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Everyone who I regularly play with has forgotten about Ronin.
Today, I faced my third opponent new to my Cybernetics Division deck. It had to defend itself against Kate McCaffrey.
I opened up with 2 x Cerebral Overwriter and an Accelerated Beta Test in HQ. After I saw Kate take a mulligan, I did a "yomi" and went with this opening turn. Click 1: Install Cerebral Overwriter. Click 2: Advance Cerebral Overwriter. Click 3: Advance Cerebral Overwriter. I hypothesized that if Kate had a bad mulligan, she would be more willing to lose it to damage. I also felt that Kate would come out aggressive and not give up a possible 3 points.
It was gratifying when Kate took the bait and ended up with a 2 card grip size right from the beginning. Very soon afterward, I was able to double advance a Ronin which she didn't run. And next turn, that was the win.
Next up was a rematch of Edward Kim against SYNC. I had money in the form of a Kati Jones and Armitage Codebusting. That, an Imp, and a Corroder got me past the Wraparound protecting R&D. But, those single accesses didn't net me any agendas while SYNC was able to race out to 6 points fairly quickly.
Changing tactics to ignore the tag, Account Siphon, and spending 5 credits to break Archangel to access R&D might have dragged out the game for a few more turns but that was it.
The tweaks I need to make are more money, find something better than Force of Nature, and tutoring or draw power. Hmm, the usual stuff every Runner deck needs ...
Wed Oct 26, 2016 10:48 pm
In this Special Weekly Update, Alex brings the usual updates including new preorders, new in stock, and a new Game of the Week, but also features a an overview of Funagain Games' trip to Essen!
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Wed Oct 26, 2016 10:32 pm
W. Eric Martin
• Designer Matt Leacock had four different releases at SPIEL 2016, so instead of trying to arrange demo times with the three publishers involved, we just arranged time with him and let him worry about the details of getting everything to the right location at the right time. That's what Pandemic is all about, right? So let's have him see what it feels like!
We started with Chariot Race, which Pegasus Spiele debuted at the show and which Eagle-Gryphon Games plans to release in the U.S. in November 2016. I am amused that the release from German publisher Pegasus (which includes rules in English) uses the English-language title "Chariot Race" and the German subtitle "Das große Wagenrennen" — which essentially means "The great chariot race", which is precisely the subtitle EGG used on its release, which means that "chariot race" is used twice in the title, yet not in an intentionally amusing way such as Greater Than Games' Time Management: The Time Management Game.
Surely other, better options were available, yes? Maybe Chariot Race: You're Probably Going to Die, or Chariot Race: Suck a Caltrops, or Chariot Race: The Horses Curse You in Their Sleep. So many possibilities...
• The 2015 release Thunderbirds from Modiphius Entertainment was crowdfunded for both the base game and several expansions, with those expansions being released to retail outlets bit by bit to keep the game present in the minds of the game-buying public. Has that strategy worked? I don't know, but I can say that it worked well enough that we featured Leacock talking about the third expansion, Thunderbirds: The Hood, which transforms the game from cooperative to one vs. many, with the lone player now taking the role of the Hood.
• The 2016 Pandemic Survival World Championship takes place in Barcelona, Spain in December, and perhaps not coincidentally Z-Man Games has released a new version of Matt Leacock's Pandemic titled Pandemic Iberia — this time co-designed with Jesús Torres Castro — with the players traveling back in time to the mid-19th century when they couldn't fly around everywhere and when you were more concerned with providing citizens with purified water than with curing the diseases outright.
• Leacock teamed up with equally famed designer Tom Lehmann for the two Pandemic expansions On the Brink and In the Lab, and now the two have gotten together again for Pandemic: The Cure – Experimental Meds, which more than doubles the number of roles available in Pandemic: The Cure while also adding a fifth virus, hot zones, and more in expansions that can be mixed and matched for use with the base game.
