Posted on Leave a comment

The Games You Want to Play…The Game of Thrones

 

The Games of Thrones: The Board Game

We finished a 6-player Game of Thrones session this week. The Houses were as follows: Stark (Dominic), Lannister (Wil), Greyjoy (Doug), Baratheon (Jeff), Martell (Chuck), and Tyrell (Peter). The game started with the Houses securing their neighborhoods. The most action in the early rounds was probably between Greyjoy vs. Lannister and Greyjoy vs. Stark on the water. Greyjoy pushed both back to their coastlines – for the time being. Baratheon began to expand its presence on the mainland. However, Martell soon began to square off against them in the Narrow Sea and, before long, Tyrell made the jump and grabbed King’s Landing.

 

Before long, there was a tight group with every house except Greyjoy a contender, but no one breaking out. Baratheon was worn down by the combined efforts of Martell and Tyrell, Stark continued its push south and threatened Dragonstone from the sea, and the Lannisters fortified their central position. Greyjoy, which had been poking around the edges suddenly struck Tyrell, taking Highgarden. The Starks pushed hard against the Lannisters, but were rebuffed and the Lannisters counterattacked – pushing into the North and taking a strong lead. Tyrell reeled from additional attacks from Greyjoy and, though their House was mortally wounded, they eventually managed to drive the raiders back into the sea and retake Highgarden.

 

Greyjoy, having been available to the highest bidder and bouncing back and forth between backing the Starks and Lannisters, sided with the Starks in the end to prevent a sudden victory by the Lannisters. The Starks pushed south again and became a contender for the throne. In the meantime, while Tyrell was reacting to the Greyjoy raids and the Starks and Lannisters battled in the north, the Martells finished off the weakened House Baratheon and that great family’s dreams of ruling the Seven Kingdoms. With that foe vanquished, the Martells turned their full attention on the weakened Tyrell lands and other territories recently raided by the Greyjoys (that they left under-garrisoned as they over-extended themselves in their rush for more pillage and plunder), quickly capturing sufficient strongholds and castles to claim victory on the last turn.

 

The Martells won a complete victory and claimed the Iron Throne. The Starks held a strong position and would remain influential in the kingdom with the Lannisters nipping close at their heels. Both the Tyrells and Greyjoys found themselves at the bottom as the weakest of the five remaining houses (though the Greyjoys might argue they were having the most fun).

Posted on Leave a comment

The Games You Want to Play…Eclipse

Eclipse

Of the five empires competing for galactic domination, four were non-human – the Eridani (better tech to start, but fewer resources / discs make it a challenging play) – Peter, Draco (friends of the Ancients) – Wil, Mechanema (builders – cheaper ships and more builds/upgrades per action) – Scott, and the Hydrans (techies – can research multiple techs per action) – Tim. Then, there was the Terran Alliance (average, run-of-the-mill Hoomies) – Doug.

 

The Eridani managed to build a solid empire. Having discovered an ancient technology that made their ships incredibly tough, they built a fleet of interceptors (the smallest ship class). Sandwiched between the Mecha and the Terran Alliance, things could have gone poorly for them, but they managed to maintain peace with the Mecha and found their other flank protected by a lack of wormhole connections with the humans.

 

Though between the Humans and the Hydrans, the Draco found all of their border sectors inhabited by friendly Ancients and settled in to build-up resources and tech. The Ancients helped them secure a couple of the core sectors and their early research of orbitals let them build a significant resource base behind their moat.

 

The Mecha got off to a strong start, building a core empire and eventually driving all the way to the Galactic Center, which they held for a good portion of the game. The massive missile ships they developed intimidated their rivals, leaving them unmolested by their three neighboring empires until later.

 

Forced to focus more on the outer sectors by the strong core presences of the Draco and Mecha, the Hydrans built an expanded empire of rim sectors and used their research skills to great advantage.

 

The Terran Alliance was less than a “stellar” example of human achievement. The one core sector they discovered was defended by an Ancient and quickly grabbed by the Draco before the humans could build-up the ships to take it. Their next move toward the Eridani ran into another Ancient. Careful placement of wormholes by the Draco and Eridani left the humans with only one way out of their galactic arm – straight through the Draco wormhole fortifications. Unable to break into the galactic core (until the last turn when they finally discovered Wormhole Generators), the Terran Alliance built an empire of rim worlds and had little impact on the game.

