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Irish Gauge

13/1/2020

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21st December 2019

It's the last Saturday night before Christmas and we're at Matakishi's for some board games. 

This is a game about accumulating stocks in railway companies, running railway companies and paying out dividends.
Yep, this is 'Irish Gauge' and not 1830.

Irish Gauge is a game that simultaneously is the same as and also completely different to 1830.
That is, it shares the same themes as 1830, but is a quite different game.

​What's in a game?
​Irish Gauge components.
  • Board: The board is a map that depicts a chunk of Ireland and is covered in hexes (All respectable railway games have hex covered maps.). The map shows cities and towns, as well as difficult terrain. Finally the map shows a 3x8 grid for dividends and info for calculating dividend payouts and managing shares and share order.
  • Cubes: 30 Coloured wooden, 10 cubes in each of 3 colours (Little wooden cubes are always welcome in a eurogame.). Cubes serve 2 functions. Firstly they are used to show what goods a city produces and secondly, they are used to dictate the market demand when a player calls for a dividend.
  • Bag: The cubes go into the bag.
  • Shares: There are 5 companies in Irish Gauge and each company has 2-4 shares. Each share has a 'initial value'. Shares are placed into 5 company stacks, with the lowest value share on the top and the highest on the bottom.
  • Train meeples: There are 19 train meeples for each company. 
That's more or less all the components. They are all made to a good standard. There is minimal artwork in the game, but it has a clean and functional look.

Picture
The game board.
Picture
Set up & ready to play.
Picture
My finances after initial auction.
Picture
Mid way through, no dividends paid yet.

How's it play?
​We begin with setup, which is pretty simple.
  • Lay out the board and place the 5 stacks of share cards in their allotted places.
  • Put 4 cubes of each colour (12 in total.) in the bag and blindly draw out 8 and place them on each of the cities. When this is done add the remaining cubes to the bag.
  • Each of the 5 starting companies has a starting city, place 1 train meeple on its respective starting city.
  • Give each player 20 currency.
And we're ready to go.

Initial auction
Before normal play commences, there is a 'initial auction' This is where players get to bid on and auction one share from each of the 5 companies.
  • Determine a starting player. This player opens bidding on the first share up for auction. They must bid at least the initial value shown on the card or pass. The player can choose to pass.
  • Play proceeds to the left. Following players must bid a higher value or pass (Or chooses to pass.). Any player who passes is out of the bidding on that card.
  • Bidding continues until all players bar one have passed. That player wins the auction.
  • Whoever wins the auction opens bidding on the next card up for auction.
  • If every player passes on a share, then the starting player gets the share for free!
  • Auctioning continues until all shares have been auctioned.
Now normal play can start. The first player is determined by whoever bought a certain share.
In their turn, the active player can perform 1 of 4 actions, these are: Place track, place a special interest, auction a share and call for a dividend.
Place track:
This is probably the most common action in the game
  • The active player can only build a railway line for a company that they have at least 1 share in.
  • The active player will have 3 points with which to build a railway line for one company.
  • The railway line must connect either to the company's starting city, or some other part of the railway line.
  • It costs 1 point to build in a empty hex or empty town/city.
  • It costs 1.5 points to build in a hex or town/city that already has another railway line going through it.
  • It costs 2 points to build in an empty difficult terrain hex. Only 1 railway line can go through a difficult terrain hex.
Place a special interest:
  • This allows the active player to turn a town into a city.
  • The active player looks in the bag and take out a cube if their choice.
  • The active player places the cube in a town of their choice - provided that town is connected to the railway line of a company in which they have at least 1 share.
Auction a share:
  • The active player chooses any share to auction and must bid at least the minimum value on the share.
  • Play proceeds to the left. Following players must bid a higher value or pass (Or chooses to pass.). Any player who passes is out of the bidding on that card.
  • Bidding continues until all players bar one have passed. That player wins the auction.
Call for a dividend:
  • When the active player calls for a dividend, the blindly draw 3 cubes from the bag. The 3 cubes go into the 3x8 grid (Along the 3 axis obviously.) These 3 cubes will indicate which cities on the board a playing out.
  • If one of each colour is drawn, then all cities pay out. If only 1 or 2 colours are then only those colours pay out. Doubles (Or triples!) count for nothing.
  • Then in share order, calculate how much money each company makes. Each city connected to a company's railway line generates 4, each town generates 2. This is the dividend the company pays out.
  • The dividend is paid out to the shareholders. If there is only one shareholder, they get all the money. Otherwise it is divided up according to the number of shares owned by players and paid out per share.