Wed Oct 26, 2016 10:15 pm
A Feast for Odin. I've been drinking the mead-flavored Koolaid. I get on BGG every hour hoping for new User Comments on the game and other content. I feel impatient when my subscriptions kick in content for other games. I just focus intensely on the screen and try to summon forth more A Feast for Odin content.
I thought I'd post some of my pics and notes from my last few plays for those of you who haven't gotten the game yet but want to know more about how it can play out.
* * *
My scores in AFFO are shooting up. On my 6th solo play I finally cracked 100 points ending with 119 points.
People who are worried about this game being too much of a sandbox with not enough variability will have their worries allayed as soon as they get a couple games in. This playing was unlike any of my previous five solo run throughs (and all eight plays I have had so far).
Let me explain: Angler got me some well needed food when I went Trapping. Ship Architect got me two longboats without having to waste actions. Because I had Ship Architect, I went with a sheep strategy so I would have the wool to make the ships. And since that card was going to be my source of ships, I had to wait until Round 4 for my boats, which meant I picked up two late islands instead of an early or early/late combo of islands. Because I didn't have islands early, I had to play tiles to main board. That got me lots of early bonus resources, which I used to get those ships. That is a big change in strategy for me, as I usually ignore the main board in order to score extra boards. This time though, one of my extra boards was virtually empty!
There is a ton of variety in this game. Mind blown.
* * *
My third solo play of this today, and my tenth play of this game since I got it late Wednesday afternoon. The most addictive, interesting, fun solo game I have ever played.
This time around I had Maid (if you would receive only one bonus good from a house, take silverware instead) and Bosporus Merchant (every time you produce spices, take an oil as well) and generated a lot of good small tiles to puzzle with. I also had Bean Farmer and just assumed that since Uwe Rosenberg designed the game, the Bean Farmer would be overpowered - alas, I couldn't seem to get it to fire well, but that is partly because one of my Beans was being swapped for silverware every round!
Since spices were good for me, I did a lot of whaling and hunting, as well as generated meat from bonus spaces. With upgrading, this allowed me something like 8-10 free oil!
Near game end, I thought I had tons of tiles, so I explored a THIRD board (this play was a new record for boards: I had one house and three lands), but it was the spotty Newfoundland tile (every -1 in the middle is separated from the others by an empty space), and I didn't have the big stuff to place on it because I needed those for the player board negative points. Still, with Seafarer's help (a lucky draw at the end that gave me 9 coins for having three land boards), I got 115 points, four shy of my best.
* * *
One of the strategies I hadn't tried yet was using House boards exclusively as my extra boards, instead of my usual strategy of Exploration boards. I finally got a card I thought might help me out. Princess.
So I decided to try getting lots of resources, building lots of Houses, and using the Silverware tiles I was gaining to help close off my houses. (Those slim pieces are so useful!) It didn't go well. The resources weren't the problem, it was, rather, realizing that Silverware feels quite wastes in Houses, since I could have just used Flax or Wheat instead.
I think I also realized how hard it is to make a Housing-only strategy work, because there just aren't that many small orange and red tile floating around to get these things filled quickly. Part of me want to try this card set again and see if I can play it better, maybe using the weekly market.
Besides not playing very well, I missed having an Exploration board to fill. That is definitely part of the appeal of the game for me.
* * *
My key occupations this time around were Bosporus Merchant (each time you generate a Spices tile, you gain an Oil tile) and Undertaker (each time you place a Runestone on an Exploration board, gain a silver. My thinking was that I would use whaling actions to get Bones, then upgrade Bones to Spices, which would gain my Oils. I would then use upgrade actions to covert my many Oils into Runestones, then place my Runestones well onto boards for the Undertaker's silvers, as well as lots of bonus goods. I took Bear Island for the bonus Runestones to boot. The silver would be used to Emigrate.