 

The real action occurred during the final round of the game. The attached photo shows the situation just prior to the great Mecha-Galactic Entente War of 42.345.

 

The Mecha (white), based on the overwhelming firepower of their mighty missile ships coupled with arrays of targeting computers, had maintained the peace in the galaxy and had ruled benevolently from the Galactic Center for some time. This did not sit well with the other empires, but no individual empire was able to face them. Realizing that the humans (black) – on their isolated, under-developed worlds – would be of little use, the Hydrans (blue), Draco (yellow), and Eridani (red) set out to correct the balance of power in the galaxy.

 

They knew that all they needed to do was survive the initial missile onslaught of the Mecha ships and then they would be like wolves among the sheep (or, as the Eridani might say, DraakkEach among the NessleWumps). The Draco and Hydrans loaded their ships with shields to thwart the Mecha’s targeting computers and the Eridani wrapped more and more armor around their quick, little interceptors in preparation for the great war of liberation to come. The disconnect from the physical plane of existence of the great Mecha emperor SctSch001 and its replacement by dGKru4 could not have come at a worst time for the peacekeepers of the galaxy.

 

Though there had been warnings, the Mecha had built all of the ships their industry could support and minor adjustments to reinforce vital sectors were all that could be done. As the peace-loving humans watched in horror, the Entente launched its attacks across the entire length of the Mecha’s empire with each of the three invaders focused on a primary target. The main Hydran fleet attacked the Home Sector of the Mecha, with smaller pinning attacks in other border sectors, and the Draco launched their fleet against the Galactic Center. Massive dreadnaughts and heavy cruisers poured out of the wormholes in these sectors. The Mecha’s lack of starbase technology had left them without fixed fortifications to guard these entry points. Swarms of Eridani interceptors, well…swarmed through a wormhole into a sector near the Galactic Center where a large Mecha fleet was based, preventing those ships from rushing to the defense of their fellow Mecha.

 

Though the Mecha missiles blasted invading cruisers from space, the heavily shielded dreadnaughts of the Draco and Hydrans shrugged aside the desperate defenses and pushed toward the Mecha ships. The first to fall was the Mecha Home Sector, causing cascading morale failures to ripple through the Mecha systems as Home Fleet was eradicated. However, hope grew anew as Mecha ships battled successfully against the Hydrans’ pinning attacks to protect the backs of the fleets guarding the Galactic Center. Elsewhere, though many were destroyed, the little flying bricks of the Eridani simply weathered the storm of missiles and pushed through to completely destroy the Mecha fleet they had targeted. Once their missiles were expended against the Draco, the main fleet of the Mecha at the Galactic Center faced certain destruction, but was able to retreat successfully thanks to those brave defenders in an adjacent sector who had repulsed a Hydran assault.

 

The timing of the Entente’s attack was perfect and, though a powerful Mecha fleet had survived, the Mecha would have no chance to counterattack. The end of the war found the Hydrans taking the dominant position in the galaxy. The Draco were now the second most powerful force, followed by the evenly matched Eridani and Mecha. The humans sent congratulations and condolences as appropriate, then quietly turned off the lights to avoid being noticed further by the new powers of the galaxy. How long will the Hydrans maintain their dominance? Will the Mecha find a way to restore their power? Will the Draco be able to use their control of the Galactic Center to lead the galaxy, despite the strength of the Hydrans?

Posted on Leave a comment

The Games You Want to Play…Brass Birmingham

Brass: Birmingham

We put Brass: Birmingham on the table with Tim, Wil, Chuck and Doug playing. After the Canal Era, Tim and Wil had the lead with good income. Tim had a built a solid base around Birmingham and Wil had a monopoly on pottery. Chuck was playing for the first time and had a poor teacher, but seemed to be on top of the game and was certainly competitive with Doug. Chuck and Doug were both lagging behind the other two in income and VP, though.

