On Saturday I went to the Games Gathering at Brookhurst
Hobbies. There were around 25 people at
the event and 6 games being played at any one time. I was going to see if I could get some
redemption for my poor performance last month, but unfortunately it was not in
the cards.
I was able to play two games at the event and was not at my
best in either of them.
The first game I played was Wildcatters. The theme of Wildcatters is the players are
oil barons setting up their oil empires throughout the world. This ranges from drilling wells and making
them produce, to transporting the oil to the refineries to be refined for use.
The players start the game by seeding the board with 3
drilling rigs, 2 trains, an oil tanker and a refinery based on 8 region cards
that they are dealt. They also star the
game with 20 shares of stock and $10 Once this is done, the players then start
taking their turns. They start the turn
by receiving $10 in cash. During their
turn, the player may purchase and place additional infrastructure items, open a
well, transport oil and transport oil to the refineries. The player can only do these actions in a
single oil producing region or any non producing region. The location is determined by taking one of
eight region cards that are face up during their turn. Other players my piggyback on some of these
actions by giving the player that initiated the action some shares in their
company. If a refinery is full at the
end of a player’s turn, the oil is placed in that region’s market.
Points are scored in the game by having the most shares in
each of the companies, and providing the most oil in a region during the first
scoring round. During the final scoring
round the players get points for the same thing they got them for in the first
round plus having the most money and bonus points for controlling wildcatter
wells, and three or more refineries.
I tried my refinery strategy again and was able to discover
an issue with it. As I had mentioned in
my review of Wildcatters earlier this week, I had a concern that the strategy
would not work if two people were pursuing it.
In this game there were two of us that decided to start the game
building refineries so we started to split the markets. The thing that added to the problem was that
the other players were not producing enough oil use the refineries to their maximum
capacity. This hurt the game for both me
and the other player. In hindsight the
only way I could have pulled out a victory was to invest the oil refinery
proceeds into stock from the other players instead of trying to pay off the
loan in my stock that I had taken by the end of the games because I would have
been able to get closer to majorities in those stocks and gotten more than
enough points to compensate for what I would have lost for not paying the
loans. As the game stood I did not do
that and suffered a fourth place loss for my trouble.
The other game that I played was Eurorails from the Empire
Builder family of games.
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.
Eurorails is set in Europe from Kaliningrad in the east to
the western shores including the United Kingdom and Ireland. The goal in Eurorails is to collect $250 and
for the player to have connected six of the seven major cities in the
game. In the current version of the game
the option of building the Chunnel between France and England is now
available. The cost is prohibitive and I
would not recommend it unless there are four or more players in the game and a
player is spending most of their time moving to and from England.
I started the game with reasonable track that was able to
get me to my first three deliveries. I
ran into trouble after I drew a new card that gave me a good delivery that would
require me to build track to get the load and more track to the drop off but I
had enough money so I decided to do it.
After I built to the pickup point and was getting ready to get my load I
decided to be clever and upgrade my train so I could carry and extra load and
used all of my cash completely forgetting that I had to build to my second
destination and would not have enough cash to do it from what I would make from
the delivery to the first destination. I
was able to get a card that was able to get me the money I needed after my next
delivery, but the delay had already done its damage and I came in second.
My stats for the event:
Game
|
No. of Plays
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
Avg.
|
Wildcatters
|
1
|
-
|
-
|
-
|
1
|
-
|
-
|
-
|
-
|
4.00
|
Eurorails
|
1
|
-
|
1
|
-
|
-
|
-
|
-
|
2.00
|
||
Totals
|
2
|
-
|
1
|
-
|
1
|
-
|
-
|
-
|
3.00
|
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