The game went fairly smoothly, but I made a few bad green tile placements that made it hard to finish the Exploration boards. In the end, my gross score wasn't fantastic, and the negatives took my down to 86. Look at the amount of wasted tiles I had! Ugh!
I was hoping for a game that was open enough to explore, but tense enough to really put me through the ringer.
Now chant with me!
The Vanilla Stout is in the bottle. I used a half cup of solid malt extract to prime and twelve ounces of lactose for a little sweetness. The bottles should be carbonated in seven days, which is what it has if I am able to take these to a gaming weekend. The alcohol content is 6.8% by volume. I had a yield of forty eight bottles.
The experiment was bottled too. I forgot to check the alcohol content but I have ten bottles of the stuff.
This is my treehouse from last night. I was able to complete one of my private goals, and we ended in a three way tie. I lost the "adequate" tie breaker, which is most rooms of one type. I would have had more fun in mine given the candy, pies, chemistry and hammock.
Recently I was given the opportunity to preview an upcoming new game that is currently available to back on Kickstarter. I received a prototype copy of the game and rules. These are my thoughts and opinions on the presented materials. Enjoy!
Xenofera is a game by Liz Gattra and Jeff Porter. The game is self published. It is for 2-5 players. In this game, players take on the role of an experienced huntsmen from a distant galaxy. They've each been hired by a noble member of the Royal Society of Xenofera Huntsmen to compete for them in the once in a decade, Great Galactic Hunt. They will have to recruit the best crew and build the strongest cages in hopes of capturing the most appealing creatures. Of course they'll have to be careful as their opponents may try and steal their creatures or even sabotage their expedition. In the end the player that can garner the most points throughout the hunt, will be declared the winner.
To begin, the Huntsman deck is shuffled. Each player is then dealt 2 card face down. Players select one of the Huntsmen and place it in front of themself face up. The other cards are then shuffled back into the Huntsman deck which is placed to the side of the play area. The Creature deck is shuffled. The top 5 cards are then flipped over into a row beside deck known as the "Line of Sight". The Collection deck is shuffled and 2 cards are dealt to each player face down. Players keep 1 and place it facedown next to their Huntsman. The other card are shuffled back into the deck which is then placed to the side of the play area. Each player is given a set of Battle cards and a Player Turn card. 2 small animal cages, 2 steel cages and 2 glass enclosure with divider cards are removed from the draw deck. These are shuffled and 1 card is dealt to each player. 1 expedition member for each player is removed from the draw deck. These are shuffled together and 1 is dealt to each player. The remaining cages are returned to the draw deck and reshuffled. Players are dealt 4 additional cards from the deck. If a player is dealt a Stampede card, it is randomly placed back into the draw deck and the player is dealt a replacement card. The first player is chosen and play now begins.
The game is played over several rounds. Each round players will take a turn. A player's turn consists of 5 phases; action, build, capture, draw and renew huntsman and crew members. The first phase of a player's turn is the build phase. In this phase the player may take up to two actions. One action they can take is to place a crew member from their hand into their crew quarters. These cards are placed beside the player's Huntsman character card. Each player only has room for 5 crew members to be placed in addition to their Huntsman. Another action the player can take is to play any regular action card. This is done by simply placing it in front of themself and following the instructions on the card. The card is then discarded.
The next phase is the build phase. In this phase the player can use the build points provided by their Huntsman and any crew members they have in their crew quarters to build a cage or item from the cards in their hand. The item is then place into the player's cargo bay. It should be noted that the cargo bay can only hold 10 cages and 1 alarm. When a Huntsman or crew member is used to build with, their card is turned sideways to indicate they've been used. As long as the player still has enough points to build with, they can continue building as many items or cages that they'd like. However, build points contributed by a Huntsman or crew member do not pool and so any overage is lost and can not be used to build another cage or item that turn.