Going into the Rail Era, Chuck and Doug entered with recent loans and full bank accounts, while Tim and Wil were a little short of funds (though both had a reasonable amount of cash due to their good income). Tim continued to focus on his burgeoning Birmingham-based commercial empire, Chuck expanded out of his central market into the northeast markets (claimed by Doug), and Wil was a little more geographically dispersed than the rest of us with a presence in the northwest (left over from his earlier pottery empire) and a presence in the Birmingham suburbs. Doug was in fairly good shape in the northeast, since he had followed Wil’s lead and developed past the first level of buildings (most of these are picked up after the Canal Era) and had a core of manufacturing in the area.

Doug managed to make a bit of a surprise comeback, inching past Wil and Chuck to gain what looked like a win. Then, Tim calculated his score and ended up scoring…three more points than Doug for the win! It was a tight race at the end with just a dozen or so points between first and last place – with the finish going to Tim, Doug, Wil, and Chuck.

 

Gaming Vacations

Spring 2022 / April 2 to April 10 / Ft. Lauderdale, FL to the Eastern Caribbean / Royal Caribbean’s Allure of the Seas

Summer 2022 / July 10 to July 17 / Vancouver, BC to Alaska’s Inner Passage / Royal Caribbean’s Serenade of the Seas

 

#BrassBirmingham #GamingBySea #boardgamingcruise #gamingvacation #boardgame #boardgaming #tabletop #tabletopgaming #gamingcruise #boardgamecruise #caribbeancruise #alaskacruise

Posted on Leave a comment

The Games You Want to Play…Oathmark (Fantasy Miniatures)

Oathmark – Invasion of Talabecland

Chuck, Don, and I, under the guidance of Matt, settled in to play a fantasy miniatures game two weeks ago. I did not have time to finish the write-up last week, so here is the complete version. Using the Oathmark rules, an Imperial army (Don & Doug) faced off against a Chaos army (Chuck) – “Blood for the Blood God”…

 

The Elector of Talabecland had heard rumblings of a marauder raiding party descending from the mountains along his border and dispatched Graf Otto Heinrich von Stautenberg at the head of his army’s vanguard to block the pass out of the mountains. Unfortunately, the Graf’s forces are just a little late reaching the pass and only his light units, a unit of Imperial Rangers (armed with arquebus) and a unit of Archers, are able to reach some good defensive ground just outside the exit.

 

Fortuitously, a unit of Dwarven Axemen, members of the Khazad Guard, had been scouting the pass. While falling back in front of the horde they heard of the vanguard’s advance and agreed to join with the light units. These three units formed up in front of the pass to delay the marauders long enough for their remaining force to arrive to crush the raiding party. Though the dwarves had warned them of what was coming, the humans looked on in shock as what poured out of the pass was not a mere raiding party, but the leading force of a full invasion! Looking ahead, they saw a dozen warbands descending from the pass. They looked to the rear and, quickly doing some math, realized the wrong side would reach them first.

 

Lord Morgrond of Malenstorm smiled, or what was his closest approximation of a smile. The dwarves his scum had been chasing had finally stopped running and had been joined by humans. He could see the dust in the distance, which he knew meant more humans would be coming to the slaughter. He sent some marauders and his two cavalry units under Gutripper and Bonegnawer to the left to roll over the bowmen – he could almost smell their fear – and one of his maruader units and one of his chaos warriors units up against the Dwarves and Rangers – he could sense no real fear there, though. He advanced with his personal warriors, the remaining marauders, and his beastmen up the middle to meet the remainder of the human army.

 

The Graf, riding at the head of his Imperial Knights, groaned quietly to himself. This was not going to be the easy stomping of a few raiders he had hoped it would be. “Oh well”, he thought, “Nothing to do but kill them all”. He led his Knights and Knights Panther to the right against the enemy cavalry and pointed his infantry to the left and center. He hoped they would make it to the hills in time to save his men.

 

Unfortunately for Gutripper, the bowmen and the wizard Matthiaus of Talabheim managed to get in the first hits against his cavalry. As fireballs and arrows rained down from the sky, he watched as his men were cut down and roared with rage. They veered off to the right of the hill in a futile attempt to evade death. Bonegnawer laughed out loud at the destruction visited upon Gutripper’s men and spurred harder to be the one to exterminate the Imperial bowmen and gain favor with his dark prince. His horsemen rode in among the bowmen as they scrambled for cover among the rocks, cutting down half the pesky archers quickly. His men quickly dismounted to hunt down the rest.

