqueduct (allows you to additionally add a client from hand when Patron is played) and a Basilica (In addition when playing Merchant, player may add card to vault from hand). My vault was stocked while the other 2 struggled to keep up. Ended the game by taking the last in-town site.

In the second, I managed to get up to 3 craftsman clients. Coupled with my Circus Maximus (Doubles your client actions), I had a slew of building actions. Was going to end the game by taking the last 2 in-town sites with my 6 craftsman action but drew a Catacombs thanks to my Temple (+4 max hand size) and ended the game by completing it with the special ability of my Road (use any material for stone buildings). The 3 influence points proved critical as I was unaware Van had completed her Wall (1VP for every 2 material in stockpile) and scored heavily for the bunch of materials in her stockpile. Checked the rules for the tiebreaker and apparently it boiled down to remaining cards in hand which I pipped her by 1.

Citadels (Me 26, Van 16, Mun 9)

Hadn't pulled this out for awhile which was nice since this was one of the first games I bought when I got into the hobby, plus the oldest player gets to start first! I find Citadels best with 3 as each player gets 2 roles per turn and the game doesn't drag out like it does with 5-7. We played the shorter game to 7 buildings as Mun needed to leave. I took the Assassin for the first 2 turns and avoided missing a turn throughout the game, which allowed me to rush to 7 to end the game.

Prussian Eastern Railroad (Van 734, Me 618, Marcus 574)

Marcus brought over a new Harry Wu game for us to try. I have been hearing good things about his other game, Chicago Express and thus was intrigued to have a first go at one of his games. The rules were sufficiently easy to grasp but it yet it was hard to figure out how to play it well. The difficulty playing new games with an auction element is not knowing how much to bid. In retrospect, we underbid for the railway shares, and Van who obtained the bulk of them acquired the upper hand. In addition, we allowed her to purchase shares in 7 out of the 8 railway companies which made it difficult to claw back the advantage. For whatever we tried to do in increasing railway income or triggering double dividends for certain companies, she would benefit too. 

With a fixed number of shares per company, I realized it made little sense to split up the shares 1:1:1 between us which was what we largely did. It seems like it makes more sense to buy additional shares in the company you already have a stake in unless you can force your opponent to overpay. There is some luck with the turn order mechanism but not enough that it makes the game flaky. Keen to try it again but doubt it will be something I'll be looking to own. The metagame element seems rather significant and there is some kingmaking element. Reminds me somewhat of El Grande where there can be a runaway leader issue unless everyone else works together to thwart the leader.

Wednesday, April 1, 2009

Glory To Rome: MIT Secret House Rule

Apparently the designers of the game endorsed a secret house variant which supposedly makes the game less cut-throat for beginners as well as attempts to balance out the craftsman and architect powers.

The changes are as follow:

1) PETITION becomes “Play two cards of same role as JACK” (i.e., the same as the current Circus function)
2) CIRCUS Function becomes “May play card of any role as JACK when leading or following ARCHITECT”

3) FORUM victory requires not just one of each client in clientele but also one of each material in stockpile

The change in the Forum victory condition is due to the ease of recruiting clients given that you now only need 2 rather than 3 of a kind to petition. While I don't see this as an issue for experienced players since they are particularly careful of leading/following Merchant or Patron roles without a Jack or through a petition, I do see the rationale behind it. 

The game plays just fine for me and I suspect the change in the petition rule may reduce the skill necessary to manage one's hand well. I do however like the change in the Circus function as the Craftsman is overpowered compared to the Architect for most of the game unless you build the right buildings.

I may try the variant once or twice with new players to see how it plays out but I suspect I'll probably stick to the standard rules for most games.

Friday, March 27, 2009

26th March 2009 Session Report: The One Where We Played My Top 3 Games

Well that's the good news... The bad news? My losing streak extended - can't remember the last time I failed to win so many consecutive games. Oh well, not winning doesn't detract from any of the fun of gaming...ok, maybe just a tinny bit ;)

Ben and Mun joined us in the afternoon for games. While waiting for Mun (late as usual, hah), we started with a game of Ra as requested by Ben. I didn't mind since I find Ra best with 3 since it accords players with more control. 5 player games can be somewhat more random. I failed to obtain much value with the auctions I won, and sorely trailed in terms of monument collection. I think I ended up with something like 3 and was deservingly trounced by Van and Ben who had 57 and 49 respectively. I ended up with a score of 38 thanks to me winning the Pharaoh bonus all 3 epochs.

