Two days of gaming.
After returning from the "Dunge" trip I had about three-quarters of an hour to eat, tidy up, change and set up the games table for the arrival of the Thursday gamers on another trip out East. This week there were only four of us however, owing to work commitments and, hopefully minor, illness.
The cups of tea made, the gamers spent some time in this "office" perusing my games shelves before finally deciding on a rather neglected "Wallace". Crabro is a big fan of the designs of
Martin Wallace and I share his enthusiasm for several of them, however, I had bought
Way Out West more for the theme than the game as I love anything in the Western genre.
As it had turned out it had only ever had one play, with the Goldstone Gamers (Saturday) group, not because it was terrible but probably just that there were so many games we were equally, or more, taken with. I think the conclusion this time was that, it wasn't one of Martin's finest but nevertheless enjoyable enough to warrant a return some time.
First glance at the board and components lead one to the conclusion that it is rather dry and not evocative of the theme. It does however come to life once the inevitable gunfights begin. I'm afraid I did say at one point that I couldn't see why you would play it if you had
Lawless (similar theme in a faster, card, game) but it has grown on me and if it played a lot faster (as it should once everyone was familiar with the rules) I would be happy to play it more often.
As the only Wallace in my collection I will certainly be hanging on to it. The other Wallace designs I particularly like are London, Tinners' Trail, Brass, Steel Driver, Age of Industry and Last Train to Wenslydale not to mention the big one: Age of Steam.
We then needed a "filler" game and while I made some more drinks the rest of the group returned to plundering the office from which they returned with
Diamant. There have been various versions of this brilliantly simple "push-your-luck" game and the one I had imported from Germany was without the small board of some of the earlier versions and some of the extra rules of Incan Gold, a later revamp. Mine now sports a laminated print of the board for completeness' sake but it really isn't necessary for play.
The "mechanic" is simply that before each new section of the mine is revealed to contain riches or disaster one displays either an empty hand (staying in ) or a hand containing one's "Indiana Jones" meeple (running out and keeping the loot).
Always fun but rarely much of a success for me and true to form I lost (as I did Way Out West) but not by an embarassing amount. The Professor had had a bad time in the mines and was determined to break his "away game" duck so we played again and he went away happy.
On the following day I received an unexpected call from Crabro asking if I had any free time in the afternoon. Since our regular Tuesday sessions have had to cease for some time, I was only too pleased at the prospect of some games and gossip over lunch and tea.
Neither of us felt much like anything requiring a lot of setting up or huge mental dexterity and in the end we settled on an old favourite:
Cribbage.
I was very rusty, despite having played it almost daily for a period many years ago. Both of us grew up with cards at school and with family and it was a comfortable pleasure to fan a hand of ordinary playing cards once more. Crabro ran away with the first game and I made a lot of elementary mistakes forgetting such things as "One for his knob" for example. I fared little better in the second game actually but I did manage to score eighteen points for one hand which felt rather good.
After that, Crabro having discovered he had another hour to play with, we picked up a neat little abstract that we had played in the days when we broke our games days for a cafe or pub lunch:
Calypso.
It is extremely portable and so lends itself to a cafe table. Unfortunately it is also a game at which I have never beaten Crabro and it seems likely I never will. I'm not entirely sure why.
At one time I might have said that it is simply that my opponent's mind is much better at grasping abstract strategy than mine but since then I have been very successful against him in a couple of two-player pure abstract games.
It is certainly not true that I don't like abstract games although I do love the big, heavily thematic "narrative" type of board game. I started out with normal cards, Draughts (Checkers), Chinese Checkers, Halma, Othello etc and if I hadn't loved them probably would not be playing board games now. It is true that the little metal tokens and plastic houses of Monopoly and the wooden rum barrels and shiny gems of Buccaneer played a big part too of course.
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It being rather dull to have no worthwhile opposition Crabro went to the shelves once more in search of another quick light game to finish on. He came back with
Coloretto, a simple card game by Michael Schacht which spawned the successful Zooloretto: A less abstract, board game, reworking of the same mechanism. The game is played over several hands and although Crabro had a commanding lead early on I won an intermediate hand pulling back a lot of the advantage and making a win possible. Another hand was played but I couldn't raise enough points to overtake and Crabro had another win.
A very pleasant, not too complex or mentally taxing way to spend an afternoon anyway. Hopefully our two-player sessions will begin to pick up again as I am looking forward to trying some of his new acquisitions including a new Martin Wallace game: A Few Acres of Snow.