 

On the left of the Imperial line, the Dwarves and Rangers proved a tougher foe. Foulgrim, the Chaos wizard, brought down a rain of fire upon the Rangers, killing many of them. He discovered, though, that had merely made him a target for the Rangers’ sharpshooters. They tracked him as he ran until he went down writhing in pain and unable to think, let alone cast another spell. The marauders threw themselves at the Dwarves, time and time again, but were unable to break them and the chaos warriors struggled to make their way through the rough terrain to close with the Rangers.

 

His infantry was not closing fast enough and the wave of chaos was slowly wrapping itself around the hill, so the Graf called for his Knights to follow him into battle. The charge of the knights was fearsome and they cut their way into the heart of the marauders and beastmen before them, but the numbers proved too great and they were slowly whittled down. It gave the infantry time to join the battle, though, and they began to move up in support of the Dwarves and Rangers, just in time, as the Dwarves were being slowly pushed back from the crest of the hill.

 

Morgrond was less happy than usual. Only on his left, where the offending bowmen had been swept aside was there any progress. His wizard was down, Gutripper rode alone now – the sole warrior remaining in the battle from his unit (something Morgrond would solve later, if Gutripper managed to survive the battle), and the Imperial Knights had cut deeply into his center. He called for the chaos warriors around him to charge forward. A unit of human swordsmen rushed forward to protect their Graf, but were no match for his warriors and he drove them back –cutting down a handful himself.

 

Bonegnawer smiled as he saw the pretty Knights Panther arrayed before him in the flat land below the hill and licked his lips. These little boys, fresh from their castles, would run screaming once he cut into them. He charged his men down the hill and cut into the Knights. His men killing them left and right and…

 

von Magersdorf, Seneschal of the Knights Panther, placed his boot on the chest of the chaos champion and drove his sword through the warrior’s chest. He looked around, surrounded only by his personal guard, the rest of his men having been cut down and driven away by the ferocious charge. He had been unhorsed himself and a fresh unit of marauders was pounding toward him on foot. He looked to the center to see the Graf’s banner still flying, but Chaos warriors, marauders, and beastmen were everywhere around it. Fireballs from the wizard Matthiaus still fell across the battlefield, dropping the enemy wherever they fell, but the infantry in the center was not holding. The only place where things seemed to be stable was the leftmost hill. He watched as the Devoted of Sigmar disappeared into the woods, then tightened his hand around his sword as he heard the battle cry of the approaching marauders.

 

Finally, thought Morgrond, as the human wizard fell and the accursed fireballs stopped dropping on his head. His marauders had finally pushed through the remaining Knights Panther and the last few survivors had charged the wizard. The wizard had fought desperately, killing many of them in hand-to-hand combat, but with their dying breaths the last few closed and stabbed at him. Now, Morgrond turned his attention back to killing and he drove the remaining human infantry away. He had watched from afar as the Graf rallied what was left of his Reiksguard Knights time and time again, charging back and forth as if he were possessed by a god. He was determined to put an end to him personally.

 

The Graf knew they were in desperate straits, but his heart was filled with hope as his infantry finally regained the hill. The Sigmar cultists had come out of the woods into the flank of the enemy, giving the Imperial Tercios a chance to get a footing and, suddenly, the marauders had broken and fled the field. The Graf had led his bodyguard against the flank of the chaos warriors as another Tercio crested the hill and those dark warriors were driven back. Then he heard a roar behind him and his heart dropped as he turned and saw the truth of his situation. The chaos lord was charging toward him at the head of his warriors, the Imperial infantry in the center was broken, and no more fireballs from his old friend Matthiaus were falling from the sky. He raised his sword for what he imagined would be the last time…

 

The flag of Steiner’s Stags tumbled from the hand of its bearer as a chaos warrior cut him down. The remaining Imperial forces had slowly been pushed back onto the hill in an ever-shrinking circle until, in a last, desperate attempt to breakout the final Tercio charged off the hill into a small band of chaos warriors. Though Morgrond was not pleased (well, he was never pleased), he had broken an Imperial army  and he still had enough warriors on their feet to start raiding while he collected his survivors.

