There was a pretty good turnout of the Strategic @ Adventure
Game Association event at the El Toro Library this week. There were 23 people in attendance with a
number of new players and infrequent attendees there. There were 5 games being played at any given
time.
I was able to play only 3 games including a marathon session
of Martian Rails.
Martian Rails was the first game I played at the event. The theme of Martial rails is that the
players are developing railroad lines on a fantasy version of Mars.
The game takes the science fiction and fantasy element from
Edgar Rice Burroughs, Ray Bradbury and other authors and brings them to the
game. There are canals with water and
forest and jungle terrain on the board, cities are called thing like Barsoom
and Hinkston Creek, and you even have loads like Roddenberries and Thoats.
As you may already know from my previous entries, the unique
feature of the Empire Builder family of games is the free form building of
track that it allows. The player uses
special crayons that are included with the game to draw their track on the
board. Between games the marking from
the previous game are erased from the game so that in the next play of the game
the players start with a fresh board.
We started with the standard start of three cards. I was able to build out the track to my
initial destination with only a few dollars to spare. It was so tight that if I had a track washout
at the end of my track I would have been doomed. After I delivered my first two deliveries, I
was not able to get that good of a synergy going with my cards. I was in the position of only having one card
with a decent load going one way on my track going one direction on my track
with a good return load during the first half of the game. In the second half of the game, I need to
discard my hand once or twice after every delivery to be able to get a card
that worked and never really was able to get a good run going.
In the Empire Builder games it is important to be able to
have two or even all three of your cards with loads that work together in order
to really be able to get ahead in the game.
If this does not happen, odds are you are not going to win the game.
Add to the situation that we had an inexperienced player in
the game that would not take much coaching and was playing badly as a result,
doubling the time it took to play the game.
The game seemed interminable.
Even with my problems, I was still doing well during the
game until I had to start turning my hand after every delivery. As a result I ended up third out of four
players.
After a three hour play of Martian Rail we knew we would not
be able to fit another Empire Builder game in the time left comfortably so we
opted for a five player game of Saint Petersburg.
Saint Petersburg normally a four player card drafting and
set collection game. Players take turns
doing actions during each round, which include purchasing a card from a tableau
of cards, playing a card from their reserve, or activating a special power on a
card until all of the players pass. We
opted to add the fifth player expansion to the game as well as another set of
expansion cars
A generally successful strategy for the game is to get cards
the generate money early game in the game because money is very tight
throughout the game and then use that money to get cards that generate as many
victory points as possible as the game progresses.
In Saint Petersburg I normally try for the aristocrat
strategy which is to get as many unique aristocrats as possible for a big end
game score. A side effect of this
strategy is that it generates income for a player a second time in a
round. Money is still tight in the game,
but you usually have enough money to do what you need to do.
This time I decided to do a building strategy because
everyone else seem to be going for the aristocrat strategy and you very rarely
win if you are doing the same strategy as everyone else. Unfortunately I was not used to the strategy
and forgot I would not get the second infusion of cash in each round so I fell
behind in generating cash by the end of the second round of the game and could
not recover. I wound up in fourth place
because of this mistake.
The last game of the day was Bazaar which is a game that I
really enjoy. In Bazaar the players are
gem traders trying to fulfill gem orders from demand cards in competition with
the other players. They do this by using
two trading boards that represent the exchange rates for the market. For example one red gem can be traded for two
blue gems. The players use the exchange
to fulfill the demand cards as efficiently as possible to maximize their
points.
I did capture four demand cards in the game but I was too
sloppy in my exchanges that I would have too many gems left over so I was not
able to get very many points out of each demand card. Things would have been different if I had
been able to get the fifth demand card but the game ended just before the turn
I would have gotten the card. I only
managed to come in third out of four players.
It was a pretty good day overall. I got to play two games I do not get to play
all that often so that it almost made up for the interminable Martian Rail
session. My stats for the scorecard did
not improve as you will see below, but I still may have a chance to recover
before August is over.
Game
|
No. of Plays
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
Avg.
|
Martian Rails
|
1
|
-
|
-
|
1
|
-
|
-
|
-
|
|
3.00
|
Saint Petersburg
|
1
|
-
|
-
|
-
|
1
|
-
|
-
|
|
4.00
|
Bazaar
|
1
|
-
|
-
|
1
|
-
|
-
|
-
|
|
3.00
|
Totals
|
3
|
-
|
-
|
2
|
1
|
-
|
-
|
-
|
3.33
|
No comments :
Post a Comment