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Hypermind Board Game Night - April 2008
Chris Ingersoll
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Four days out of the week, Burlington (NC) gaming store Hypermind is usually filled with card-players or dedicated Clix fans. They arrange themselves in groups of at least four (or at least eight for the Magic players... stupid DCI sanctioning rules), have their little tournaments, and generally make a lot of noise. I know, because I am one of them (although not so much with the Clix).



But Tuesdays are different.

On Tuesday nights, a unique group emerges from their homes, converging on the sleepy little FLGS with but one intent. Their hunger never subsides, and no two meetings are ever the same.

They have waged conflicts between the Tigris & Euphrates Rivers. They have been crowned the most prestigious Princes of Florence. Temples to their glory have been erected on the volcanic island of Taluva, surrounded by mighty Citadels. They have invoked the name of Egyptian sun-god (and apparently part-time auctioneer) Ra, ridden the rails of America, Europe, and Germany with their Ticket to Ride, and have even suffered Betrayal at the House on the Hill. With their help, the city of Arkadia stands tall once more. They have constructed cathedrals at the Pillars of the Earth, reluctantly spun a Power Grid across numerous countries, and even assisted the sheep-loving Settlers of Catan.

(They have also played Zooloretto, a game with a name so ridiculous I wasn't able to work it into a normal sentence.)

They are...

The Hypermind Boardgamers. And I am also one of them.



This is the latest chapter of the on-going Glog of their encounters with colored wooden cubes, malicious and deceitful dice, traitorous knights, and cards too small to actually be shuffled by human hands.

Join us now, as the Hypermind Boardgamers continue their quest for Victory Points on the sunny Caribbean isle of Cuba...
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1. Board Game: Cuba [Average Rating:7.36 Overall Rank:111]
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Chris Ingersoll
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Our Game of the Month! for April is, as mentioned above, the rum and cigar-filled Cuba. We got our first taste of this game in late March -- finally, after Mark toted it around for what felt like months -- and were eager to give it some focused attention. With group leader/co-founder Chris Norwood out of action for most of April due to family problems (that is, "starting one"), Cuba was one of the few games owned by one of the other regulars that we were willing to investigate every week.

Well, aside from one other game, but we're waiting on the expansion. Besides, we play that just about every week anyway. ;)

What we like about Cuba is its colorful presentation (much more so than Puerto Rico, our other "finalist" for GotM) and varied strategy.

So far, the only drawbacks we've encountered are the poor scoring track (complete with tiny cylindrical scoring tokens that easily get knocked over and roll away), somewhat-predictable Edicts (in that you will see the same six in each category every game, even if in a different order and possibly not actually enacted), and somewhat superfluous role choices that seem somewhat obvious, especially in the early stages.
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Chris Ingersoll
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Session 1: April 1, 2008
Time: 90 minutes
Final scores*: Alton 81 (+4 pesos), Chip 69, Chris 81 (+21 pesos), Mark 78, William 70
Individual Rankings: Alton 8.5, Chip 7.5, Chris 8, Mark 8.5, William 8


After Alton spent all weekend with the rule book, we finally got to play this game correctly, with the two starting resources. What a difference actually being able to get a decent building in the first round makes! There was some confusion after the 1st round as to whether or not someone can retain the Start Player honor, but in the end we decided that "highest 4th action" trumped the inherent meaning behind the "pick a new start player" rule based on the fact that there was no mention of what to do if the old start player happened to play the highest 4th action.



Almost immediately, Mark established a rum-running operation and rode that throughout the game. Chip, seated next to Mark, didn't want to fight him over it and opted for Cigars. Alton stuck with his Hotels plan from our last play session, while newcomer (to the game, not game night) William just did what he could here and there, including picking up a Sawmill. But the game was really dominated by my political stranglehold; the Corruption Act showed up in the first round and I invested about 8 pesos to make sure it happened. From there I picked up the Town Hall and made sure to hold back my Mayor to control the Edicts for pretty much the entire game; it didn't occur to anyone to pick up the Church until well after the damage had been done. This allowed me to manipulate the Subsidies to my favor and adjust the taxes/duties as I saw fit. I let the Corruption Act expire in the 5th round (replacing it with the Drought Act to curtail the production of my competitors), but won the final vote anyway when no one wanted to compete with my 2 free votes and fistful of pesos (I used 3 for votes), riding the "3 pesos -> 1 VP" subsidy to 7 or 8 VP for several rounds.

It was close towards the end, however, as Mark's rum factory was paying off to the tune of a ton of VP every round, and I was unable to really capitalize on the shipping since I had to hold back my Mayor every Action Phase; Alton and Chip really hit the docks hard when they could, although Chip fell behind somewhere and never really recovered. It's entirely possible that if someone had stepped up to take the final vote (if they could -- the taxes were pretty brutal for a while there, thanks to the "one peso per building" tax that I was essentially forced to enact one round) that someone else would have emerged victorious, but in the end Alton and I tied at 81 points with my hoard of pesos easily claiming tiebreaker.

*We didn't count the starting warehouse in the final tally, if we were supposed to.
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Edited Thu Apr 3, 2008 6:40 pm
Chris Ingersoll
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Session 3: April 15, 2008
Time: 70 minutes
Final Scores: Alton 71, Chip 69, Chris 60, Mark 66
Game Ratings: Alton 9, Chip 7.5, Chris 7.5, Mark 8.5


Our fourth consecutive session of Cuba (counting the initial session at the end of March) was slightly different from the rest in that we only had four players instead of the full five. While this would appear to reduce the competition for buildings and VP-scoring opportunities, it also somehow seemed to reduce the overall scoring.