Endgame
The game ends when there are no more cubes in the bag, either because of a dividend being called or placing a cube as a special interest on the board.

All players tot up their cash plus the initial value of the shares they own. Highest cash wins.

Picture
Board at game end.
Picture
My personal finances at game end.

Overall
Irish Gauge is a railway building game with stocks and shares and companies.
It's actually quite a common theme in board games. But Irish Gauge plays nothing like any of these other games.

It seems like the basic strategy is that players need to build railways, to issue dividends, to buy shares.
Simple, right? Not necessarily.
Whilst players may want to maximise their railway network before calling dividends, to get as much money as possible to have more funds when bidding on shares during an auction.

Waiting a long time to buy shares is a risky move.

Why? There limited opportunities to call for dividends because when the game starts, there will only be 22 cubes in the bag and each dividend uses 3 cubes. So there's maximum of 8 times a dividend can be called - and the last dividend will be with 1 cube! This is of course, provided nobody uses cubes to upgrade towns.

So shares bought later in the game will benefit less because there will be less dividend pay outs. This isn't so bad if you get a shares at the initial value, but that's unlikely to occur. So paying an extra 20 to get a share that only pays out 5 twice is actually a loss of 10!
This means players will want to get shares as quick as possible, but at the same time, it's prudent to wait and see if other players have low funds as this is a great time to trigger an auction, since they may have to pass, giving the active player a share at the initial value.

It's like some sort of horrible balancing act.

There's more as well. If a player thinks they benefit from a dividend more than anyone else, then they might ignore buying shares or improving their network and may just call dividend after dividend and 'run out' the game. However there's a random element to dividends, so they may scupper themselves.

After playing the game a couple of times: It seems to me that how a player places their railway lines is a bit of a 'no-brainer'. But on reflection I don't think this is as much of an issue as I first thought. Perhaps when to call for dividends may seem more vital for the game than anything else - provided the right cubes are pulled from the bag of course.

There's a lot to think about here, which is good.

Finally, Irish Gauge plays as fast as a roadrunner with it's backside on fire.
If you're used to slow and meaty railway games, Irish Gauge may feel quite fresh with it's relatively short play time.

I'm not certain if Irish Gauge will stand up to extended play. But it's worth giving it a couple of plays at least.
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3rd Annual Woking Gaming Club Quiz

13/1/2020

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17th December 2019

It's a Tuesday at 'The Sovereigns' in Woking.

We're not playing any games tonight. It's the 3rd annual quiz night.

Unlike the previous 2 quiz nights, there's no buffet this time. instead everyone contributes £2 and the money goes to a worthy cause as chosen by the winners!

We were split into 4 teams of 4 people and the rest of the evening was spent answering unreasonably tricky questions set by the nefarious quiz master.

By the end, 3 teams finished on the same score! So it went to a tie breaker - and my team won!

We then had a quick game amongst our team and Niek won. £55 was donated to the charity of Niek's choice - Shelter.

And a good time was had by all!

This was also our final gathering of the year, since the next 2 Tuesdays fall too close to Christmas and New Year's day. 
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The Cthulhu Hack - Session 05

9/1/2020

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14th December 2019

Threads - Part 02

Saturday is here at Matakishi's for the next session of 'The Cthulhu Hack'

At the end of the last session, we entered the mysterious black tent.

It lead us to a strange looking town square. There were painted houses on wooden walls, a clown car and an empty 'Punch & Judy' stall.
Whilst we are discussing out next move Punch and Judy appear and they begin fighting with each other. Then floating appear and take them away.
'That's the way to do it!'... I guess...

​We find a door and go through it, weirdly it leads to a strange police station.

What follows is another strange series of events where we encounter one strangely distorted character from Punch & Judy after another, as well as strange locations.

Eventually we find a poem. After reading it, we realise that the poem is telling us to find a number of items related to the clown car.
We go about finding these items, this leads us to finding Lydia Little - Earnest's wife. we also encounter a friendly little dog.

We manage to collect the items and return to the clown car. Fit all the items in, get in the car and drive away.

We then find ourselves in a new strange place, what appears to be The Dreamlands! Surprisingly, the friendly little dog has now become a cat!

To be continued.
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Codenames - 03

8/1/2020

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10th December 2019

Tuesday night at 'The Sovereigns' with the Woking board game club continues.

The final game of the night was 'Codenames'.
You can read my blog about it here​.
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Cockroach Poker

8/1/2020

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10th December 2019

It's a Tuesday evening in Woking and we're at 'The Sovereigns' with the board game club.