The third phase is the capture phase. In this phase the player can use the capture points of their Huntsman or any of their crew members along with the cages that they've built to capture a creature. It should be noted that the cage must be the correct size of the creature the player wishes to capture. Like with building, once a Huntsman or crew member has been used for their capture points, they are turned sideways to indicate they've been used. As long as the player still has enough points to capture creatures with and they have the correct sized cages, they can continue capturing creatures. However just like build points, capture points contributed by a Huntsman or crew member do not pool and so any overage is lost and can not be used to capture another creature that turn. It should also be noted that Huntsman and crew members that were used to build with can not be used to capture with in the same turn. Once a character is used, they are exhausted and unavailable for the remainder of the turn.
The next phase is the draw phase. In this phase, the player is allowed to perform one of the following actions. They can either discard any number of cards and draw back to their hand size of 6 cards, or they can draw 2 Collection cards, keep 1 and shuffle the other back into the Collection deck.
The final phase is to renew Huntsman and crew members. In this phase, the player turns any Huntsman or crew members that were exhausted and turned sideways back to their correct orientation. These characters can be used again on the player's next turn.
It should be noted that some cards when played will trigger a battle. When this happens, a series of events occur. First, each player that's involved in the battle must select 2 cards from their Battle cards and place them face down on the table. The cards are then revealed and the player with the highest total wins. Ties go to the attacker. The cards are then discarded to the player's used weapons pile and are unavailable for the next battle. The decoy however is the exception. It is returned to the Battle card pile to be used again. Once a player has only the Decoy in their Battle card pile, then the other Battle cards are returned to the pile and are available to be used again.
The game continues until the last round is triggered. This can happen in one of 2 different ways. If the last card is drawn from the Draw deck, the last round triggers. Another way the last round can trigger is if a player has the minimum required number of occupied cages. They then call, "Last Round". The number of occupied cages required depends on the number of players. Once the last round has been triggered, all players have one last turn except for the player that triggered the last round. Final scoring than occurs. Players add up the value of all the creatures in their Cargo Bay as well as any bonus points they've collected from successfully completed Collections. The player must also subtract any Failure costs from Collections they failed to complete as well as subtracting crew members costs. Once this is complete, players compare their scores. The player with the highest score is the winner.
Since this is only a prototype I won't go into a lot of detail here. If you want a better idea of what the actual components look like, I'll point you to the Kickstarter link below. This will give you a better idea of how the components look and what comes included with the game. As for the prototype, the artwork is really great looking and looks like something from a fantasy novel. The quality of the cards, even in prototype form is pretty darn good. I'm impressed with the overall look and design at this point. I especially like the different creature cards. To me they're the most interesting. Looking at the campaign page for the game, the artwork appears to be even better and more refined. From what I've seen, there's a wealth of great looking cards that will be made even better once the game is produced. Overall, I'm thrilled with the game.
Just like the components, the rulebook is a prototype as well. Even so, I have to say that the design and look is quite nice. There's a nice background into the story behind the game to add a little flavor to the mix. There are plenty of pictures and examples which are a plus in my book. There's even a great set up diagram to show you how everything should look. The phases of a player's turn are all lined up and detailed really nicely. There's even a great section that details all the different card types and what each part means on the card. Also included in the box was a really nice sheet that goes over a round of play with pictures and examples. REALLY nice! Finally there is a card inventory sheet included that explains each of the different cards and gives all the pertinent information about each one. In my opinion, what's not to like. For a prototype, a lot of work was put into making everything just right. If that much work was put into this, you can expect to see even better in the finished product. Once again, I'm thrilled and can't find anything to complain about.