Despite being denied access to his usual Hotel/Inn strategy, Alton was able to maintain his "score at least 12 VP per round" strategy that has served him very well. Chip and Mark did their best to catch up, but when the end of the fifth turn looked like this we all sort of knew how things were going to finish...



For my part, I seem to be unable to efficiently plan ahead when it comes to developing any kind of coherent strategy. Without fail I always wind up misplacing a building, constructing the wrong one, and/or creating incredibly favorable scoring opportunities for everyone else. It's really frustrating, but the worst part is that I recognize the failing is in my own gameplay and not necessarily that of the game itself (although there could be contributing factors there). There's just something about Cuba that I can't quite wrap my head around, which is really getting in my way of enjoying it. There's still two more weeks to go, so hopefully I'll achieve some sort of breakthrough and personally justify the whole GotM program.
Alton Todd
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Chris I. I just want to say you are doing a great job on the weekly write ups of our gaming efforts...thumbsupthumbsupthumbsup for each one of your weeks so far...

I also wanted to remind all Hypermind Board-Gamers that on the last Tuesday of April (4-30-08) We will be don our finest Panama Hats, faux Cuban cigars and enjoy the finest of tropical drinks to party like a bunch of Batista high rolling Plantation owners and recreate our own little albeit four months late New Year Eve party circa 1959. Come and let's put a little role in our play and party like it's 1959 as the GotM CUBA ends its regime.

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Session 4: April 22, 2008
Time: 46 minutes
Final Scores: Alton 87, Chris 74, Mark 86
Game Ratings: Alton 9, Chris 8, Mark 8


Last week we only had four players, this time we were down to the bare minimum, although we did have a newcomer observing our play while we went about our business. I decided to go for Tobacco production, but failed to realize that the Market Act up for vote would -- and did -- wreck me by driving market prices for the leaf through the roof. I never really recovered from that and was behind for pretty much the entire game. Mark jumped Alton's claim on the Hotel/Inn/Bank strategy, using a Large Branch Office to get some extra shipping VP along the way. He wasn't able to manipulate the docks as well as Alton, however, who soared to a staggering 87VP (just barely edging out Mark's 86) this session to continue his dominance of the game in general.

I upped my rating a half-point this week; the game feels better with fewer players, as there isn't as much competition for the restricted buildings, although now that we've run the gamut of possible players I think four might be ideal.
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Session 5: April 29, 2008
Time: 87 minutes
Final Scores: Alton 79, Chip 74, Chris I 57, Chris N 71, Gwen 72
Game Ratings: Alton 9, Chip 7.75, Chris I 7.5, Chris N 6.5, Gwen 7


Tonight, in celebration of our final week with Cuba as our GotM, we decided to commemorate the game with oranges, (fake) cigars, and maybe even an appropriate piece of clothing or two...



Also making this game interesting was the participation of proud parents Chris and Gwen Norwood, making their first appearance in the group since (just prior to) the birth of their baby girl Samantha -- who was also in attendance! Let me tell you, if there's anything more attractive than a woman who games, it might very well be this:



As for the actual session... man, Cuba is Cuba -- and Alton is Alton, going 4-1 for the month thanks only to a miraculous vote-seizing, peso-hoarding play on my part during our first week. Every other time, I just can't assemble a strategy without something going wrong (usually my building placement) and my score winds up looking like this:



Everyone else is usually in a nice tight pack and are all competitive, but it's just Not My Game. Adios, Cuba -- your time as GotM has ended. We had a good couple of weeks, but in the end I don't think it's going to work out between us.
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Edited Thu May 8, 2008 6:59 pm
2. Board Game: Race for the Galaxy [Average Rating:7.98 Overall Rank:13]
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Chris Ingersoll
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If Cuba is our GotM, then Race for the Galaxy is already our Game of the Year just based on how often we play it. We will literally go for this game as a reflex if we have less than five players, as it is so quick and clean that playing it is almost effortless. Honestly, the only thing that has stopped it from officially being GotM is that we're waiting on Race for the Galaxy: The Gathering Storm to allow 5-player action. I don't think it ever really needs to be GotM, however, as we already play it just about every week -- sometimes more than once!

One interesting phenomenon that we've noticed after our sessions is that new players are usually overwhelmed by the game and rank it lower than it probably should be, but as they play more often and become more comfortable with the game's mechanics, their ratings creep up slowly each time. Two of us (myself included) have this game locked firmly at 10, although our average rating is overall generally closer to 9.

Other than the newbie confusion, the real problem we have with RftG is that the game moves so quickly (thanks to simultaneous turns) and is so easy to return to the box afterwards that there is often no opportunity to take pictures! By the time it occurs to someone to snap a quick photo, we've already moved on to our next game!
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Chris Ingersoll
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Session 1: April 1, 2008
Time: 40 minutes
Final Scores: Alton 38, Chris 42 (+2 cards in hand), Mark 42 (+2 goods), William 20
Ratings: Alton 10, Chris 10, Mark 9.5, William 7


I was stuck at the mechanic's getting some maintainence done on my increasingly-junking car for the first couple hours of the night, but my arrival almost immediately triggered the busting out of the star-covered black box. We gave William the run-down of how the game operated and got right to business.

Homeworlds were William manning Earth's Lost Colony, presumably an offshoot of Alton's Old Earth; I was staring at the zero-point windfall Alpha Centauri once again while Mark naturally wound up with his old friend New Sparta. When Mark's first turn involved developing Drop Ships yet again, Alton and I were about ready to punch him. ;P

To say the Race was on at that point was an understatement. While William was understandably slow to start and confused on several of the finer points, he was able to convert his Colony Ship into a Terraformed World -- and then played a second Colony Ship. Mostly he was having problems developing his tableau, which is fine when everyone is equally new to the game, but he was dealing with three pros and was sort of left in the spacedust.

