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Note: Games are listed with the publisher and game owner in brackets, just for reference.


TVB SESSION REPORT FOR JANUARY 21, 1998
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WHO WAS THERE
~~~~~~~~~~~~~
Mark, Paul, Charles, Hank, Matt, Kevin, Sterling, and Doug

WHAT WE PLAYED
~~~~~~~~~~~~~~
Gettysburg 88, Stonewall Jackson's Way, Before I Kill You Mr. Bond (x2),
Fast Food Franchise, En Garde (x2), Get the Goods, Bohnanza


GETTYSBURG 88
~~~~~~~~~~~~~
Matt and I prearranged to play this one (a Christmas present!) the week
before, always a good idea with wargames, even one as simple as this one.
The "88" isn't really part of the title, it's just how we distinguish this
edition of Avalon Hill's battle simulation from its earlier ones (of which
there are three, I think). This was the first game in AH's Smithsonian
Series lineup, a good line of simpler, faster-playing wargames covering
popular subjects in American history. Aside from this one, all the others
are World War 2 simulations (though the Platoon movie tie-in game is one of
this series, too, in all but name--it has the same packaging and
components). Of the three-day battle, there are scenarios for each
individual day, the whole thing, and just the final two days. (For some
reason, there isn't an official way to play just the first two days.) We
played just the Day 1 scenario, the shortest, and were done in an hour.

That may not have been the best scenario to pick, since most of what
happens is that the Confederates big divisions arrive on the scene first,
with only a motley assortment of Union troops to delay them before the bulk
of the Union forces arrive later that day (and on the second).
Correspondingly, the victory conditions are strongly biased: the
Confederate player must accumulate *twice* as many victory points as the
Union to win, otherwise he loses--there is no draw. VPs are awarded for
combat losses to enemy units (1 VP/combat strength), as well as certain
strategic hexes that help guide the battle toward its historic result.
Well, that's what I think they do. There are several hills around the map,
which are useful for defensive purposes, and those have VPs assigned to
them. One more hex on the edge of the map probably represents a bottleneck
for arriving Union troops: they want to keep it open, and the Rebs would
love to choke it up.

As it played out, the Union forces only deliberately entered battle one
time, with no substantial effect. The Rebels, on the other hand, used the
big divisions to annihilate any Union forces in the way, and quickly
marched into the town and then Cemetary and Culp's Hills. But they never
challenged that reinforcements "bottlneck" hex, and Little Round Top was
just way too far. So in the final tally, my Rebels scored about 1.5x the VP
total of Matt's Union forces, well short of what's required to win.

The last time I played this game, I was of the mind that the combat system
(1d10 + combat strength vs. 1d10 + combat strength) swung too wide,
particularly when small forces fought each other. I'd suggested making the
simple mod of using 2d6 in place of 1d10. That idea might still have some
merit, but I found myself not as convinced of a problem this time. The next
time I play, it will probably be with a larger scenario and most of the
simple optional rules. I wouldn't suggest changing anything about the game
until I tried it that way.

However, this next time won't be at TVB (more likely over a lunch or two
with Hank, at work). Doug has been pitching his old Lee vs. Meade game of
the same battle, unique for its square grid with varying movement costs
from corner to corner. Published by Gamma Two, perhaps? Well, Doug,
snailmail me the rules and I'll be ready when you are, even next time.


STONEWALL JACKSON'S WAY
~~~~~~~~~~~~~~~~~~~~~~~
This game, published by Avalon Hill, is one in a recent series called the
Great Campaigns of the American Civil War (GCACW, as distinguished from
Great *Battles* of the ACW, which I understand is an older series written
by or at least associated with Richard Berg).  I sure don't profess to
understand all that it's about, but my impression is of a game somewhere
between the operational and strategic scales (about campaigns, not battles,
of course). Where other wargames might teach the players why certain
battles were won or lost, these games give more insight to the where and
when--road networks, forced marches, and so on relate to armies' mobility
in the ACW. And though it's one of the more complex wargames to be tackled
at TVB, Charles and Hank completed their scenario in no more than two
hours. Charles commented that, although the rules were somewhat involved,
they were also very well written, particularly the reference sheets. They
didn't have to poke a nose in the thicker rulebook during play at all.

  Charles: "In the Stonewall Jackson's Way game, Hank took the Confederates
and I had the Union. To win, Jackson's corp gets points for being close or
on top of the city of Culpepper. Both sides get the usual points for killed
units.

