Jan 28, 2007: A Mental Six-Player Night
Venue: Richard’s place.
Present: Pat, Brian, Neil, Mark, Richard, Paul.
Played: Apples to Apples Junior, Adel Verpflichtet, Hoax, 5ive Straight, Ave Caesar, Toepen.
Despite a certain, almost perfect non-primeness to it, six is a strange number of players to have for a game session. One too many to fit a vast range of 5-player Euro games (even though most are best with 4), and one too few for the obvious 4-3 split. Of course you can always split 3-3, and this happens often with our group, but I think that this tends to be slightly less satisfying than having more minds working on a given game when they are available. A 4-2 spit just seems socially incorrect, and 2-2-2 is a waste unless you are a Chess club.
But six presents opportunities for certain games that don’t often get played and that work well with more people. So our night was filled entirely with 6p games - no splits at all - and all from the classic collection of Richard. A fun night was had, with much bluff and deception a key feature of proceedings…
No Brad this week, so pics are all from the toy Nokia 0.1 megapixel phone camera.
Apples to Apples Junior: The main reason for pulling this one out was as a demonstration for Mark. As Richard explained, the only real difference between this and the regular (non-Junior) edition is that the cards are much harder to be interpreted in adult ways. Still possible though, with (ironically) puerile stretches of the imagination, as we found out.
20 mins (or less) playing time.
Results: Paul: 5. Brian: 4. Everyone else: less.
Adel Verpflichtet: This was mental. Second-guessing other players’ actions was impossible, and as The Cramps‘ song goes, “…they never do what you think they should, so people ain’t no good.” This was despite Pat often announcing what card he was going to play and for the most part (if not always), actually following through with his promises…
Mark seemed to storm ahead with plenty of antique pickups from the Auctionhaus, consistent scoring at the Schloss, and very few losses to thieving. Pat had some good hauls too although less evenly throughout the game, and had both of his thieves in the lock-up for a good chunk of the first half.
The rest of us limped ahead gradually, often in ridiculous circumstances. Having spent my most valuable checks in the first few auctions (on fairly mediocre pieces, mind) I had to resort to thieving. This worked exactly once each in the Schloss and Auctionhaus all game, and eventually both of my thieves were doing time together in gaol. A lucky break on one turn saw my successful Detective earn a 6 point jump to put me up with the leaders.
Despite some repetitive playing patterns and general uselessness in the Auctionhaus, I did manage to inch forward through frequent Exhibitions at the Schloss. Of course my collection was gouged every time as thieves seemed to be drawn to my cards like iron filings to a magnet. Exhibitions thus ended up more as amusing displays of my suffering than as presentations of historic collectibles (like Andy Warhol’s “Brille”, whatever that was (just looked like a pair of glasses to me ;-)).
Despite the frustrations of turn-by-turn plays, I was somewhat satisfied with my third place showing in this. 12 minutes rules; 42 minutes playing time.
Results: Mark 1st, Pat 2nd, then in order Paul, Neil, Brian, then Richard miles behind.
Hoax: This was mental. Wait - I already used that description for Adel Verplichtet… This was insane. Apparently chaotic, but certain regular patterns of play soon emerged:
“I’m the King, and I’ll take one gold.”
“No, I’m the King, and I declare that action illegal!”
“Well, I’m the Judge, and I fine that action one gold.”
“I’m the Vicar, and I pardon the (first) King for a tithe of one gold.”
“Wait - although I said before I was the King, in fact I am the Wizard, and I am immune from the Vicar’s tithes…”
This became a bit crazy as everyone queued up to take one of the “useful” actions (ie., Judge or Vicar). But for mine there was more fun to be had in leading a doubt-fest against someone, and I tried this on many turns:
“Richard, there’s no way you’re the Wizard. Mark, you don’t believe him, do you? C’mon Brian, yes! Thanks Neil - OK, that’s a majority…!”
Although this was often successful we seemed to get it wrong about once every three times, but that was ok too, because it forced an elimination from the round and therefore reduced the number of targets to work on. In the second round, with all eliminated but Pat, Brian and me, we seemed to get stuck in an infinite loop of taking tokens from each other without bringing any new ones into the game, a problem eventually solved by Brian who correctly nabbed me as the Wizard.
Very crazy fun, but I have to say that after half an hour or so of play it began to feel less and less like a game. Maybe more like a ride - one on a looping track where it’s not long before you’ve learnt all the scenery.
10-15 minutes rules, 2 rounds of about 25 mins each.
Results: Richard: 7. Brian: 6. Pat: 5. Paul: 3. Mark: 2. Neil: 0.
5ive Straight: A nice tactical puzzler for the evening, which worked perfectly with three teams of 2. A number of times I thought Brian and I had this one cracked, only to be stymied - not simply by others’ blocking pegs, but by opponents’ almost-winning plays that required an immediate block.
But Mark and Pat proved to be the most successful pairing and eventually brought this one home. 5-Straight should definitely be rolled out again on sixer’s night.
30 mins start to finish (5+25).
Results: Pat + Mark def. Paul + Brian, Richard + Neil.
Ave Caesar: This was mental. Much carnage and blood on track, as usual.