This is an enjoyable game. The game is at it's heart a hand management game with elements of set collection, take that and some resource management. I love building cages and capturing creatures. You really have to balance the line between the two actions though. Do you use all your crew members and Huntsman to build this turn or do you try to save a bit for that creature that you want to capture. Battles are kind of like that too. Just because this is your first fight doesn't mean that you want to use your highest numbers to fend off the attack, because the next time you battle the other players already know that you won't have those numbers to fight with. Basically you make yourself a sitting duck until you get the rest of your Battle cards back. I kind of wish there was some way to make this a bit more balanced, like perhaps a dice roll added to the Battle card total or something like that, just to make it a bit more fair. In any event, what it all comes down to is balance. As you can see, there's a nice bit of strategy involved in the game. It's nothing so deep that you're gonna find yourself overanalyzing or going all AP prone. It's just enough to add a little bit of tension to the game. I will say that luck of the draw does tend to be fairly high here. So if you're not up for a bit of randomness then this might not be a game that interests you. However it doesn't bother me so I don't have a problem with it. Collections seems to be the best way to really score points and it gives you a real direction for you to strive toward. I'm not necessarily fond of the negative scores for uncompleted Collections but that would be one of the few complaints that I have. In any case, I like the game. It's really interesting and fun. I would recommend giving it a try. Fans of hand management or set collection games should enjoy this one. It's definitely different from anything that you already have in your collection.
8 out of 10
Xenofera is a card game that mixes hand management with take that and set collection to create a truly unique experience. The game doesn't take too long to play. Most game sessions last about 30-45 minutes. The artwork is really good and the cards are very good quality, even for a simple prototype. I really like the different creatures. The game for me is all about balance, trying to find that balance in every decision that you make. There are plenty of choices to make and a good bit of strategy, however the game doesn't cause AP or any other issues that should interfere with the game. I do wish that the battles had a little more balance to them, as I find that many times players tend to gang up on the weakest opponent at the time due to how easy it is to keep track of the cards that players have already used. The game does tend to have a fair bit of randomness to it. However if you're like me, it's fine and won't be that big of a problem. Fans of hand management and set collection games should enjoy this one. It's really quite different from most of the games on the market. Overall I like the game and think that it will only get better once produced. I would recommend giving it a try. The next great Huntsman could be you.
8 out of 10
For more information about this game, please check out the game’s site.
You can also back it on Kickstarter right now by following the link below to the campaign page.
Pays de La Loire
I'm going to blog the process of designing a scenario for FTGU over the next few weeks. Yeah, it might look like sausage being made. Here's your chance to second guess me.
Band of Brothers
Four whole days in which to combine my two passions of board gaming and canal boats? Yes please!
It’s been a while since I had some time off work, and when my old man offered four days on the family narrowboat to go from Burton-on-Trent to Coventry I couldn’t refuse. “Good chance to try some new games?” he asked. Most certainly.
On a cold and still Friday we left the marina about 11am. Lucky we did, as about 90 minutes later Dad got an e-mail to say there’d been a boat fire at the far end of the marina. An unattended boat (the owner was using the shower facilities) caught fire, which spread to three other boats and gutted them. As of Saturday morning the marina entrance was closed, with stop-boards in place to prevent any petrol or oil in the water getting into the Trent & Mersey Canal.
As we got to our first lock it was apparent we were at the back of a line of boats which can be something of a drag. It invariably means that we arrive at a lock while other boats are waiting to go through, so I go up to help the other crews. Of course, being last in line means everyone else has buggered off by the time it’s our turn and we have to do the lock without any help. Red flags were raised at Alrewas Top Lock as the hire-boat crew who were ahead of us informed me “We have no idea what we’re doing.” Jesus, how have you got this far then?
After a much needed recuperative pint at The Swan Inn by Fradley Junction, we turned onto the Coventry Canal. The rural nature is regularly spoilt by the nearby railway which alternates with long, rumbling freight trains and Beardy Branson’s express services.
Mooring up about 4pm, the chosen entertainment after dinner was venerable Castles of Burgundy. I’ve made no secret of my relationship with this classic title, Robyn didn’t like it and neither did my friends, and while I recognise its mechanical beauty I don’t think it’s a keeper. So this trip was something of a last chance for it.