  "The first days battles were only some cavalry skirmishes which pretty
much ended in equal units lost(due to a very lucky die roll by me). The
second day saw Jackson's corp heading straight for Culpepper with almost no
Union forces in front of it. I was able to win an initiatve and move Bank's
entire 2nd corp down the road in front of Culpepper. Hank won some more
initiatives and brought up his last division and launched a corp assault on
Bank's 2nd corp. The result was equal units lost and both corps completely
fatigued for the rest of the day. I was then able to bring down King's
18-strength divison and Siegle's corp into Culpepper.

  "The third and final day saw Jackson's corp make a move around my 2nd
corp and make another corp assault but this time on King's division. King
got routed which allowed Jackson's corp to move next to Culpepper but his
put Jackson's corp between my 2 corp. I launched a corp assault with
Siegle's corp and lost more units than the Confederates but forced
Jackson's corp to retreat. The Confederates ended up with 7 victory points
to 6 for the Union which resulted in a marginal Union victory."


BEFORE I KILL YOU MR. BOND
~~~~~~~~~~~~~~~~~~~~~~~~~~
Doug is on a quest to have this game challenge TVB favorites Settlers and
Air Baron for playing frequency. And you know what? In 1998 this little
near-mindless game is leading! (Which reminds me that I still need to do
TVB's 1997 report...) Well, anyway, two more games were played last time,
by Doug, Paul, Sterling, and Kevin.

  Doug: "The Bond 'games' (to be generous with the term) were a hoot, as
always. I had an easy victory in the first game, but Sterling won the
second using a awesome lair consisting of The Creepy Woods on Peril Island,
leading to the Hall of Magnets staffed with the Loyal Henchlings tending
the Thermal Facisimile of Doom. Or something like that. "


FAST FOOD FRANCHISE
~~~~~~~~~~~~~~~~~~~
The same group that played Mr. Bond went for FFF. By the way, Prism Games'
designer Tom Lehmann has been making appearances at our sister group, the
Silicon Valley Boardgamers. Doing some playtesting of new/revamped titles,
too. Contact Dave Kohr if you're interested.

  Doug: "FFF was a trimuph for the Beef Industry, with the final showdown
the Burger Bros. underdog of the Central/Southwest vs. the Steak n' Salad
behemoth stretching down the entire eastern seaboard. Sterling landed on me
first. Paul was shafted early on by the too often 'land on nothing but
adverts and events' opening. He offered a suggestion that we play with the
'free rides until you pass start' variant, which seems like a good idea for
the next time. His Family style in the Pacific Southwest only had one
customer all game.

  "I'm starting to form the opinion that SnS is really the easiest chain to
play. Sure you can over capitalize and go broke before someone lands on you
but if you can avoid doing so then victory seems almost inevitable. Not a
whole lot of decisions need to be made running it."


EN GARDE
~~~~~~~~
Ah-ha! So not quite everyone else in TVB thinks this game is a drag! (Why
do I go against the grain so often?) Matt and I had tried this one some
time ago, when I cleaned his clock. This time he had a firmer grasp of the
tactics, though, and trounced me in the first match, 5-1 or something. The
second was much closer, and I was able to squeak out a win. Incidentally,
the other night I found I'd been playing one rule wrong all along. When
corrected, it makes the charge attack a more effective tactic.


GET THE GOODS
~~~~~~~~~~~~~
The four wargamers (Matt, Charles, Hank, and myself) changed gears for this
light, multiplayer card game. I've played this several times already with
the lunch group at work, and it's a definite keeper (and at $6 for an
easily available American game, a must-buy, too). The elements of the game
are familiar to anyone who's played Acquire, Airlines, or Freight Train:
collect the most of something, score the most points, with a dimished,
second-place award. Where those other games have spatial or linear
relationships between the commodities one can "invest" in, Get The Goods
distills the concept down to basic set collecting. The result is a game not
as deep, but faster and lighter playing. I like Airlines and Freight Train
quite a bit, but sometimes I'm in the mood for GtG, and it sure fits into a
lunch hour easier.

The one modification I've made to the basic game is to ensure that no one
receives the more valuable x2 or Wild cards in their opening hand--a player
must pay dearly for them when they surface during play. As luck would have
it, four of the five x2 cards came up on my turn throughout the game.
Though not everyone would agree with me, I think they have to be picked,
despite the high cost. The final scores certainly reflected the dominance
of those lucky draws I had. The final scores were 37-24-24-19.


