March 16, 2008: Magic dust and dinosaurs
Venue: Paul’s place.
Present: Pat, Brian, Alex, Jeff, Paul.
Played: Geschenkt, Fairy Tale, Das Zepter von Zavandor, Evo, Amazing Flea Circus.
A very intimate session tonight with only five players out of the usual 10 or so. Time to get some serious game action in…
Geschenkt: I don’t think I’ve ever actually played this until tonight, including the English language version No Thanks. This turned out to be a far more entertaining little filler than I anticipated. Certainly some of the more subtle strategy points I didn’t get until near or after the end, so I’d like another go at this to redeem myself…!
3 hands; 22 mins incl. rules explan.
Results (lower is better): Alex: 84. Pat: 95. Brian: 103. Jeff: 104. Paul: 128.
Fairy Tale: This is the current standard fare for the non-eaters while the rest of us take care of sustenance requirements.
15 mins.
Pat: 53. Alex: 46. Jeff: 44.
Das Zepter von Zavandor: Dismal von Zavandor
A long one, but works well with five players so we all jumped in enthusiastically. The first several turns were typical magic-engine-building, with no or few card purchases and everyone grouped within one or two points on the score chart. It wasn’t long, however, before Alex started pulling away quite significantly. I don’t know what triggered this - whether he just grew his investment in opals or he scored himself the right card purchase early. But he just went for it after that, unfazed by the handicap on the leader’s card purchases after breaking the 10 barrier.
I was ok with the idea of hanging towards the back of the score track with Pat for a while, expecting my position to jump later as my engine built up. Although Alex seemed to be flying away in front, I was still comfortable with my relative position, until suddenly people were bidding on the sentinels way earlier than I was expecting. It was probably a panic reaction, but I felt I had to get in on this too or be left behind. My timing and bids ended being all wrong as I competed with Jeff for the Unicorn, thinking this was the only one likely to be any value because of my growing investment in diamonds. I ended up bidding too much for it, despite significant discounts. In fact, in hindsight, I should have let him buy that one while I instead should have gone for the Owl (which he eventually took rather cheaply).
Another mistake was my pattern of expenditure in turns where I had a ‘lumpy’ income. With no cards that gave me any boost to hand limit, I had to spend, and ended up planting a token in the pentagon rather late in the game. I compounded this error by buying a Cloak artefact later instead of a Talisman - the latter would have helped me complete another knowledge level and provided more points, while the former just gave me a second useless token in the pentagon. I was not going to get another opportunity to use its discount power for further sentinels.
I haven’t even mentioned yet another mistake of failing to take the bonus +2 dust with every concentrated energy tile, but nearly all of us forgot this rule too. I made yet another by failing to take a further 15 discount off my Cloak purchase (I should have bought this for 50), but this was something I realized only after the game was long over.
So my final score highlights fairly a pretty dismal playing of Zepter; probably the worst game I’ve ever had of this. Pat too was disappointed with his performance, although an email from him yesterday indicates that he’s ready to re-try his rubies strategy at the next reasonable opportunity. Bring it on - I need to make amends too!
Final sentinel counts were me with the Unicorn (points boost from diamonds); Pat with the Salamander (for rubies); Jeff with the Owl (knowledge levels) and the Toad (special artefact cards); Brian with the Fox (sapphires) and the Scarab (emeralds); and Alex with the Raven (special artefact cards) and the Tomcat (opals).
10 mins setup and rules refresher; 147 mins game time (as Pat observed, consistently half an hour per player).
Results: Alex (yellow): 73. Brian (red): 65. Jeff (green): 59. Pat (blue): 58. Paul (white): 47.
Evo: Triassic chaos
Haven’t played this one for ages, so although it wouldn’t have been my pick for the second big game of the night, I was quite happy to see this one opened. After the first turn I was feeling pretty good, having snared the parasite, or whatever the gene is called that gives you a one-space discount on all future gene purchases. However, somehow after just two or three turns I was slipping further and further behind everyone else on the score track. It might have been about then that Jeff played his Deluge card, wiping out one of Brian’s critters and two of mine. I know - we were warned at the start of the game that this could have been a possibility at any time from turn two onwards. That doesn’t make it any easier to swallow a dice roll having such a significant impact on one’s relative position!
The game pressed on with fierce competition for legs and especially horns. In spite of this, however, the amount of inter-player conflict was not as high as it might have been. I got myself a horn, but never got the chance to use it - the one turn that I was compelled to push into other players’ spaces, another Jeff card play stymied me again - no attacks! My investment in egg-laying also amounted to nought, as the extra births would die anyway. As for card plays, I had one that was any benefit (took out one of Jeff’s critters halfway through the game), but none of the others provided any help.
So by about 2/3rds of the way through the game, I was keen for that meteor to hit as soon as possible and end the misery.
In retrospect I made some not-so-good decisions, especially on the gene auction chart. But it seems that with 5 players, play is so chaotic that your destiny is not that well under your control.
15 mins rules and setup; 76 mins game time.
Results: Pat (blue): 33. Jeff (green): 32. Alex (yellow): 30. Brian (pink): 25. Paul (brown): 21.
Reiner Knizia’s Amazing Flea Circus: Something light and new that we picked up at a local shopping centre book sale, although Pat said later that it was a re-do of something called Feuerschlucker - Fire Breather.
Really simple card play, point scoring and stealing, with the gimmick being that points are represented by little rubbery plastic dogs and cats.
This is certainly not one of the good Dr.’s more inspired creations, and I can’t see it ever coming to this group’s game table again. “Played it, trade it” was Pat’s summation, but I expect we’ll hold onto for a while for use with kids…
5 mins rules; 20 mins for two plays.
I should have won the first with 16 points, although technically Pat did. In the second game 3 of us shared victory on 17 points.