Alton apparently continues to not follow any specific strategy (or at least not one that I can recall), but it seems to be working for him as he was only 4 points away from the leaders this game; I think he just explores like mad and leeches off everyone else's actions. Mark deployed his usual Military path, although he was denied New Galactic Order and instead had to settle for Galactic Imperium and a bunch of Rebel worlds. Meanwhile, I lucked my way into Rare Earth, drawing exactly what I needed when I needed it, including the Mining League (after drawing both New Galactic Order and Free Trade League at the same time) and everything it wanted; my last-turn play was a x2 Consume that gained me like twelve VP (in addition to the 13 from the League itself). It came down to the wire, and somehow the stars aligned in such a way as to bestow Mark and I with 42 points each; I had two cards in hand, but he had two unconsumed goods on the table, so it was a stalemate and a draw. If Alpha Centauri was actually worth any VP on its own I would've had this one -- stupid 0-point starting worlds!

I'll get you next time, Gavlak!

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Edited Thu Apr 3, 2008 4:54 pm
Chris Ingersoll
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Another week at Hypermind, another triple-threat Race...

Session 6: April 22, 2008
Time: 28 minutes
Final Scores: Alton 20, Chris 58, Mark 42
Game Ratings: Alton 10, Chris 10, Mark 10


We knew Chip wouldn't be able to attend this week, but there were whispers of the newly-expanded Norwood family dropping by, so we decided to delay GotM Cuba for as long as possible. So naturally the three of us dove straight into RftG...

In our first game, Alton led with New Sparta and was able to develop Expedition Force, Space Marines, and Drop Ships throughout the course of the game. What he wasn't able to do, however, was really capitalize on all of that military might and he was unfortunately left in the dust by the excessive consumption of both Mark and myself. Speaking of Mark, he literally took a novel approach, starting from Epsilon Erandi and soon establishing a Free Trade Association and a Galactic Renaissance as he palmed off a ton of novelty goods to the suckers on his Tourist World. But even with all that, he was still unable to keep up with the fact that I drew just about every card I could possibly have wanted, establishing a rare earth empire; it started with playing a first-turn Consume: Trade thanks to Alpha Centauri and leeching off someone's Settle to place Space Port for a huge gain. From there I was able to develop Trade League, Mining League, Mining Conglomerate, and New Economy, which Voltroned along with some Consume: x2 actions to push my total up to a staggering 58VP for the win.




Session 7: April 22, 2008
Time: 21 minutes
Final Scores: Alton 14, Chris 29, Mark 43


We quickly reset for a second game; this time it was my turn to kick off with New Sparta, but despite developing a Trade League to let me leech off the other guys' Consume phases I was unable to draw any military worlds worth placing and never really got rolling. Alton was having an even tougher time, looking to go with rare earth thanks to receiving Alpha Centauri as his homeworld, but some play errors cost him valuable tempo and he was barely a factor. Between our respective woes, Mark was able to run away with this session pretty much unhindered, riding some ridiculous production abilities to develop both New Economy and Merchant Guild, ultimately scoring as many points as both Alton and I combined. Ouch.




Session 8: April 22, 2008
Time: 19 minutes
Final Scores: Alton 42, Chris 36, Mark 39


Yes, you're reading those scores correctly -- after struggling longer than most of us with the finer points of the game, Alton snuck in under the radar to claim his first Race for the Galaxy victory in our final session for the evening! Via an Epsilon Erandi military path, Alton was able to place some high-scoring worlds like Lost ALIEN Battle Fleet, Rebel Homeworld, Rebel Outpost, and Rebel Underground while amassing enough cards to settle a Deserted ALIEN Library and develop Galactic Survey SETI along the way.



Mark and I didn't make it easy on him, however. I once again assembled a strong rare earth tableau (including the albatross around my neck that is Alpha Centauri... I can't wait for the new homeworlds in Race for the Galaxy: The Gathering Storm) which featured Replicant Robots for massive settling discounts, and finished the game with a Consume: x2VP action that harvested 14 of the precious blue tokens off the back of my Mining League and Tourist World. Mark, meanwhile, was kicking tail with New Sparta and his New Galactic Order, even pursuing some non-military options with an ALIEN Research Lab and an Imperium Armaments World to provide some production, but not having a lot in the way of actual consumption caused him to fall 3 VP shy of denying Alton his win.

Somewhere along the way Mark decided to finally up his rating of the game to the Full Monty, meaning the RftG received straight 10s tonight! However, I erred last week in recounting our month-long win totals, as I forgot that he and I tied the first session. The current totals, discounting that draw, have Mark and I tied at three each and Alton on the board with one. There's still one more week left in the month... can Alton catch up? One thing's for sure: Mark won't be able to pass my total, as he won't be able to attend next week. :(
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Edited Sat Apr 26, 2008 4:51 pm
Mark Gavlak
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Bad new Chris, I will be there on Tuesday!:arrrh:
Chris Ingersoll
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dirk77 wrote:
Bad new Chris, I will be there on Tuesday!:arrrh:


Bad news for you, perhaps. ;)
Chris Ingersoll
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Session 9: April 29, 2008
Time: ?
Final Scores: Brett 22, Mark 49


It was a busy BGN at Hypermind...

Session 10: April 29, 2008
Time: 24 minutes
Final Scores: Brett 30, James 39, Mark 48


...and we had a lot of players...

Session 11: April 29, 2008
Time: 24 minutes
Final Scores: Alton 37, Brett 18, Chris 30, Mark 44


...who played Race for the Galaxy a lot...

Session 12: April 29, 2008
Time: 35 minutes
Final Scores: Brett 32, Chris 47, James 25, Mark 50


...but at the end of the day...