Dad picked up the rules really quickly and before long didn’t need any help with what tiles to choose. His big mistake was not getting early mines which allowed me to take them unopposed, maybe I didn’t stress their importance enough, but he did do some nice combo actions and stormed ahead in the turn order.
Content to let him stay first player, I managed to get the “4 points per Bank” tile and maximise it by placing down a Bank in each of the four town regions. My glut of silver allowed me constant use of the Black Market tiles and it wasn’t all that surprising that I won with about 170 points. Dad wasn’t far behind however a score in the 140s, which I don’t think is a bad score for a first timer.
Dad was up for another game before bed so I figured a quick game of San Juan was in order. At least I could cross off another 10x10 play, and with it being one he’s played before I wouldn’t need to do a rules explanation.
Dad got his production engine up and running quite quickly and went for a wide strategy, building as often as possible. I struggled to keep up, an Aqueduct propped up my production but my opponent’s Guard House was limiting me to a hand limit of six. A couple of decent Councillor actions put a Victory Column, Hero and Palace in my hand so I focused on getting those out instead. In the end, it was the Palace that won it for me as I beat Dad by only three points, 22 to 19.
One of the nice things about the Coventry Canal is that its only locks are concentrated in two spots, so long portions of it are lock-free and allow for relaxing cruising. I took the boat up the pair of locks at Glascote, and we talked at length about Castles of Burgundy to try and help make up my mind about it.
I won’t be keeping it. I know, I know, please deliver your scorn in the comments, but ever since my embryonic collection outgrew the little shelf in the student house three years ago I’ve always tried to keep my collection as trim as possible. Despite everything I appreciate about Burgundy, all it will do is simply take up space on my shelf. I’ve certainly had my money’s worth, it’s hard not to given its low price, but when playing it on the boat I just didn’t feel excited while playing it. The fun that I had playing it was more from sharing my hobby with my father, not that the game was offering me interesting decisions.
The artwork and colour scheme were my dad’s main points, saying that when compared to other modern games he’s played Burgundy feels very drab and plain. “I’ve glad we played it, I see why people like it,” he said, “but I wouldn’t choose to play it again I don’t think.”
That’s three for three now, thrice-damned by Robyn, Dad and my friends, and I think that says it all.
Another cold day of pretty uneventful cruising, we moored up for the night about a mile before the first of the eleven Atherstone locks.
Saturday night’s game couldn’t have been any more different from the previous night. Current Essen darling Terraforming Mars hit the table after Strictly (#TeamEdBalls) and Dad was more than happy to dive into the all-inclusive Corporate Era game mode.
Opting myself for the United Nations Mars Initiative corporation card (“Maybe they’ll do more for Mars than they have on Earth.” quipped Dad. Not even started yet and trash-talk already!) while my opponent went for space mad Phobolog, we cracked on and got stuck into the game. The core rules for Terraforming Mars are pretty straight forward and Dad only had occasional questions about the workings of a few cards. We did however play without using the Awards and Milestones, partly because I felt that there were enough actions to think about just from the cards and Standard Projects, partly because based on my previous game against Alex last week, they just end up cancelling each other out in a two player game.
My steel production was non-existant for the whole game apart from occasional placement rewards, and my meagre titanium income was all funnelled into the very thematically appropriate Security Fleet. By the time Dad played Asteroid Mining Consortium to steal my titanium for his own ends, my security fleet was worth ten points. It wasn’t a big surprise that I won, but Dad immediately identified where he went wrong in not making great use of his (plentiful) steel and titanium, thus lacking the cash to pop down more cities and greenery.
Sunday’s main event was the flight of 11 locks at Atherstone, and with them all set against us (meaning we had to drain every lock first before we could go up) I certainly got a decent workout. Thankfully the top four all had volunteers on, the first two of which were less than enthusiastic about our destination, Coventry Basin. Stories of a canal terminus choked with litter, rowdy yoofs and regular visits by Coventry’s boys in blue (not the football team!) shocked us a little bit, but the other two volunteers were a bit more encouraging.