The first game of the night was 'Cockroach Poker'.
Now I mean this in a good way: But Cockroach Poker is quite possibly the most horrible game of all time.
It's a horrible game all about horribly lying and bluffing.

At the end of one game a player said to me. "Can we please now play a game where we don't all hate each other!".

That sums Cockroach Poker pretty nicely.

What's in a game?
Cockroach Poker consists of nothing more or less than a deck of 64 cards. There are 8 types of card (All based on types of 'horrible' creature.) and 8 copies of each type.
Because my blog demands a bullet-point list, i thought I'd list what's on the cards.
​All the cards are well illustrated with stylised pictures of all the 'creepy-crawlies'. The art hasn't skimped on either, there could have been just 8 illustrations for the 8 types. But they are different pictures for each card, so 64 in total.
  • Bat.
  • Cockroach.
  • Fly.
  • Scorpion.
  • Rat.
  • Spider.
  • Stinkbug.
  • Toad.

Picture
Card font and back.
Picture
There 64 illustrations for the 64 cards.

How's it play?
Setup: Deal out the entire deck to all players. Players must keep their hand of cards secret.

Cockroach Poker is a game about trying to guess whether the other players are speaking the truth or lying through their teeth
  • The active player takes any card from their hand, places it face-down on the playing area and pushes it towards another second player. When doing so, the active player must state what creature is on the card. This statement can be true or false.
  • The second player now becomes the active player. Without looking at the card, the must now make a choice, accept the card or pass the card.
Accepting the card:
  • If the second player chooses to accept the card. Still without looking at the card, they must state whether they think the first player was telling the truth or lying (Whether the first players statement is true or false.).
  • The card is then flipped face-up.
  • If the second player correctly surmised whether the first player was truthful or lying, then the first player must place the card face-up in their own playing area.
  • If the second player failed to gauge the whether the first player was speaking truthfully or not, then the second player places the card in their playing area.
Passing the card:
  • If the second player chooses the pass the card, they (And only they.) can now look at the card.
  • As in the first step, the second player must push the card (Still face-down.) to another third player and state what creature is on the card. Again, this statement can be true or false, the active player is not required to honour the statement made by the first player. Thus the second player can contradict the first player.
  • Now the third player is faced with the choice to accept or pass the card and the above steps are repeated.
  • A card cannot be passed to a player who has already received it. So if a player is the last person to receive the card, it sucks to be them! They cannot pass it on and must try and guess if the player who passed it to them is telling the truth or lying.
  • Play continues until a player has put the card in their playing area. In this case they become the active player, chooses a card pushes it to another player again, starting the process anew.

Endgame
Their are 2 ways the game can end.

The game will immediately end when any player has put the 4th card of a single type into their playing are.
Or when any player must play a card to another player, but has no more cards in their hand. 

In both cases, when this occurs, that player is the loser and all other players are winners!

Picture
3 rats & close to losing.
Picture
Still 3 rats at the game end!

Overall
Cockroach Poker is a clever little bluffing game. Telling the truth is equally bad for players as lying, so there's no 'easy' get-out by telling the truth.

Having a card pushed towards and trying to guess whether your 'friend' is lying or not can be a stress. But when a player chooses to pass the card, it doesn't get them out of hot water. It just changes the source of the stress, now players are hoping that their opponents are can't see through their statement.

I've also seen players counting the number of cards that have already been played before making a choice. But it doesn't matter because the whole deck has been dealt out to players!

Not only is the game negative and horrible, so is the end. The game only plays to the first loser and everybody else wins! No one wants to be the sole loser!

So in summing up: Cockroach Poker is a horrible, horrible game and everyone should play it.
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Just One - 04

8/1/2020

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8th December 2019

Sunday at 'The Sovereigns'.
The 50 Fathoms hiatus continues, so board games it was.

We played 'Just One'
See my blog about it here.
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Cthulhu - Session 04

6/1/2020

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7th December 2019

Threads - Part 01

So it's a Saturday and we're at Matakishi's for some tabletop goodness.

​Tonight we are playing in the next of Matakishi's Cthulhu Hack scenarios, promisingly (Or not promisingly in reality.) title 'Threads'.

It had been a while since an event had drawn the interest of the little group of investigators that we are.

We were approached by an individual wanting us to investigate the disappearance of a nine year old boy from a birthday party. They believed this had something to do with the clown that they had hired.