Session 13: April 29, 2008
Time: 24 minutes
Final Scores: Brett 31, James 31, Mark 41


...there was just no stopping Mark that night.

Although I tried, darn it... my 47-point game was achieved without any 6-point Developments on my part, but Mark just snuck past me tanks to an ALIEN Tech Institute on the last turn. I would have killed to have seen Merchant Guild, but really just about any 6-pointer probably would have been fine. Thus Mark claims the month 5-3(-1) in our head-to-head games.

Game Ratings: Alton 10, Brett 9, Chris 10, James 7.5, Mark 10
3. Board Game: Blue Moon City [Average Rating:7.26 Overall Rank:134]
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Chris Ingersoll
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Blue Moon City has been in my possession since I won it at our Anniversary Party, but only made it to the actual Board Game Night once prior to this month. This is mostly because it stays hidden in my backpack despite bringing it nearly every week.

Being a Reiner Knizia design, there are clearly few flaws in the gameplay of BMC. Games are almost always extremely close, with nearly everyone on the verge of winning when someone finally makes the final offering to the Obelisk. Often the game is decided on whether or not one of the movement-enhancing grey (Flit) cards are in someone's hand, which can make the game feel a bit cheap at times; victory can be snatched from your grasp just because someone else was literally able to swoop in when he normally wouldn't have been able to do so.

Gameplay is quick, and the game is very easy to explain to new players. Set up takes a bit of work, but nothing terribly time-consuming.
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Chris Ingersoll
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Session 1: April 1, 2008
Time: 45 minutes
Final Scores: Chip 2, Chris 4, Mark 3, William 2
Ratings: Chip 8.5, Chris 8.5, Mark 8.5, William 8


After Cuba, Alton had to leave early and recommended that we go for a 4-player game; while Eric (from last week), Kat, and a couple of other part-time Boardgamers were also in attendance, they were engaged in conversation so we decided to restore the City of the Blue Moon rather than travel Through the Desert or combating a Pandemic. Mostly because three of us would have been new to TtD; of the other two choices, it would be much easier to explain BMC to Chip and William quickly compared to trying to get across the complex cooperative strategy of Pandemic to just William. Besides, Pandemic can be kind of a downer, and no one wants to end the night like that.

We got things set up quickly and were soon underway. Mark's first-turn play drew some looks of disgust:



But things were pretty even throughout. I took the early lead with a pair of seven-crystal contributions, but before long everyone was tied up at two. We spent some time wandering around the city restoring buildings and suffering from some unfavorable draws, then Mark made his third contribution and took the lead, with only four required to win a four-player game. I quickly made my third, and then on his turn Chip triggered a scoring of Golden Scales that gave me the three I needed to make my final contribution without even having to move!

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Session 2: April 8, 2008
Time: 55 minutes
Final Scores: Brett 2, Chip 4, Chris 3, James 2
Ratings: Brett 9, Chip 9, Chris 8.5, James 9


Chip was so impressed with BMC after last week that he asked to borrow my copy to try out with his daughter. He said that she did well, mostly thanks to there being zero reading required, and will probably purchase the game for his own family sometime in the near future.

We closed our night this week with another trip to the City of the Blue Moon, showing Brett and James around the wreckage after they waited so patiently for our game of Cuba to finish. They got the quick rundown and jumped right in.



This game was a saga of weirdness. Either because we didn't capitalize on the neighborhood bonuses in the correct order or just because of the random layout we dealt out, we nearly ran out of buildings to complete long before we made our final offerings. I took a gamble, but it paid off for Chip more than it did for me and he handed me my first non-win in BMC.



For their part, James and Brett were initially confused by the various powers, but quickly overcame that (plus Chip and I allowed a little leeway when it came to forgetting to move dragons before making contributions) and soon things were running smoothly. At several points James was one crystal short of making some key contributions, and Brett similarly was short-handed once or twice; being able to make those offerings could have changed everything, since this game always seems to be so close at the end. None of that affected their enjoyment of the game, however, as indicated by their ratings. I was on the verge of upping this to 9 myself, but didn't pull the trigger -- this week.
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Session 3: April 29, 2008
Time: (approx. 60 minutes)
Final Scores: Brett 4 + 7 crystals, James 3, Mark 4 + 9 crystals
Game Ratings: Brett 9.5, James 8, Mark 8


While five of us were engaged in our lengthy stretch of Cuba, Mark (the owner of the copy of Cuba we were using!), Brett and James engaged in some more casual fare, starting with my copy of Blue Moon City. This session was somewhat unique in that none of the three were able to complete five offerings to the Obelisk thanks to completing the reconstruction of the city, so Mark wound up winning on leftover crystals after all possible offerings could be made.



If it weren't for it's low player capacity,
Blue Moon City could have been a serious contender for GotM down the road, but it serves its role as a lighter-weight alternative extremely well.
4. Board Game: The Downfall of Pompeii [Average Rating:7.17 Overall Rank:185]
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Chris Ingersoll
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Previous winner of our "Always a Bridesmaid, Never a Bride" Award, The Downfall of Pompeii is one of those games that just doesn't grab the attention and scream "play me!" like a few others. When it does make it to the table, however, it creates a favorable impression. It just doesn't seem to make enough of an impression to show up more than once every couple of months.
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Session 1: April 1, 2008
Time: 40 minutes
Final Scores: Chip 10, William 13, Tim 8
Ratings: Chip 9, William 8.5, Tim 9.5