The quiet canal allowed Dad and I to enjoy something of a boating past-time: admiring the wide range of graffiti adorning the nation’s bridges and walls. We’re agreed that, while the canals would be nicer without it, it is unavoidable and as such the ones who put a bit of time and artistic effort into their works are tolerable at least. I can’t always read what the gigantic bubble letters say (OAF? OAT? OAP?) but I would rather have that than a wall full of plain black letters stating “JIMMY” over and over again. Well done, you can spell your name.
Nuneaton’s canal bridges were a treasure trove of information. “JAMES ALSOP IS A TWAT” declared one. Thanks, we’ll keep an eye out. “KERRY LOVES MINGE!” Again, good to know should I have a lesbian friend seeking such delights. “MAN UTD R SHIT” had been daubed by someone bright enough to somehow make it to the other, non-towpath accessible side of the bridge. Oddly enough, that scrawl turned out weirdly prophetic as Dad despaired at Man U’s 4-0 drubbing by Chelsea when we watched Match of the Day later on. The best one was "BEN WOZ HERE 2001". I denied my own involvement, and wondered aloud what said Ben was up to 15 years down the line.
"Probably at Her Majesty's Pleasure." Dad said.
Given a choice of playing Terraforming Mars or Castles of Burgundy on the last night, it was a clear choice. Dad resolved to not make the same mistakes again and got another space-focused corporation, Saturn Systems, while I opted for money-bags galore CrediCor.
Again, my steel and titanium output was minimal all game but having Advanced Alloys to make them worth more meant that I could make the most of them when I needed to. My secondary points income came from Nitrite Reducing Bacteria this time, which I happily used to keep bumping up my Terraform Rating. Dad was the first to openly attack, crashing down asteroids regularly and destroying my plant supply, while I countered with Hackers and by piggy-backing off his city building with Martian Rovers.
By the end, cities and forests were sprawling across the Martian surface, but in my final turn I had enough money to pop down two more cities onto the edges of the greenery which sealed my victory. It was a very close thing though, and both of us scored higher than the previous night and with a smaller gap between our scores. I am sure had we played again he’d have finally beat me!
Our final day was just straight cruising without any locks. Once we got past the junction with the Ashby Canal I was in virgin territory and I steered through the last 5 miles into Coventry to the Basin. I think that inner city canals have their own kind of charm, continuous green fields get a bit dull after a while, and while warehouses and factories often give the canal an oppressive atmosphere it’s still nice to realise you’re on your own little waterway of peace and calm while the city works around you. The quality of the water alternated wildly between “truly awful” and “virgin spring”, at points being almost choked by leaves and litter before suddenly becoming so clear I could see the bottom. A few shopping trollies and a mouldy old suitcase provided navigational obstacles, as did the wind inside Coventry Basin as I turned the boat around.
A spot of lunch then off to the station to get my train back home, I can cross another completed canal off my list. It was a fantastic four days away from work and it was great to have some solid father-son time and get some pretty serious gaming in as a bonus.
I should have a small update up on Friday as I am playing Star Wars: Armada with Nathan tonight, and then over the weekend I have three friends visiting for a mega gaming weekend so there will be a picture heavy post to follow!
Oh, and the inexplicable coconuts? Turns out the large numbers of coconuts floating down the canal that so baffled Dad and I are due to the large numbers of Hindus living in Coventry. It is a part of several rituals that coconuts are thrown or placed into the sea or river, or canal if neither are available! You learn something new every day.
Joe Sallen reached out to me to inquire if I'd be interested in appearing on his fine broadcast, and I accepted with gratitude. The episode has now aired, and I'm pleased to report that having heard it I believe I only come across as 93%-97% douchebag. Deception accomplished.
I'd like to thank Mr. Sallen and his partner Trent Hamm for being so gracious, especially in the face of my complete technical incompetence.
As is my wont, I've tagged games that are discussed.
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