The trick is, and this is almost entirely luck-dependent, is to try and be positioned in about 2nd place or a close 3rd for most of the race. Up front and you run the risk of the dreaded three 6s, and further back you’ll just get crowded out at choke points and suffer the injuries of the inevitable whipping exchanges.
We ran three races. No drastic surprises in the first, but I was frequently forced to take longer routes on the outside lanes of the course, more so than anyone else. As a result, my horse just run out of puff on the third lap, after Richard, Mark and Neil had safely crossed the finish line (Richard and Mark pipping Neil on the last card play). Pat and Brian also both succumbed to exhaustion and failed to finish.
The starting line-up for the second race was in reverse order of finishing the first. Since I was the first to expire in race 2, I was given the dubious privilege of starting first in the second. Here’s the rub: When you start with one 6 in the hand, and draw your second after the next move, things start to look very dodgy. So I took the lead early, hoping to be passed by at least one horse after 2 or 3 turns. But this didn’t happen, and I cantered around the track in first position for the entire first lap, holding two 6s and playing the the newly-drawn card on every turn. I finally made it to Ave Caesar and drew my third 6, hoping desperately that someone would now pass me.
But noooo - the bastards all decide to queue up behind me for a little Caesar conga-line action. To everyone else’s delight, my horse thus expired. Pat then moved into the lead, and not before long he too fell victim to the three-6 death!
I’ve sometimes wondered whether prisoners about to be hanged (or guilloutined or whatever) take any small comfort from seeing others up on the scaffold also about the suffer the same the fate. Well, I think I now know the answer - seeing Pat’s horse die the same way mine did, while not as good as winning, was certainly consolation. Even better when Neil went the same way on his third lap!
[Questionable taste disclaimer: Some might think this a horrible comparison to make. If you’re offended, please just go away. One cross each, line on the left…]
Back to the racing, and Richard crossed in first place again! Mark managed to expire a few spaces short of the end, allowing Brian to stroll past for 2nd place. Yes indeed - having 4 out of six chariots collapse during the race is completely thematic. You can almost hear the crowd - an ocean of togas in its massive Colosseum seashell…
The third race began eerily like the second. I tried to maintain a poker face with my two 6s again, and again I tucked in to Ave Caesar and drew my third 6.
When it’s not you, it’s funny. When it is you it’s not funny when it happens once or even twice. When it is you, and it happens three times, OK, it’s funny.
Pat very closely avoided it happening to him again, and in fact went on to win the race. Yippee. Mark crossed 2nd, and Brian ran out of cards one space before the end. Richard crossed third and Neil fourth.
6 mins rules explan for newbies (Mark, Neil).
Results: Race 1: Richard 1st, then Mark, Neil. Pat, Paul, Brian: dnf. 20mins.
Race 2: Richard 1st, Brian 2nd. Paul, Pat, Neil and Mark: dnf. 18 mins.
Race 3: Pat 1st, then Mark, Richard, Neil. Paul, Brian: dnf. 16 mins.
Thus a tournament ranking system would probably award Richard the title of Chief Charioteer, Mark 1st Lieutenant, Neil 4th Chariot rider from the right, Pat 2nd Arrow Fodder battalion, Brian the guy who scrapes the horse crap off the wheels, and me the speed bump in the Ave Caesar track. (What I’d give to scrape horse crap off the wheels… Bloody Caesar’s pet…)
Toepen: The name is Dutch and is pronounced like too - pehn. I assume this comes from the knocking on the table action but Richard can probably correct this.
It works great with six and can accomodate more, but you probably wouldn’t play with fewer than four. It actually feels a bit like Poker, since it is about risk and bluff rather than calculated hand play, although it is much simpler both in terms of the play and the stakes management aspect.
Briefly then, players are dealt a hand of 4 cards each from a regular deck ranging Aces down to 7s (although the deck size may depend on n. players - another point for Richard to confirm). A player may immediately discard their deal face down for another set of four cards, claiming a weak hand with no court cards. Any other player may challenge this and inspect the discarded hand: If the challenger finds one or more court cards in the discard, the “liar” is taxed one point. If not, the challenger suffers the point loss. In either case the entire hand is re-dealt.
Hands are played as standard tricks, no trump suit, and play must follow suit if possible. The winner of the last trick will score one point positive, while all others score one negative. Immediately before playing a card to a trick, a player may tap the table to indicate they are raising (in fact, doubling) the points value of the remaining hand. In turn order, players then indicate whether they fold (and take one negative point) or stay in for a shot at double the points value. Hand play continues as normal, and players may continue to raise the stakes by knocking immediately prior to playing a card. Those that fold do so at the points cost prior to the raise. Those that stay in until the end and lose, take a loss the size of the final raised bid, while the winner’s score goes positive by this value. When a player reaches (negative) 14 points, they become known as the pelt (pitiful one) and trigger the last hand of the game (unless they win it and are taken net positive again). In this last hand the pelt automatically raises the bid to 2 points (they have no choice), and may not fold. When any player’s score drops under -15, the game ends. The player least negative is the winner!
In summary this is neat little alternative to Poker, requiring less “equipment”, and not suffering the down-side of what to do with players when they run out of chips! Is good fun. Try it.
5 minutes rules, 24 mins game time.
Results (absolute; lower is better): Mark: 8. Richard: 9. Pat: 11. Paul: 13. Neil: 14. Brian: 15.