 

[For campaign purposes, the game system has a way to determine what happens to units after the battle. So, Matt did some calculations and determined the following…]

 

The chaos cavalry suffered heavily, with one unit being totally destroyed and the other taking heavy casualties [it would be out of a campaign for 3 battles]. However, both the champions.  One of the large Marauder units also suffered heavy casualties [out for 2 battles] and the Chaos wizard, Foulgrim, was lightly wounded [sitting out one battle].

 

On the Imperial side, both the Imperial Reiksguard Knights and the Knights Panther were able to re-form with very few permanent casualties, but the Seneschal of the Panthers was gravely wounded [out 3 turns] and the General, Graf Otto Heinrich von Stautenberg, died with honor surrounded by a pile of enemy bodies.  The flagellants and dwarves were wiped out, but only one of the three tercios, the Bogenhafen Bucks, suffered heavy casualties and were unable to reform after the retreat [out for 3 battles].

 

The Imperial wizard, Matthias, was captured and Lord Morgrond, who is almost as devoted to Tzeentch as he is to Khorne, will undoubtedly try to corrupt him to serve the Ruinous Powers with promises of arcane secrets.  Whoever takes over the defense of Talabecland after the glorious death of General von Stautenberg may well see Matthias hurling thunderbolts at him from the other side of the battlefield in the next encounter between these armies!

 

Congratulations to Chuck on a horrific victory. Doug and Don were unable to hold and all begins to fall into chaos.

 

 

Posted on Leave a comment

The Games You Want to Play…Blood Rage

It is the end of the world! Ragnarok is upon us! Four brave clans of Vikings; Wolf (Scott), Serpent (Tim), Bear (Chuck), and Raven (Doug); do not fear the end, only failing to enter Valhalla! This is a quick-playing, fun game, with very nice miniatures (see the attached picture of the monsters – Trolls, Sea Monsters, Dwarves, Witches, etc.). There are three Ages and each Age starts with card drafting to build your hand (eight cards are dealt to each player, you pick one, pass the remainder to the player on your left, repeat until everyone has six cards).

The mechanics are fairly straightforward, but there are a number of cards and it can take a moment to figure out how to play well. We spent the 1st Age struggling to make sense of what worked and Scott and Tim seemed the only ones of us to have an actual strategy out of the gate – Scott improved the abilities of his clan with the special clan cards, which we discovered are extremely powerful, and Tim improved the quality of his Warriors and Leader). Having a plan actually works and they jumped out to an early lead with Chuck and Doug following (Chuck and Doug were having Brass: Birmingham flashbacks). In the 2nd Age, Doug became very focused on building his Rage level. Raging against the dying of the light is what lets you take actions. So, the more Viking Rage you can summon, the more you can do. Doug also worked on my HR department (Horns), which allows you to deploy more warriors and monsters. Near the end of the 2nd Age, a titanic battle involving all of the clans occurred in Yggorasil (a province at the center of the board that is accessible from every other province). Many brave warriors entered Valhalla that day!

In the 3rd Age, since Doug was so far behind, that his goal was more Glory (VP). So, he selected cards that could drive his score higher through Quests (a way to earn lots of Glory by achieving certain goals during an Age). That can be risky, since it leaves you vulnerable to losing battles and does not allow you strengthen your warriors or clan. However, he addressed that by selecting two Quest cards that were dependent on my having more warriors in Valhalla (so the more he lost, the better – up to a point) and using his greater numbers (thanks to his quality HR recruiting) to try to dominate just a province or two to prevent others from effectively challenging him. Also, Doug focused on reaching legendary status in two of the abilities (Rage and Horns – he did not work on Axes, since that increases the amount of Glory you earn for victory in battle and he was not going to see much of that).

Doug managed to come from behind for the win. Scott came in second, Tim third, and Chuck fourth. Doug’s reliance on Quests in that last age and reaching legendary status in both Rage and Horns are what pushed him a few points ahead of Scott at the end.

