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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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Posted On: 0000-00-00 00:00:00
Edited On: 2008-04-02 22:48:16

1. Cuba [Average Rating:7.46 Overall Rank:108]
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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Posted On: 2008-04-02 14:30:20
Edited on: 2008-04-02 22:51:03
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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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Chris Ingersoll
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Y'know, after reading a couple of threads over on the Cuba page, I think I may have to rescind that "played correctly" bit... there are still a few rules we need ironed out.

For instance: Subsidies (edict IIIs) apparently have a cap of 7VP per round. Also, the Tradeswoman can only take a free piece of the lowest-priced product when you use her alternate ability.

I don't think either of these had a huge impact on our game, but since it was so close one or two VP might have made all the difference.
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Chip Lee
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0405
Yeah, I also caught that rule about the Tradeswoman and was going to mentioned it next Tuesday.
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Chris Ingersoll
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Session 2: April 8, 2008
Time: 104 minutes
Final Scores: Alton 83, Chip 78, Chris 69, Jim 69, Mark 79
Ratings: Alton 8, Chip 7.5, Chris 7.5, Jim 7.5, Mark 8




Week Two of our Cuban Game of the Month! saw Jim joining us instead of William, but other than that there really wasn't too much to discuss. Alton quickly built the Hotel, Inn, and one of the Banks to continue riding his strategy from the previous sessions, Jim eventually opted for Water, Mark rolled Cigars, while Chip and I investigated rum-running -- him selling it for pesos, and me just using it for VP either via the Parlor or Shipping.

Of course, I mis-placed my buildings early on and suffered throughout the game because of it. Every time I tried to set up a huge Mayor action, I was cut off before I could capitalize on it and earned much less as a result. Chip was experiencing similar problems, although thanks to the Harbor Act and a little near-kingmaking on my part he was at least able to make a huge leap at the end with a 12-point Mayor action of his own. Mark went about his usual efficient production line, and Jim appeared to be a little overwhelmed at his first play (which is understandable -- there's a lot going on in this game).

While all that was going on, however, Alton was just a VP-scoring machine, and nobody really expected to catch him after a certain point. Alton finished the game by throwing his nest egg of pesos at the vote to ensure that the Building Subsidy would take place, firmly cementing his lead.


After our third consecutive week of Cuba, my rating has slid down to 7.5 (which is the BGG average rating for it). Too many fiddly bits and a (very) surprising lack of variety are just making the game drag down for me; I suspect that always playing 5-player games may be playing a role as well. We have three more weeks of this thanks to a quirk of the calendar... and I'm already getting the feeling that this is going down the exact same road as Power Grid a couple months ago. Hopefully I'm wrong about this, as it would be a shame for the Hypermind Boardgamers GotM program to kill yet another title.
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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.
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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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Chris Ingersoll
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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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Chris Ingersoll
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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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2. Race for the Galaxy [Average Rating:8.06 Overall Rank:10]
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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Posted On: 2008-04-02 14:55:22
Edited on: 2008-04-03 08:05:48
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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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Chris Ingersoll
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Session 2: April 8, 2008
Time: 41 minutes
Final Scores: Brett 25, Chris 36, James 26, Mark 41
Ratings: Brett 8.5, Chris 10, James 7, Mark 9.5


I will probably have 100 plays of this game by the end of the year. At least.

Anyway, Brett got the rundown that doubled as a refresher for James and we were soon good to go. I was stranded with zero-point Alpha Centauri yet again, but at least I had a solid hand to attempt Rare Earth; James had Epsilon Erandi, Brett Earth's Lost Colony, and Mark had Old Earth instead of New Sparta for a change.

Unfortunately, Mark and I quickly wound up going head-to-head in pursuit of a Rare Earth strategy while Brett was looking for Military and James attempted to work with Contact Specialist, but some confusion kept him from really doing broken things with it. James did eventually find and develop the Pan-Galactic League, which earned him enough VP to be in the Race. Brett assembled some solid cards, including some Mining Robots that I really wanted. Mark naturally developed the other Mining Robots and prevented my Mining League from being all it could be. What really pushed Mark along was having Market World, Deficit Spending, and a stupid number of Trade powers, which combined to allow him to gain a bunch of VP while still drawing cards; I tried to head him off by developing a Trade League to leech off his Consume: Trades, but his last-turn development of Galactic Renaissance pushed him over the top for the win.



I'll get you next next time, Gavlak!

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Mark Gavlak
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Like I tell everyone else that wants a piece of me--GET IN LINE!!! :arrrh:
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Chris Ingersoll
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Session 3: April 15, 2008
Time: 25 minutes
Final Scores: Chris 30, Mark 28
Game Ratings: Chris 10, Mark 9.5


Mark and I arrived early and wasted no time in settling into a RftG grudge match. One of my photos was apparently eaten by my wife's camera, so I don't have too much information to work on, but the ultimate result was my using a bunch of trade powers and rare earth production to garner a ton of VP chips, edging past Mark by two points in the final scoring. For his part, Mark went with some Windfall worlds and New Economy to keep up card flow, but I ended the game via x2 Consumes before he could really