Not sure what happened here, as this game went down after I had left for the week. Maybe Chip can fill us in, and explain the huge change in ratings from our last session...
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Edited Thu Apr 3, 2008 4:56 am
Chip Lee
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William and I decided to play one more game, so I suggested Pompeii. While setting it up, Tim ask if he could join and I said sure. I was the only one who had played before, so I gave a quick rules explanation before we started. For the first part of the game(getting your people in the buildings), things seemed pretty even although it did seem that more red tokens(mine) got thrown into the volcano from the omen cards. While setting up the deck, I decided to mix the AD 79(eruption) card into the bottom 12 cards instead of the bottom 15 as stated in the rules. I figured we could get a few more turns of placement before the hot lava started flowing. When the AD 79 card was turned over, there still looked to be a lot of cards left. I counted them and of course wouldn't you know it - 12 CARDS LEFT! So, the lava started flowing as early as it possibly could in our game, but we each seemed to have a good amount of our tokens on the board. As the deathly hot lava flowed into the city, it seemed to do so in a fairly balance way area wise, but it still seemed that more red tokens were tossed into the volcano than the other colors! After several turns, I had a slight lead with 8 'people' safe, but only 2 left on the board while both Tim and William had quite a few of their peoples still in the city. William especially looked to have a lot of people still on the board. We took a peek into the volcano and as I expected, there was a lot of my tokens in there. Tim also had some in there, but William DID NOT HAVE ANY of his people in the 'death pit'. Soon after that, Tim decided to sacrifice the rest of his men along with most of William's by closing off a large portion of the city. I think he just wanted to see a lot of people go into the volcano. Very quickly though, we realized that the hot deathly lava flow would not reach William's remaining men and he was able to get them out to safety, giving him the victory.

As far as the high ratings, I have played Pompeii several times away from Hypermind and I really enjoy the game. My rating here on BGG is 8.5, which is where I'll keep it. Maybe last time, I was weak and too influenced by the rest of the group, I just don't know. I think Tim just really likes this type of game that has a 'take that' element to it. He said that he would play this game every week. When I ask him for his rating, he said 9 or 10, so I put down a 9.5.
Chris Ingersoll
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Yeah, when I looked up the last session I thought the scores seemed on the low side. I can't remember what made me go with 6.5, though.
5. Board Game: Ticket to Ride [Average Rating:7.52 Overall Rank:55]
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Chris Ingersoll
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The perennial "Gateway Game", Ticket to Ride is always good for a quick play among players of all experience levels and/or ages. Several different versions add their own twists, but there's nothing wrong with the base game other than maybe some tedium at being nothing terribly special, just a solid gaming experience.
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Session 1: April 1, 2008
Time: ?
Final Scores: Mark 142, William 136
Ratings: Mark 7.5, William 8


No clue here; Mark and William must have hit this very early on in the night. I'm not even sure which version was played, but I'm assuming it was the regular ol' "American" TtR
6. Board Game: For Sale [Average Rating:7.25 Overall Rank:125]
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Chris Ingersoll
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One of the favorite fillers of the Hypermind Boardgamers, For Sale is quick, easy, and fun. Typically we get in multiple plays in a very short period of time before moving on to something heavier.
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Chris Ingersoll
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Sessions 1 & 2: April 1, 2008
Time: 30 minutes (total)
Final Scores (in thousands of $): Alton 82/89, Mark 102/82, William 75/71
Ratings: Alton 8, Mark 7.5, William 9


I'm guessing Alton showed up while Mark and William were playing Ticket to Ride, then they opted for something quick while they waited for Chip and me to arrive.
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Session 3: April 22, 2008
Time: 15 minutes
Final Scores: Alton 54K, Chris 67K, Mark 64K, Neil 47K
Game Ratings: Alton 8, Chris 7.5, Mark 7, Neil 9


Following Taluva, Neil was just about ready to head out, but Alton convinced him to stick around for one more quick filler, specifically For Sale. As usual, this game flew past in just 15 minutes and was entertaining all around; I edged past Mark thanks pretty much to the coins I had left over after the action round, but things were pretty close all around.
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Edited Sat Apr 26, 2008 5:10 pm
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Session 3: April 29, 2008
Time: 20 minutes
Final Scores: Bobby 42, Denise 77, Rodney 61, Wendy 64
Game Ratings: Bobby 8, Denise 9, Rodney 8, Wendy 9


This game was going on while I was busy struggling to contain four crazy viruses, so I don't really know what happened here. I can only speculate that Denise used her experience advantage over the three newcomers to crush them like bugs. ;)
7. Board Game: Taluva [Average Rating:7.17 Overall Rank:186]
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Our Game of the Month from June of 2007, Taluva was one of the first big hits among the group. Gorgeous, heavy-weight tiles and brilliantly-colored wooden pieces make Taluva as lush as any real island on the Pacific Rim, while subtle strategic decisions keep the gaming fresh every time. Victory can sometimes come out of nowhere, as a well-placed tile can allow for surprising expansion, but often moves are planned well in advance.

Taluva features very little in the way of preparation and clean-up time, as long as you keep the buildings in separate bags, which also adds to its appeal. The quicker you an start playing a game once you open the box, the more likely you are to actually play it.
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Session 1: April 1, 2008
Time: ?
Final Scores: Mark WIN (towers and huts); Alton, William, and Anna-Marie LOSE (no score recorded)
Ratings: Alton 8(?), Anna-Marie 7, Mark 8.5, William 8


This game was just finishing as I finally arrived that night. Yes, the "Anna-Marie" listed up there is Mark's five-year-old daughter; no clue on how she did on her first play of Taluva, but it speaks well for the game that she could even play it at all. (Although to be fair, Anna is very advanced for her age -- in both height and intelligence.)
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Session 2: April 22, 2008
Time: 25 minutes
Final Scores (buildings remaining): Alton 1 Tower/7 Huts, Chris 1 Tower/6 Huts*, Mark 1 Tower/7 Huts, Neil: 1 Temple/10 Huts
Game Ratings: Alton 8, Chris 9, Mark 8, Neil 8


After watching the three of us play Cuba, we decided to let newcomer Neil, a teacher at one of the local schools, in on a few games before he had to leave. I suggested Taluva as an introductory game and for sentimental reasons, as it was one of the first games that became popular among the Hypermind group. Neil got the quick rundown and we were good to go.