BOHNANZA
~~~~~~~~
Another one that's been played a bit at work, but not yet so much at TVB.
The expansion to this quirky little card game with "constrained trading"
permits up to seven players (the basic game handles up to 5). Though I've
read reports of gamers elsewhere that think those packed-out games are the
best, I disagree. We had six players in our game at TVB, three of them new
to it, and the game dragged a bit. If any of you weren't too impressed, try
it again with 3-5 players, and I think you'll see the game in a better light.

A gamer I know in New Orleans has mentioned that his games have ended up in
ties too many times. Up until now, I could say that my many games of
Bohnanza had never ended that way. However, our 6-player game ended with a
3-way tie for first, the rest not far behind. I thnk 12-12-12-11-10-9 was
the final score. I know Doug and I were two of the leaders, and think Kevin
was the other.


TRI-VALLEY BOARDGAMERS 12/28/97 Session Report
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

WHO WAS THERE: Mark, Sterling, Charles, Doug

WHAT WE PLAYED: Venice Connection, Before I Kill You Mr. Bond...,
Extinction, Wildlife Adventure


VENICE CONNECTION
~~~~~~~~~~~~~~~~~
Sterling and I took this one up first to fill time before other TVBers
showed up. It's an abstract tile-laying game with strong elements of the
basic/classic game Nim. Each tile is aesthetically a little different but
functionally identical: a square depicting a straight section of canal on
one side, 90-degree corner on the other. The object of the game is to place
the tile that completes a "loop" or circuit of canal. There are 16 tiles,
and each player may lay 1-3 on their turns. The tiles placed must be
adjacent to one another (and in a line, which only affects triple tile
placements). However, note that you don't have to lay tiles at the "end" of
the canal. About the only restriction on tile placement at all is that you
can't cut off a waterway by "crossing the T," if you take my meaning.
(Remember, there are only straights and corners, no tees or crosses.)

Also note that with a limited tile set it's possible to set up a situation
where the canal loop cannot be closed with the remaining tiles. When that
happens, the player that spots it and calls his opponent on it gets the win
(unless the first player can actually finish the loop somehow).

My brief experience with the game is that the opening few moves are pretty
random, and that things don't get tight and thoughtful until there are only
a half-dozen tiles left or so. Then again, I never play these sort of
abstract strategy games at a very cerebral level, so perhaps I'm missing
some key strategies. In any case, Sterling and I reached the normal sort of
near-end game situation, I made the placement that I thought sealed his
fate...but in fact I'd placed one too many tiles, and instead gave the win
to him! I'll try to remember to bring this one along somewhat regularly for
the times when just a couple players are waiting for more to show up. (En
Garde fits that bill well, too, and is similarly small and portable.)


BEFORE I KILL YOU MR. BOND
~~~~~~~~~~~~~~~~~~~~~~~~~~
After the grief I've suffered for my enjoyment of another Cheapass title,
Ben Hvrt, I was a bit surprised to see Doug picked this one up. (He also
got The Very Clever Pipe Game. Together with my copies of Ben Hvrt, Spree,
and Give Me The Brain, we've got a pretty extensive Cheapass collection!)
Like many--but not all--of James Earnest's games, the humor in the rules
and game itself is better than the gameplay. Still, there are a lot of
laughs in the first few playthroughs, and for $4-5 for the lighter ones,
it's hard to complain. Charles had showed up by now, so we managed a
4-player game.

This one is a multiplayer card game, the theme being the ridiculous but
traditional situation where criminal masterminds like to taunt any double-O
agents they capture before killing them outright. And of course, that
megalomania gives any superspy worth his secret wristwatch the opportunity
needed to escape, destroying the villain's plans for world domination.

The game is simple enough. Everyone has a hand of cards, both green ones
and yellow ones. The color distinction is a simple way to designate spies
(yellow), which may be pulled from different players' hands at various
moments in the game. Maybe 1/3-1/2 of the green cards are "lair" cards,
which each player lays in front of them. They all have a numeric rating,
which is cumulative with other lair cards. So you can supplement the lair
rating of 3 your Private Yacht has with a lowly Thermal Facsimile (value
1), boosting it to 4. The rating is important because that's the highest
rated spy you can safely contain in your lair. Play such a spy in your
lair, and you have the option of immediately killing him (or her) off,
scoring the spy's value in victory points (30 needed to win). However...

You can *double* the spy's value by playing a taunt card. These are the
rest of the green cards. Each has a great and often hilarious movie-style
soliloquy best read aloud. Heck, a *real* villain would taunt again,
*quadrupling* the spy's value, and so on. Whenever you want to quit, the
spy is killed off at the multiplied value.

Is there a catch? Oh yes! Each of those taunt cards has a letter
designation, A-I. There are actually two of each letter, though each has a
different taunt listed. When one player taunts his captured spy, any other
player may counter with the other taunt card of the same letter. Doing so
means the spy escapes *and* destroys the lair entirely!

And that's about it. You can grab spies sight unseen from other players'
hands, and similarly play powerful spies from your hand to others'
inadequate lairs, blowing them. How I managed to write six paragraphs about
such a little game is beyond me, but there you have it. Another good
filler, though one that requires a few people to play well.


EXTINCTION
~~~~~~~~~~
This one we hoped to play over the Thanksgiving holidays when my brother
was around. Back then Doug couldn't make it. This time Doug was there, but
my brother couldn't! Oh well. We all were willing to give it a try, though
we wisely chose to play with a time limit. (The real rules call for a
last-species-standing victory condition, which would take forever. No thanks.)