 

Gaming Vacations

Spring 2022 / April 2 to April 10 / Ft. Lauderdale, FL to the Eastern Caribbean / Royal Caribbean’s Allure of the Seas

Summer 2022 / July 10 to July 17 / Vancouver, BC to Alaska’s Inner Passage / Royal Caribbean’s Serenade of the Seas

 

#BloodRage #GamingBySea #boardgamingcruise #gamingvacation #boardgame #boardgaming #tabletop #tabletopgaming #gamingcruise #boardgamecruise #caribbeancruise #alaskacruise

Posted on Leave a comment

The Games You Want to Play…Clash of Cultures

Clash of Cultures is a 4x (Explore, Expand, Exploit, and Exterminate) game for up to four players. The players each started in their own corner of the board on a revealed “Region” of four hexes – Yellow (Peter) in the SW, Green (Chuck) in the NW, Red (Wil) in the NE, and Blue (Doug) in the SE. The remaining regions are placed randomly facedown and are revealed as they are explored, which can include coming across barbarians. The basic mechanics of the game are fairly straightforward, once you complete a couple turns, and the player aid clearly shows the steps. However, the challenge is more in how you track the effects and benefits received from the technologies you research and keep remembering some of the more detailed rules (which more experienced players would probably not have found to be a problem). We made a few mistakes during the game, but pushed through.

 

There are three action turns in each round during which players can move, found cities, activate cities to build city districts (Fortresses, Academies, Temples, and Ports) or collect resources such as ore, wood, food, and gold (larger cities can collect from more of the surrounding hexes) or raise units (settlers, armies, and ships – larger cities can raise more units with a single action), complete civic improvements (improve a city’s mood), and influence other cultures (you can change the color of other player’s city districts to your own – it does not change how they are used by the original players, but gives you the VP for the district at the end of the game). Combat is a fairly simply matter of rolling one dice for each army in a combat to get a total CV (Combat Value), dividing the result by 5, rounding down, and scoring that many hits. Battles continue until the attacker decides to withdraws or one side is eliminated. Players have the ability to play Action Cards before each round of a battle, giving such advantages as a pre-combat roll, bonus CV, etc.

 

A huge part of the game is the tech tree, not just for the techs you discover but for how researching certain tech increases your “Mood” and “Culture” points. Mood helps improve the attitude of your cities, culture helps with purchasing Wonders (something we failed to do during the game), and both can help you deal with certain event cards or use your tech abilities. It also moves your mood and culture indicator up the track, triggering events at certain points along the way. Events can be good or bad (generally bad) and can spawn the growth of, and attacks by, barbarians.

 

As most of these games do, it started quietly. Doug managed to stumble across a barbarian tribe with his first exploration, but otherwise the barbarians were fairly quiet in the beginning. Since barbarians can be triggered by Event Cards, he slowed his tech growth in certain categories until the forces to deal with a possible attack were in place. Wil pushed south along the eastern edge of the board and became the first (and only) player to build a ship. He also test ran the trade route tech, impressing everyone with his merchant skills. Peter grew his technology rapidly and pushed north, founding a city a few hexes from his capital. He had a bit of a scare when he triggered an event and a barbarian horde that had been menacing Chuck noticed he existed and pushed south, destroying his city. Chuck pushed east from his capital founding a couple cities, building a solid tech base, and an army to deal with the barbarians. Threats from the previously mentioned barbarians kept him busy and blocked movement south.

 

Having destroyed the local barbarians, Doug pushed his recently battle-tested army out to the edges and built a city near Wil’s border, making Wil a little nervous. He and Wil settled into a border battle between proxies, hiring mercenaries (barbarians spawned by Event Cards can be placed up to two hexes from your cities, so closely located border towns can find themselves surrounded by barbarians) to harass each other. Peter pushed back north with a large army and re-established his northern city. Both Chuck and Peter worked to build large cities, giving them impressive resources. Due to the way the regions were revealed and the hexes placed (there are rules for how to orient the 4-hex regions when they are revealed), the map became split by water hexes between the eastern and the western empires with only a small strip of land connecting them. This siloed the game into a pair of two-on-two competitions, which impacted how the game was played (especially with Wil being the only seafaring culture). Rules note: Your maximum city size is the number of cities you have on the board. So, if you only have 3 cities, you can only have a maximum of 3 city pieces in a city (when the city piece is built, you do not lose pieces as you lose cities).