Since Mun was likely to arrive at any point, we decided to opt for a quick game of High Society. It was Ben's first go at the game (he emphasized that I should note this in the session report *cough*) and struggled in finding the balance between acquiring points while conserving his cash. He racked up a impressive point total but wasn't a threat as he was down to his last cash card 2/3 way into the game. Van spent more of her cash than me by avoiding the 'bad' cards and ended up with a score of 20, thanks to two 2x multipliers and a 5 point luxury card. I was too conservative with my cash and ended up with both the 1/2 and -5 cards, resulting in a final score of 8.5.

When Mun arrived, we started on Glory to Rome, my current no.1. Mun and Ben did exceedingly well in the game, scoring 33 and 32 respectively. Mun racked up points by stuffing her stockpile early and building the Wall which rewards VPs for material in the stockpile. She also played a few timely Merchant roles when our stockpiles were empty. Ben loaded up on his clientele and used his Basilica to shore up his vault midway through the game. I built the same building but took more time getting it up, resulting in my failure to make up the deficit. I ended with 28 while Van had 19.

I then suggested Princes of Florence, which has quickly risen up my favourite list, just short of overtaking Glory to Rome. I felt I played exceedingly efficient on most counts, producing a total of 5 works throughout the game and winning 3 best works bonuses. My only mistake was my failure to acquire a Prestige card. Instead I took 2 recruitment cards which I could have substituted with purchasing Profession cards. I used 3 Bonus cards on my last turn which was an overkill. The WV points obtained then pale in comparison to the potential Prestige points available from a single Prestige card. I ended with 47 to Van's 51 while Mun and Ben had 45 and 36 respectively.

We ended the day with my former no.1, El Grande. I wonder if it is even no.3 now that Le Harve has entered the fray. I built a sizable lead after the 1st scoring which was a mistake because the rest started ganging up on me by banishing my cabelleros to Portugal (Mental note to self: Avoid taking too many scoring cards early in game). Van overtook me by the 2nd scoring and with my weakened state, I struggled clawing back the deficit and ended up with 108 to her 120. Ben and Mun scored 90 and 83 respectively. 

Tuesday, March 10, 2009

9 March 2009 Session Report: The One Where We Revisited Ra

We had a new friend, Shouqin at our gaming session tonight whom we met on the Singapore Boardgames Meetup forum. Marcus was also able to join us but before he arrived I took the opportunity to teach Shouqin the rules for Glory to Rome.

We started the game once Marcus arrived and it wasn't clear in the early going who was going to emerge with an advantage. My early buildings were unimpressive and I basically started building with whatever cards I had in hand to gain some influence points. Marcus on the other hand was quietly completing his Scriptorium which he learnt from his last game with me that it allowed the completion of multiple buildings with a marble material each. 

The breakthrough came when he used that ability to complete his Colosseum. I was more prepared for it this time round and started building my Palisade (Immune to Legionary) though it was only completed after Marcus had a turn at my clientele. He managed an early lead over the rest of us by stashing a couple of cards in his vault that very turn.

However, the killer blow came when he used his Scriptorium to complete a Prision which he in turn used to steal my Bridge. While I gained 3 additional influence points, it didn't make the loss any less painful. I built it in hope of breaching Van's Palisade but my failure to keep an eye on Marcus's buildings allowed it to be stolen and used again me.

The consequences were devastating. He now not only could overcome my Palisade but also steal from every players' clientele, including Van's who was sitting opposite him. The vault points he racked up easily steered him to victory while the rest of us were left in the dust. My decision not to build the Wall early in the game but instead use it as concrete came back to haunt me.

The final scores were 45 (Marcus), 31 (me), 20+ (Shouqin) and 14 (Van) respectively.

I was keen to get Princes of Florence out as the next game since it was rare that we had 4 at a session. However Shouqin needed to leave within an hour so we opted for Ra instead. Marcus and Shouqin were new to the game but picked it up quickly. Ra has simple mechanics but the tricky bit is to valuate the tiles appropriately in light of not just their scoring but also the proximity to the end of the epoch (round).