There are a variety of biological ideas floating around this game, which
also works (better?) as an educational aid. A map filled with large
hexagons separates the world into some basic types of terrain, and odd
boundaries create some secluded areas. Each player takes a bunch of colored
dice, which are used to represent their species and populate the world. Six
characteristic cards are drawn, but not shown to each other until necessary
(things like predator type, preferred habitat, etc.). Each turn your pair
of actions are determined by a spinner(!). You can migrate, prey (or simply
outpopulate) other nearby species, mutate by drawing different cards, and
also bring some environmental hazards into the game via random events or
barriers to migration (manmade or natural).

So all of the elements I'd like to see in a bio game are there, but the sum
total plays pretty uncontrolled, I thought. I imagine it comes from those
characteristic cards, which can make a species switch from water-dwelling
to a forest creature in the blink of an eye. Since they're all drawn
randomly, a normal pyramid food-chain doesn't typically arise. Fiddling
with those cards might be all it takes to give the game more opportunity
for strategy, I'm not sure.


WILDLIFE ADVENTURE
~~~~~~~~~~~~~~~~~~
This one shows up on a lot of German gamers' top-10 lists, so I jumped at
the chance to buy it. It's not especially rare, unless you're looking for
the english language version. The German isn't bad, though, and the seller
sent me a rules translation and a set of english cards, too. I've played it
a few times now, and it is definitely a keeper. (Not yet a classic in my
mind, but more plays will reveal some strategic depth, I think.)

Doug had to leave early, so just watched a few turns as Sterling, Charles,
and I gave it a go. The board is a map of the earth, covered with pictures
of endangered animals all over it, and lines connecting them in various
patterns (roughly corresponding to travel routes). Each player gets eight
cards each depicting one of those animals (though we played with six, for a
shorter game). Six more are placed face up for all to see. The simple
objective is to lay little plastic arrows along the travel lines to reach
all of your animal destinations, scoring them at one point each as you do
so. The trick is, no matter how many people are playing, there are three
continuous expeditions (trails of plastic arrows), red, blue, and yellow.
Each player gets to lay a single arrow of any color chosen on their turn.
So of course, it is never easy to direct the expeditions your way, not when
the other players are trying to do the same!

Those face-up animal cards are called open discovery missions, and anyone
laying the arrow that reaches one of those destinations gets to score it.
The game ends when someone empties their hand of animal cards. Scores are
checked to see who wins (cards still in hand count as -1). There are some
non-animal spaces arrows lead to. Red dots mean the player draws a "chance"
card, whose results are always beneficial. Green dots allow a second arrow
to be placed immediately. The very few blue dots force the *other* player
to draw an additional animal card, or else the active player may get three
more travel vouchers instead. Everyone starts with ten vouchers, which get
spent fairly quickly on extra arrow placements and swapping out animal
cards (there are a couple more options).

Our game went surprisingly long, even exhausting one color's arrows
completely. Worse than that, it happened when Sterling had set up a
situation where the only legal remaining plays for the red expedition would
win the game for him. Then we ran out of red, and no one was sure what to
do. Not knowing what else, I said I figured red was kaput, and went on to
lay my last card a few turns later. Sterling and I finished with identical
scores, and Charles just a bit behind.



DECEMBER 10, 1997
~~~~~~~~~~~~~~~~~