Thanks to the relative simplicity of the game, Neil held his own despite being faced with three veterans, even recognizing tactical errors not long after making them (although too late to take them back, sadly). The three of us were engaged in the sort of passive-aggressive interference that makes this game deviously amusing, with inconvenient "craters" and lone huts continually getting in the way of eruptions and expansions. At the end of the game it looked as if I had secured the narrowest of victories -- one hut -- when I found one somehow clinging to the breast of my T-shirt. Nobody had any idea how it could have got there, but the concession was that it was most likely a "crushed" hut and not one of my stock (which I kept on the table) and I got credited with the victory instead of a mind-boggling three-way tie. Easily one of the weirdest things that has ever happened to the group, but not enough to mar what was an otherwise fine game session.

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Edited Sat Apr 26, 2008 5:05 pm
8. Board Game: Fairy Tale [Average Rating:6.89 Overall Rank:294]
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As I mentioned up in the OP, Hypermind has a small but loyal group of CCG players -- and former CCG players -- that frequent the establishment on several nights. It stands to reason, then, that introducing them to a game that features drafting as its primary mechanic should be a slam-dunk.

While that's not quite the case with Fairy Tale, the game's quick play is always useful for enjoyable filler. The game isn't really solid enough to be favored, but it is simple and efficient, which are never bad things. The fact that, unlike our current golden child Race for the Galaxy, the entire 100-card game fits in a conveniently-sized box is also a huge plus, enabling the game to always be on hand more or less "in case of emergency". The glass may not always be broken in such situations, but it is often comforting just to know that the option exists.

(Seen at left: Gwen Norwood, wife of our "fearless leader" Chris Norwood and recent new mom, and "Yet Another" Chris "Fuzzy" Wickline -- himself a CCG player -- engage in a game of FT while gamer-girl-in-training Piper Irvin looks on from her cage.)
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Session 1: April 8, 2008
Time: 18 minutes
Final Scores: Brett 29, Chris 24, James 41, Jen 26, Mark 48
Ratings: Brett 7, Chris 7, James 6, Jen 7.5, Mark 7


Following our weekly RftG session, we were still waiting for Chip's arrival before initiating Cuba. Expecting him at seven, we only had a few minutes to kill before he showed up, so I brought my copy of Fairy Tale out of its pocket and rounded up some players. Only Jen and myself had played before, but Mark, James, and Brett were all CCGers and were quickly able to pick things up; playing with five necessitated the "advanced" game, but that wasn't too much of a problem.

I started off heavily in the Shadows, while Jen looked to be collecting Homesteaders and Children of the Dragon. James played some high-playing locations, unflipping them to make sure they counted, and Brett was off to his own start. Mark, however, had a faerie magnet hidden somewhere on his location and played out the red-bordered cards almost exlusively. A well-timed Faerie Queen on his part negated several Shadow cards (including my own) in the final round, pretty much ensuring his victory, although James was surprisingly close on his heels.



And just like that, eighteen minutes later, Chip had arrived (along with Jim) and we were ready for Cuba. Its job successfully completed, Fairy Tale once again returned to its hiding place, patiently waiting the next time we need a lightning-fast filler.
9. Board Game: Primordial Soup [Average Rating:7.17 Overall Rank:177]
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I had been eyeing Primordial Soup ever since John brought it to the table many months ago. As a biology major, the theme was right up my alley, and the gameplay is solid. Plus, what six year-old boy (or former six year-old, in this case) can resist a game that prominently features "pooping" as a mechanic?

The biggest drawback to Primordial Soup is its player restriction; like Tigris & Euphrates, it only (officially) plays with 3 or 4 players, which can be a hindrance to larger groups and/or gaming couples. The expansion lets it support up to six, which may be worth looking into. It also brushes up against my personal bias against tons of bits, but (again like T&E) the majority of them are just colored cubes; I'm more opposed to a large variety of bits than I am to a large quanity, and Soup's BP and DP tokens/beads are fairly harmless in that respect.
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Session 1: April 15, 2008
Time: 65 minutes
Final Scores: Alton 32, Chris 31, Mark 45
Game Ratings: Alton 8, Chris 8.5, Mark 8




Perhaps fittingly, the second-ever Hypermind play session of Primordial Soup was comprised of three of the four players from the previous session. Mark developed Struggle for Survival almost immediately, while Alton and I focused more on maneuverability (him with Movement 1 and me with Streamlining); unfortunately, some poor decisions and food shortages (plus Mark's taking numerous bites out of my poor green algae) led to several of my poor amoebas dying and costing me huge amounts of points early on. I never really recovered from that and got my pseudopod handed to me for the second time (I was also dead last in our original session). Alton and Mark were racing flagella-and-flagella for a while there until Mark turned his Hungry Hungry Hippos-to-be against the peaceful yellow paramecium. Neither one of us were able to catch him after that, and he sailed to an easy victory while we fought a close battle for the bottom rung of the evolutionary ladder.

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Edited Fri Apr 18, 2008 6:39 pm
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Played a private session of this at home last night with Kat, James, and Brett. For the third time, I finished dead last; Brett took the victory, and James just edged out Kat -- who was leading most of the game -- for second.