This led to an unusual string of events.
Even more children (And some adults.) had gone missing.
We encountered strangely feral children on bicycles that turned out to be some sort of stunted dwarf.
A weird clown that ran away from us with a unnatural gait.
Bizarre and mesmerising flyers.
Finally, webs, lots and lots of webs, everywhere.

During our investigation many of our leads pointed towards a single location.

A newly opened restaurant.

Eventually, things came to ahead and during the hours of darkness, we broke into the restaurant.
What we found withing is not be discussed here, but we did manage to find a rescue Ernest Little, one of the adults that had gone missing.
Earnest's wife, Lydia was still missing.
​

Further investigation led us to a black tent on the local heath.
We went to investigate. With us with had Earnest, looking for Lydia.
Also with us was Casper Jasper an expert of spiders we had encountered.

We entered the tent and found ourselves somewhere strange.

​To be continued.
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Wayfinders

4/1/2020

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3rd December 2019

It's Tuesday at 'The Sovereigns' in Woking with the board game club.

This means board games! And tonight we played 'Wayfinders'.

'Those magnificent men, in their flying machines.'
'They go up tiddly up up.'
'They go down tiddly down down.'


That's enough of that!

Wayfinders is a colourful little game about flying and exploration.
It's also a fairly light worker placement and resource management game.

What's in a game?
Wayfinders is played over a 5x5 grid of tiles:
  • Home tile: This is the starting tile for all players and sits in the middle of the 5x5 grid.
  • Island tiles: These represent islands that players may explore during the game. There are 3 different types of tile, resource effect, permanent effect and scoring effect tiles. There are 15 of each type for a total of 45. 24 tiles will be used in a single game. Island tiles show what benefit they give, how much it costs to build a hangar and how much it costs to travel to the tile. Finally they show the order in which hangars are built on a tile.
  • Hangar board: This board contains 8 different hangars. Above each hanger is a sort of 'raised groove' that holds resources and below each hanger is a space to place worker meeples.
  • Resources: There are some quite chunky coloured plastic 5 tokens to represent the 5 types of types of resource: Fuel (Red.), headphones (Blue.), parachute (Green.), propeller (Black.) and tyre (Yellow.). There 12 of each type, so 60 in total.
  • Bag: Generally all the resources are kept in this bag and blindly drawn when required.
  • Planes: Each player is given a seaplane meeple.
  • Hangars: Each player is given 10 hangar meeples.
  • Workers: Each player is given 5 standard looking worker meeples. However  some of them that came with the game had a small, but very very irritating  issue! On the foot of these meeples is what I can only describe as a bit flash! An error that occurred during manufacturing?
Picture
Yes, I know it's the very definition of a 1st world problem. But it tasks me so!
Apart from the aforementioned worker meeple issue, all the components are solidly made and bright and colourful.

On the island tiles. All the resources are delineated by both colour and symbol except for the resource in the bottom right corner, which is represented only by colour.

However the resource tokens appear to have their symbols printed on them and they may wear off over time and use.

Picture
Tokens in the 'grooves' on the hangar board.
Picture
All 3 planes on the home tile at the start of play.
Picture
Hangar board and bag of tokens.
Picture
A seaplane!

How's it play?
Setup.
  • Randomly take 24 island tiles from the 3 types available and shuffle them. Then along with the home tile create a 5x5 grid (With the home tile as the centre tile.).
  • Populate the hangar board with resources blindly drawn from the bag. The number of hangars used in a game is equal to the number of players doubled. Each hangar holds 3 resources.
  • Give each player the hangers, plane and meeples in their selected colour
  • Determine the starting player. Then each player (In turn order.) places a hanger on the home tile. Each player also places their seaplane on the home tile.
So now on to the game.
In Wayfinders, there are only 2 main actions, although the 2nd action has a number of sub actions that can be performed.