WHO WAS THERE: Mark, Charles, Sterling, Matt, Beat, and Kevin

WHAT WE PLAYED: Byzantium (S&T #183), Nuclear War, and Groo

NEXT MEETING: December 28, 1997 (Note it's a *Sunday*)


BYZANTIUM [Decision Games, Strategy & Tactics #183]
~~~~~~~~~
After a long time planning this one barely got off the ground. Dave got stuck in horrible traffic in the south bay, I'd misplaced my copy of the rules, and we tried to shanghai Sterling into being the fourth player. Only Charles seemed to have it all together! :-) Eventually, though, we were able to start with Dave as the Moslems, Charles as the Byzantines, I took the Khazars, and the Franks were a neutral power, sort of controlled by the game system (but not very active). The scenario we played was the shortest one, lasting eight turns. Even with just three players, it filled our session. The basic mechanics of the game aren't so far from plain old Risk: territory control and attacker-stack driven combat. In addition, there is an simple economic system, some rules for leaders, and a good variety of special events. The latter provide a lot of chrome that adds a lot of entertainment to the game, but some may be too powerful, or too variable depending on secondary die rolls (as you'll read). Well, anyway, I had a good time, and if I didn't have a ton of other wargames I still need to play for the first time, I'd be ready to try this again. (Note: now I see that the same basic game system is used for another S&T game, 30 Years' War, which I think I have. Something to think about.)

I'm not sure how long each turn lasts. One year, maybe? The game was conducive to taking notes, so I have some detail on the game we played.

Turn 1: Dave's Moslems make a temporary nonagression pact with Charles' central Byzantines, then move much of their forces to their offmap holding area. The Byzantines boost their already dominant army in Thrace, knock my Khazars out of Bulgaria, and occupy fortresses in the east (keeping an eye on Dave). Feeling threatened by the Byzantine army on the march, I sent my best force down there, winning a miraculous victory (wiped out the army and its king!).

Turn 2: Moslems are moving sloooowly, and barely re-enter the board. The new Byzantine king moved to avenge the last turn, and did so handily, wiping out another Khazar force and religiously assimilating my colony. Now in danger of getting wiped out entirely, I only cleaned out some rebels on my turn.

Turn 3: The Moslems move north, ever so slowly. Byzantium backs off in Central Europe, having forced an agreement with the Khazars and now wary of the Moslems. The Khazars just consolidate some holdings.

Turn 4: the Moslems roll poorly again, and aren't able to effectively launch their planned attack on Byzantium's eastern border this turn. Byzantium takes the free turn to build a large army in Nicea, poised to counter-attack the Moslems. The Khazars bring the final rebels back into the fold.

Turn 5: Disaster for the Moslems! A formidable stack of seven units is unable to destroy the Byzantine garrison at Caesarea, and elsewhere most of their fleet is destroyed! The Byzantines also move slow, but at least capture Trakesian. The Khazars force a rebellion in Lombardy, which sweeps into Serbia and drives Frank rebels into southern Italy.

Turn 6: Wow, what a biggie! The Moslems finally get the lead out, and move against the Byzantine army. Before the battle is joined they're able to convert 40% of the Greek force over to their side. Talk about turning the tide! The Byzantine army is wiped out utterly. The sole remaining Moslem fleet even moves just off of Constantinople. The Byzantines don't do much, just keep a little pressure on Nicea, and the Khazars do even less.

Turn 7: The Moslems move into Europe, razing Thrace. The Byzantines can do little more than watch. The Khazars clean the Franks out of Italy down to Rome.

Turn 8: The Moslems back off a bit, content to control all of Asia Minor (and unwilling to risk a battle for Constantinople itself). The Byzantines and Khazars don't do much, but the Franks almost retake Lombardy from the latter.

At the closing bell, victory point counts showed both the Moslems and Khazars doing well, assured that their civilizations would survive in the coming age. The same could not be set about Byzantium, clearly on its way down. It would be very difficult to succeed as the Byzantines, I think, requiring more diplomatic skill with the opposing players than military strategy or good dierolling.


NUCLEAR WAR [Flying Buffalo]
~~~~~~~~~~~
Sterling bailed out on the barely-started Byzantium game to join Beat, Kevin, and Matt in the first playing of Sterling's Nuclear War set. (This is a good time to point out that I'm sure we're all thick-skinned enough to not be bothered if someone chooses not to play our game. Certainly Dave took it in stride that night, and it led to more overall enjoyment for everybody.) As for the game itself, sorry to say I know nothing of the outcome, though the participants were having fun.