Why do I love this game so much even though I apparently suck at it in a huge way?!
10. Board Game: Through the Desert [Average Rating:7.26 Overall Rank:115]
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As somewhat demonstrated by the artistic photowork of Chris Norwood depicted on the left, Through the Desert is not a game for the color-blind. The pastel hues of the little candy-like pieces can be hard enough to distinguish for people with standard color vision! Aside from that, however, TtD is a quick-playing family-friendly game that should see more play time in our group than it actually does. In fact, unless I missed it in Chris's meta-list, I don't think it has ever seen a table at Hypermind prior to this month! I know it's been there, but for some reason we've just never given it a shot until now.

Somehow, I suspect that could change in the future, as the game is rock-solid. Combining area majority with multiple-player abstract strategy in a well-devised theme, TtD is easy to learn and a great way to spend ~half an hour.
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Session 1: April 15, 2008
Time: 27 minutes (not including set-up and rules explanation)
Final Scores: Alton 50, Chip 54, Chris 80, Mark 76
Game Ratings: Alton 8, Chip 8, Chris 8, Mark 8


Following our session of Cuba, the four of us found ourselves with plenty of time left in the evening an a bunch of quality four-player games at our disposal. After passing it over for so long, we finally decided to let Through the Desert out to breathe; this was the first time playing this game for pretty much all of us, excepting one other play (presumably with his family) that Chip was only half-counting, but the game was simple enough that we veteran gamers picked it up in no time. There was a weird distribution of initial oases that led to several high-scoring zones and a couple of low-point wastelands:



The play was fast and furious, with each of us driving our Easter-basket camel herds towards point-scoring opportunities. Mark and Chip had their cyan herds clashing for superiority on one end of the map, while Alton and I cut each other off several times on the other half. Towards the end of the game there were several blockades in place and camels, camels everywhere. I ended the game after claiming a large central portion of the map and then placing the last cyan camel.



Each one of us took at least one of the longest herd scoring chips (with Mark claiming two, I believe), but it was my game-ending play that pushed me into the lead (while preventing several others from blocking off similar territories).



TtD made a good first impression on the group, earning easy 8s from all four of us. The game could have ended long before my final play, but we were all reluctant to pull the trigger until I finally decided to cut everyone off, which was definitely part of the game's charm; we probably could have prolonged the game at least five more minutes if we had felt generous.
11. Board Game: Thurn and Taxis [Average Rating:7.25 Overall Rank:119]
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Thurn and Taxis is an interesting variant on the usual Rail Game, similar in many respects to Ticket to Ride but with a few unique features. Playing the role of Post Office managers, players looks to complete letter-carrying routes in and around Germany. The main objective is to earn large carriages, but bonus points can be scored for canvassing an entire region, especially long routes, and covering as much territory as possible, which provides alternate routes of strategy. The four various Postal Official powers, only one of which can be used each turn, further complicate the issue by allowing players to draw or place extra cards, claim larger carriages, or refresh the face-up tableau of cards prior to drawing.

Overall, T&T has a bit of a learning curve to it, as a few of the mechanics are unusual and somewhat difficult to explain, but once in action the game rolls pretty smoothly. The only drawback we really noticed so far is with the somewhat restrictive Officer abilities, as their use is fairly obvious (and in at least one case mandatory); they keep the game moving, but they almost feel assigned per round.

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Session 1: April 22, 2008
Time: 45 minutes
Final Scores: Alton 8, Chris 17, Mark 19
Game Ratings: Alton 7.5, Chris 8.5, Mark 7.5


Looking for something different, we decided to finally investigate Thurn and Taxis after collectively hearing a lot about it. We broke out the store copy and got to work setting things up and reading over the rules (this time is not included in the play time listed above). There was a little confusion once we finally got underway, but after a couple of rounds we were running like well-organized post offices (if not better). Things were pretty even for most of the game, and not really very memorable; Alton was the first to establish a foothold in each region, while Mark pushed the game into its final round by being the first to complete a seven-city route. After the final round ended it was basically the penalty for leftover houses that made a difference -- a penalty about which we were all completely unaware until it came time to actually do the scoring. That wound up costing Alton a lot of points, but I think Mark would have won anyway.



I think T&T made a good impression, although I suspect that my rating for it will come down with subsequent plays. There really doesn't seem to be a lot of variety, and I don't think the game has the legs to withstand a GotM treatement down the road, but it's solid enough to see play a couple of more times.
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Edited Sat Apr 26, 2008 4:43 pm
12. Board Game: To Court the King [Average Rating:6.48 Overall Rank:674]
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After Liar's Dice (more accurately the Disney Pirates of the Caribbean "Pirate's Dice" edition), To Court the King is probably our most popular filler. Affectionately dubbed Yahtzee: the Gathering by a BGG reviewer (a nickname which caught on quickly amongst our Magic: The Gathering CCG-oriented players, including myself), TCtK is a quick-playing dice-rolling game that smooths out the randomness a bit by allowing you to use specific powers of various earned characters to add, modify, or outright reroll dice as you race to assemble seven-of-a-kind to win the favor of the King.

There's not really any deep strategy and the game doesn't really hold up against repeated sessions, but every now and then it's more than up to the task of killing time and having fun.
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Session 1: April 29, 2008
Time: ?
Final Scores: Brett ?, James ?, Mark ?
Game Ratings: Brett ?, James ?, Mark ?