1st action, place a worker:
  • A player must place a worker on the space beneath one of the available hangars.
  • A single player can place up to 3 workers on a hangar space.
  • Any number of players can place up to 3 workers on a single hangar space.
  • The order in which workers are placed on a hangar does not matter.
The 2nd action has 4 sub actions, carried out in order. First is taking back workers and collecting resources.
  • When taking back workers, all workers must be taken back from all hangars that they've been placed on.
  • For every worker taken back from a hangar, the active player also gets to take a resource from that hangar.
  • If the active player has 3 workers on a hangar, they take all 3 resources. If they have 1 or 2 workers, then they 1 or 2 resources respectively, starting from the top and working down. Then any remaining resources below are slid up the 'groove' to fill the space(s) above.
Now we go on to the 2nd sub action, which is move seaplane and build hangar(s).
  • A plane can be moved orthogonally. When a plane enters a tile, the active player must pay the cost (Return the relevant resource back to the bag.) shown in the bottom right corner of the tile.
  • If the active player moves on to a tile that has a hangar already on it (From any player.), then the active player does not have to pay the cost.
  • The active player can move on to or through as many tiles as they want provided they can pay the cost or they don't need to pay the cost.
  • The active player can choose to build a hangar, they can do this before, after, or during their move. Furthermore, they can build multiple hangars during their move. Players can only build 1 hangar per tile.
  • When the active player builds a hangar, they must pay the displayed cost. If the active player is the first player to build a hangar on a tile, the resources are paid back to the bank (Go back into the bag.). If they are not the first player to build a hangar on a particular tile, then they must pay the resources to the player that built the first hangar!
  • There 3 types of island tile. When a hangar is built by any player (Regardless of order.) then there will be an effect.  A resources effect allows the player to blindly draw a varying number of resources from the bag. A permanent effect grants the player some sort of special ability that is always in effect, such being able to enter certain tiles without paying etc. A scoring effect is bonus way to earn points, that are scored during the end game.
The 3rd and 4th sub actions are just clean up really:
  • The 3rd sub action is (If required.) to discard down to 3 resources. Excess resources are returned to the bag.
  • The 4th sub action is to refill the spaces in the hangar(s) that become emptied. Since resources slide up the hanger to fill gaps, it's always the lower spaces that gain new resources. This is a variant on the 'conveyor belt' mechanic.
Those are most of the rules, more or less. It's actually quite a straightforward game.
Acquire resources.
Travel.
Build hangars.

​Endgame
The endgame is triggered when a player has 2 or less hangars remaining in their supply.
The current round is completed and scoring commences.
Resource and Permanent effect tiles have a static score.
But scoring tiles tend to have scores dependent on what the player as achieved in the game. For example: A scoring tile might score 3 points for each tile in the same vertical line as itself that the player has put a hangar on to.
Unused resources and workers on the hangar board in the endgame also score.
Final scores are tallied, highest score wins.

Picture
Picture

Overall
Wayfinders is a pretty simple game, but there's a couple of interesting things going on in this game.

Acquiring resources is an unusual blend of worker placement and drafting with a dash of push your luck.
Players will probably find themselves competing over certain resources, particularly if that resource is scarce in the hangars.
This can lead to some tricky decisions. A player can keep putting down workers so that when they are returned, the player will get the maximum resources. But if that player needs a certain resource, this delay can lead to them losing that resource to another player.
Or perhaps a player needs a resource that is 3rd in line at the hanger. Do they try and play 3 workers to get at it? Or do they place a single worker and hope that someone takes a resource ahead if it.
Watching where other players put their workers can be insightful.

Whilst there is little direct interaction in Wayfinders, particularly on the tiles. Another reason to watch what other players do, is that when they place a hangar in a tile, that tile becomes accessible to other players for free. This can make it easier to reach tile beyond it and will open up the playing area and also open up more choices and strategies.

Conversely, getting to a tile that may prove popular with other players and putting a hangar on there first is a great way to earn resources as other players must pay to you instead of the bank.
This is a lot more useful than it sounds. After moving a plane and placing hangars, a player can only retain 3 resources. So even if that player maximizes the placement of their workers, they can only start a move and build action with a maximum of 8 resources.
However if during a round other players have to pay out to you to put their hangars down, it's possible to start with a lot more resources.
This can be a great advantage, as being able to put down 2 or 3 hangars in a turn really lays pressure on other players as they'll be forced to play catch up.

Remember, players start with 10 hangars, but 1 goes on the home tile, so in reality everyone starts with 9 hangars. And the endgame is triggered when any player reaches 2 or less hangars left. So a player only needs to place 7 hangars to trigger the endgame.

As well as being a fairly easy game to learn, Wayfinder is a quite short game and playing speeds up over the course of a game as the board inevitably opens up.

Optimizing your actions and taking advantage of circumstances are key to winning. A canny player can end the game abruptly, leaving their competitors in the lurch.

The only criticism I have is that it's a little too long for a filler game, but a little short for a main game.

But that criticism aside, Wayfinders is a easy to learn and fairly fun game to play.
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Codenames - 02

4/1/2020

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1st December 2019

Sunday at 'The Sovereigns' in Woking.

The 50 Fathoms hiatus continues. So it's board games again.

Today we played codenames.
Read my blog about it here.
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