 

In the west, the two empires prepared to crush the barbarian horde that separated them. The barbarians were quickly destroyed and their former lands became a battleground between Peter and Chuck. In the end, Peter’s massive resource based allowed him to prevail and push further north to threaten Chuck’s capital city. In the east, Wil launched an attack against some of the border barbarians and crushed them. Unfortunately, this left him a little weaker and Doug quickly took advantage of the situation, attacking Wil’s army. An amphibious counterattack failed and Doug was soon positioned to rapidly push north and grabbed some of Wil’s smaller cities.

 

You score victory points for the number of city districts (1 VP) of your color on the board, tech advances (1/2 VP), wonders (5VP), and objective cards (2VP – there are two options to score on each card, peaceful and not-so-peaceful). In the end, Peter’s strong tech (it seemed during the game that he had run away with the tech, but he, Chuck, and Wil were very closely grouped) and large civilization won him the day. Wil’s strong tech base and Objective VP put him in 2nd place (only 3 points behind Peter), despite Doug managing to grab a number of small cities from him just before the end of the game. Wil’s score was bolstered by Objective card VP, thanks in part to the long proxy war between him and Doug (the not-so-peaceful way to gain VP noted above). Though strong in Tech, Chuck came in third place (just 2 points behind Wil), suffering in the end from a close-run, if losing, war effort against Peter. No one managed to build a Wonder, though both Chuck and Peter were on the verge of doing so before the “Great War” absorbed all of their carefully hoarded resources. Doug’s failure to score his Objective cards in a timely manner left him in last place (he was technically tied for 2nd place, but only if allowed to score objective cards after the fact).

 

This game received a coveted 4 out of 4, “Yeah, I guess I would play it again” rating, however that was based on giving the game the benefit of the doubt on this first play-through due to the learning curve and how the map fell. This rating could change based on the results of another play. We played 4.5 hours, including the teach, and we managed to make it through 6 of the 7 Rounds. So, with more experience, the group should have easily made it through the entire game in one sitting.

Posted on Leave a comment

Gaming By Sea – Game Library Video!

Thought we might share a little blast from the past. We were preparing to pack games for our Spring 2020 cruise and made a video of some of the games and expansions that were looking forward to going on the cruise, prior to being packed in their bags. A few more were still to be added, but did not make it to the photo shoot, and more games have joined the team since then.

They are all excited about being played on one of our upcoming 2022 vacations!

#gamingbysea #boardgamecruise #boardgamingcruise #gamelibrary #boardgamelibrary

#gamingbysealibrary

Posted on Leave a comment

2021 Event Registrations are Open!

That’s right, Gaming By Sea is back for 2021!

Join us for one of our three, great Board Gaming Vacations (2 cruises and a resort, by the sea). Not only will we be having all kinds of Board Gaming and Tabletop Gaming fun (find out about our scheduled gaming), but we are excited to team up in 2021 with an International Chess Master to offer separate chess camps for kids and chess clinics for adults! Discover where we are going and what is happening…

June 20 to June 27

Vancouver, BC to Alaska’s Inner Passage
Royal Caribbean’s Serenade of the Seas

July 18 to July 25

Port Canaveral, FL to the Caribbean
Royal Caribbean’s Allure of the Seas
November 21 to November 27 (US Thanksgiving)
Cancun, Mexico
Now Resort’s Sapphire Riviera Cancun
Posted on Leave a comment

Gaming By Sea – Spring 2020 Game Library Video!

We made a video of 100 of the games and expansions that were looking forward to going on the Gaming By Sea – Spring 2020 cruise, prior to being packed in their bags. A few more were still to be added, but did not make it for the photo shoot!

Though they never made it onboard, we thought we would share the fun.

They are all excited about being played on a future vacation, though!

#gamingbysea #boardgamecruise #boardgamingcruise #gamelibrary #boardgamelibrary

#gamingbysealibrary