On Saturday I hosted my event the Strategic and Adventure
Game Association at the El Toro Public Library. The attendance was rather low even for a
weekend where we are up against two other events. We only had 9 people attend. There were three games being played at any
one time.
We should start seeing better attendance for the second Saturday
date starting in January because one of the events we are competing against is
changing their schedule and will no longer be having their event on the same
day.
I was able to play three games at the event. Two of them were Empire Builder family games. The other was a game that I was able to play
twice.
The first game of the day was game in the Empire Builder
family that I have not played for at least a year called Russian Rails.
To review, in the Empire Builder family of games the players
own railroad companies that are competing to build rail lines and move freight
from one city to another based on a set of demand cards that they have. Once a demand on a demand card is completed
the player discards it and draws a new one from the deck. Included in the demand card deck are a number
of disaster cards which include things like derailments and river floods which
impede the player’s progress to victory.
In order to win the game, the player must be the first to have track
connecting a number of major cities on the board and have at least $250 million
dollars.
Russian Rails starts in the Soviet Union era and can extend
to after the fall of communism. The
board includes the western half of the Soviet Union extending east to Alma- Ata
in what is now Kazakhstan. The game
plays similarly to all of the other games in the Empire Builder family. The game was the first to add bonus deliver
cards in a big way to the game. It also
has a unique hazard card that causes the fall of communism which takes away 20%
of all of the player money and adds a toll for people entering Russia from the
other countries that used to make up the Soviet Union.
I started the game with an okay set of cards that got me the
prime set of track that I generally look for in the east so I opted to keep
those. I was able to deliver my first
load without any problems but then I got hit by a derailment card which caused
me to lose one of my loads.
Unfortunately in order to make any progress in the game I had to back track
and pick up the lost load which delayed my game quite a bit. To add to my problems I kept getting cards
that did not conform to my track or my current location so I spend a lot of
time delayed trying to get cards that worked.
I limped through the game and ended up in third place out of three
players.
The next game I played was Iron Dragon. The setting for Iron Dragon is a fantasy
world filled with things like dwarves, elves, and orcs, which is great if you
are playing Dungeons & Dragons, but not my preference for a rail game. I have explained the major differences
between this game and the others in the series enough in previous posts that I
will not go into them here.
I started the game with a set of cards that was so bad that
I had to discard them and draw a new set.
I knew this would put me slightly behind and was prepared to have as bad
a game as I had in the Russian Rails game.
My replacement cards actually turned out to be very good. With them I was able to build a good base of
track in an area that I normally would not think to build and upgrade my train
most of the way. The cards continued to
work out in my favor the rest of the game adding to my current base of track in
areas that I needed to go and making me the money I needed. I actually wound up winning the game that I
expected to lose because of my rough start.
The last game that I played was Organic Soup. One of the people that played Compounded with
me on Thursday brought it with them to show me a game with a chemistry theme
that they really liked.
Organic Soup is a card game in which the players collect
cards to create chemicals and chemical reactions.
The players start the game with a set of chemicals they can
create, one simple, one complex, and one amino nucleic. In addition there are basic chemicals
available for creation on the table. The
players take turns either collecting carbon, hydrogen, nitrogen or oxygen atoms
from 12 face up cards in the center of the table to create any chemical that is
face up on the table or use atom from reaction is front of them to place a
chemical in their hand down. In addition
when they are creating a new chemical they may steal unprotected atom from
other players. The game ends when there
are no more atoms in the deck to place out or when a player creates the first
amino nucleic acid.
We played the game twice.
The first time I did not quite understand the rules so I was not making
more of the simple and complex compounds out of the face up atoms until late in
the game. The game ended when the atom
deck ran out. I won the game because I
had control of two complex compounds the next player had only one.
The second time, with I much better understanding of the
game, I focused on gathering the atoms I needed in order to complete my amino
nucleic acid early on as I was building my first simple and complex
chemicals. This allowed me to create my
amino nucleic acid the turn after I created my complex chemical and won the
game again. Not bad for a guy with a
liberal arts education.
My stats for this event:
Game
|
No. of Plays
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Avg.
|
Russian Rails
|
1
|
-
|
-
|
1
|
-
|
-
|
-
|
-
|
3.00
|
|
Iron Dragon
|
1
|
1
|
-
|
-
|
-
|
-
|
-
|
1.00
|
||
Organic Soup
|
2
|
2
|
-
|
-
|
-
|
-
|
-
|
1.00
|
||
Totals
|
4
|
3
|
-
|
1
|
-
|
-
|
-
|
-
|
1.50
|
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