I had a small lead after the first epoch but the other players exited early in the 2nd epoch and left me to draw freely with 4 Ra spaces yet unfilled. I had good draws and managed to take 2 full displays with only one disaster tile with my remaining 2 number chips. This built me a comfortable lead and I took the game with 51 points. Marcus, Shouqin and Van had 42, 25 and 23 points respectively.

Shouqin had to leave after the game, and Marcus stayed back for a round of Red November. I was keen to give the game another shot after our last attempt at the 2-player variant. Playing with 3 was definitely easier than our last attempt with 4 gnomes. Marcus drank 2 grogs early and rode his luck for half the game. He eventually failed a faint check and got trapped in a room which caught fire. That spelled his doom. Van and I on the hand managed to experience our first rescue as we worked together to deal with the remaining problems. We almost succumbed to the expiry of the heat track on the last turn but survived. 

While we ended on a good note, Van was clearly not impressed by the game. Guess it's headed for the trade pile...

Saturday, February 28, 2009

27th Feb 2009 Session Report: The One Where I Witnessed The Power Of The Colosseum

Marcus joined us for a late night session of gaming today and we started off with Glory to Rome since he was familiar with it as well. I have been singing its praises on BGG and once again it did not disappoint. Despite repeated plays, I'm still discovering new combos. 

This was the first time I won by ending the game by building the Catacombs. I racked up an easy lead with my Scriptorium (completes any building with one marble) by completing a series of influential marble and stone buildings. Marcus and Van were struggling to keep up and being clearly in the lead, I decided to end the game since the Catacombs was in hand. This was fortunate too since I failed to notice that Marcus was attempting a Forum victory. The scores ended 11, 7, 6 in my favour with Van and Marcus battling for second place.

With the speedy game, we decided to proceed with a second round. I was progressing well again with the Gate (activates powers of uncompleted marble buildings) completed and a series of marble building powers activated including the Temple (+4 max hand) and the Scriptorium (again!). Unfortunately, Marcus had a good game going too. 

Van and I had little experience with the Colosseum in play and I was always under the false impression that the value of the card only laid in allowing the owner to 'steal' other players' clients when the Legionary role was played. What I didn't realized was that the obtained client doesn't go into the stockpile as other cards acquired via the Legionary but rather straight into the vault. 

When I realized what was going on, Marcus had already built a lead in terms of stashed gold from various materials sold in the vault. Van and I had none since the Merchant role hadn't been played and with the 3 bonus points awarded for the majority of each material stashed, we were faced with a significant deficit. 

I was clearly ahead in building influence but trailed nonetheless. At one point, I had up to 5 Craftman clients but ran out of marble and stone sites to build on. I also failed to make up the deficit via the vault due to Marcus obtaining a rare Merchant client on the first turn. 

The game dragged on as Van and I tried in vain to make up ground while Marcus attempted to end the game by utilizing the last in-town site. Interestingly, he never got his hands on the wood building required and finally only ended the game by exhausting the deck. He ended up with the highest score I had ever witnessed with 60 while I and Van took the rear with 46 and 36 respectively.

Marcus was keen to try Princes of Florence but I suggested otherwise due to the limited number of players. I rate the game very highly but it is really only worth playing with 4-5. Hopefully, I will be able to get this newly traded game to the table soon. 

In the end, we decided to introduce Marcus to Stone Age. Despite being his first play, he caught on quickly and the dice rolls were especially kind to him. However, his failure to anticipate the end of the game as well as Van and myself left him with a substantial number of valuable resources unused at the end of the game. I thought my game was well diversified, racking up points on the building front as well as accumulating a majority of the civilization cards. Unfortunately, Van pipped me at the end by a mere 7 points, with a score of 257. If only I had that one extra wood to purchase the final 12 point building. Alas, it was not to be... 

This demonstrates that while dice rolls tend to average out over the course of the game, there are instances when the last roll decides between victory and defeat. Nonetheless, it is still a game I fancy despite its lack of depth compared to other worker placement games. I find it a good stepping stone for introducing casual gamers to heavier games.