Uh... yeah. That's all the information I have here. I'm just going to go with the trend for that night and assume that Mark won until he comments otherwise.
13. Board Game: The Red Dragon Inn [Average Rating:6.76 Overall Rank:517]
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The Hypermind Boardgamers were first introduced to the Red Dragon Inn back in October, when Slugfest Games designer Cliff Bohm stopped by our FLGS to demo some titles for us. What we wound up playing that night was a prototype expansion to RDI, allowing for six players to get in on the ale-chugging, gambling-cheating, after-the-adventure revelry instead of the usual four; it would eventually become The Red Dragon Inn 2 (I believe we just had Fleck and Gog added to the party). We've since played other games from the Slugfest roster, including Kung Fu Fighting (which we like, on the whole) and Tiki Mountain! (uh... not so much), but Red Dragon Inn hasn't made another appearance until now. I think we were spoiled by being able to play with six instead of just four.
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Session 1: April 29, 2008
Time: (40ish minutes?)
Final Scores: Mark wins, Brett (2nd) & James (3rd) broke and/or unconscious
Game Ratings: Brett 9, James 6, Mark 7


Much ale was drunk, much gambling was done, but in the end Priestess Diedre (Mark) outlasted Gerki the Thief (Brett) and Zot the Mage (James).
14. Board Game: Betrayal at House on the Hill [Average Rating:6.87 Overall Rank:334]
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The game that served as our GotM for October got to stretch its traitorous legs six months early this year. The game is full of unique mechanics and is never quite the same game twice thanks to the various possible Haunts and random layout of the House itself. Supporting anywhere from three to six players, Betrayal is a nice game for a Halloween gathering or anybody who enjoys splashing around in the goo-filled wading pool of the supernatural. The downside is that the playing time can vary wildly; a unfortunate Haunt roll could doom you all within half an hour or could be exploring the weird mansion for an hour and a half before your simulated B-movie reaches a conclusion.

Oh, and since the game is pretty much out of print now you might have to fork over a tidy sum to grab a copy. Pity.
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Session 1: April 29, 2008
Time: 60 minutes
Final Scores: Wendy (win, presumably Traitor), Bobby/Rodney (lose)
Game Ratings: Bobby 10, Rodney 10, Wendy 10


I don't know what the Haunt was or what else happened here, but the game certainly seems to have won some new fans!
15. Board Game: Pandemic [Average Rating:7.75 Overall Rank:23]
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Pandemic is an interesting cooperative board game that pits all of the players against the game itself. It is also the most fun you will ever have getting your collective butts kicked by a bunch of wooden cubes and cards that seem to have a malicious will of their own. To win this game you need solid teamwork, sound strategy, and a surprising ton of good fortune (aka luck). Succeed, and you save the world.

Fail... well, let's not think about that, shall we? Besides, you'll have more important matters on your mind, like keeping said mind from leaking out your ears.

Perhaps the most unique aspect to Pandemic is that it is actually somewhat easier with fewer players. Due to the way new epidemics are triggered, the fewer the number of players the less cards get drawn in between each given player's turn and the less likely the chance of a new problem cropping up before you can contain one that's already out there. It's possible to win with four players... it's just amazingly hard (especially if one of you is the Operations Expert instead of a useful role).
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Session 1: April 29, 2008
Time: 22 minutes
Result: Players (Chip, Chris I, Chris N, and Gwen) LOSE as Scarlet Fever spreads across the world!


While all that other casual gaming was going on, those of us who had finished playing Cuba -- minus Alton, who had a prior commitment that saw him leave early -- decided to kick some virus hiney in Pandemic. The fact that viruses have no hineys to kick probably led to our ultimate downfall...

Without the Medic (What?! Who the heck attempts to cure four concurrent outbreaks without a medic?! Losers, that's who.), we were somehow able to quickly assemble the blue cure and eradicated that disease, then found cures for both red and yellow. While we were working on the black cure, however, sudden epidemics of the red virus started cropping up like wildfire and eventually overwhelmed us -- even though we had the cure! A medic would have been able to contain that problem and bought us time, but it was not meant to be.



Frustrated at being so close, we immediately reset for another attempt...

Session 2: April 29, 2008
Time: 35 minutes
Result: Players (Chip, Chris I, Chris N, and Gwen) LOSE as Scarlet Fever spreads across the world!


If that looks like a copy/paste job with some quick editing, there's a reason. Although we had a medic this time, we were without a dispatcher, which made getting around extremely difficult. To our credit, we cured the red, black, and blue viruses before the red cubes once again overwhelmed us (this time we had the medic, but he couldn't get to the problem area). The kicker was that I had six yellow cards in hand and was just waiting for my next turn to seal the deal. ARGH!

Game Ratings: Chip 9, Chris I 9, Chris N 10, Gwen 10

There's been talk of having Pandemic be our GotM down the road, but I don't know if I want to get beaten by a board game on a weekly basis. It's an awesome game and all, but it's so demoralizing...
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The final week of April was a crazy one by Hypermind's BoardGame Night standards, with a level of attendance -- and gaming -- not seen in quite some time. At some points we had three separate games running at once! Unfortunately, I am unfamiliar with some of those games so I can't really provide commentary on them, and since I didn't participate I can't properly recap the sessions. Here are those "other" games that went down on 4-29-08:

Lexogon One
Time: ?
Final Scores: Thomas 6, Barbara 16
Game Ratings: Thomas 9, Barbara 9


Poison
Time: 48 minutes
Final Scores: Thomas (Win), Barbara (Lose)
Game Ratings: Thomas 9, Barbara 8


Blink
Time: 5 minutes
Final Scores: Wendy (Win), Bobby (Lose)
Game Ratings: Wendy 10, Bobby 6


5 minutes?! "Blink" indeed!

For the month of May we've selected China as our GAME OF THE MONTH!, partially because we all like the game and partially due to the recent closure of the game's publisher, Uberplay. Join us next month as we memorialize the company that brought us this and other games (including For Sale, Hansa, Alhambra and August '07 GotM Ra) while we engage in one of the finest area-majority games we've experienced.

Plus play a ton of Race for the Galaxy, of course. ;)
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Edited Mon May 5, 2008 7:33 pm
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