GROO [Archangel]
~~~~
After engulfing the world in radiation, the same four guys decided to play a game just as destructive (at least when Groo is in town). This was with Sterling's new expansion deck. Whoever pulled off the win did it (in part) with some of those new cards, the simple buildings (cottages?) that get bonus VPs if more than one are established in your town. Are they too powerful? I don't think so, just that the other players need to see the threat a couple of those on the table pose (maybe even just one), and react accordingly. (That sort of game balance via ganging up on the leader really bugged me in Illuminati New World Order, but it doesn't bother me in Groo. Either INWO deserves another look, or Groo manages because the game is so short.)



November 12, 1997
~~~~~~~~~~~~~~~~~

Who was there
~~~~~~~~~~~~~
  Mark, Hank, Angela, Doug, Hans, Arlette, Matt, Kevin, Sterling, Charles,
and newcomer Joe!

What we played
~~~~~~~~~~~~~~
  Hols der Geier, Formula De, Banana Republic, For Sale, Tante Tarantel, Groo


HOLS DER GEIER [Ravensburger]
~~~~~~~~~~~~~~
  This is one of those good filler games, plays quick, takes a range of
players (3-5?), and still has some opportunity for strategy. Each player
gets a colored set of cards numbered 1-15. A special deck contains cards
numbered 6-15, and (-1)-(-5). Play consists of three sets of 15 rounds
each. A special card (the prize)is turned face up for simultaneous bidding
each round, a single card from everyone's hand. If the prize is a positive
number, the player laying the highest card takes it, otherwise the lowest
card takes it. In the case of a tie, the next highest (or lowest, for a
negative prize) takes it.
  So the idea is to get more bang (prize cards) for your buck (colored
player cards) than everyone else. You must also manage to ditch your low
cards in such a way as to avoid getting the negative prize cards.
  In the beginning you have precious little information to base your card
choice on, though later in the set some light card counting will help. So
will a good feel for your opponents' tendancies.
  Besides Hols der Geier, these same sort of mechanics are reportedly in
the German games High Society, Musketiere (which I've ordered),
Montgolfiere (now being imported), and the American game Raj (US Game
Systems). I thought it was a good filler, though not too much more than
that.
  Joe brought the game,playing it with Hank, Kevin, Sterling, and me. Joe
cleaned up during the first two sets, but Kevin came roaring back in the
last. I think Joe still won, however.


FORMULA DE [Eurogames]
~~~~~~~~~~
  My thoughts on this game have changed a few times since we played. My
initial reaction is the one that is symptomatic of "parakeetitis"--Wow!
Cool little cars and a gorgeous double-sided board! After the first play I
was interested in the way a group of cars making similar gearing choices
can become spread out--the difference of just a few numbers on dice get
magnified in the curves. Often games with lots of die-rolling end up
reducing the elment of luck, as the dice manage to approach a normal
distribution.
  But some games like this work differently, where die rolls at critical
moments are more important than others. Someone hits the curve right, and
it sets them up well to rocket through the next one. Someone else isn't so
lucky, and they'll have to gear down next turn, losing speed relative to
the opponent which is hard to regain. (Then again, there are a lot of
important die rolls on curves, so maybe they do sort of even out.)
  Later I wasn't so impressed, thinking that there weren't a lot of
strategic choices to be made, at least not hard ones. It seems to me that
the right gear to be in for any given turn is usually pretty obvious. The
use of brakes, driving lanes, and especially tires is about the same.
  Ready for one more change of mind? After talking it over with a coupke
gamers, I'm homing in on the opinion that the game does have a collection
of important little decisions, and in any case it works well as a light
simulation.
  This was the second time we played this game at TVB, and again it was
popular. The first time we played with at least six, and this time there
was eleven! (Hans drove a dime since the game "only" has ten plastic cars.)
The two lap race took about 2.5 hours, I believe. Not too many other
simulation games can handle that many in that time.
  We used a set of Joe's Hols der Geier cards to determine start order.
Wouldn't you know it? Hans drew the pole position! Though Kevin jumped into
the early lead, later surrendered to Joe, on the last lap Hans rocketed
ahead on a stunning 6th gear die roll and kept it the rest of the way to
victory. Joe and Hank were the only cars lost during the race. The contest
for 3rd/4th place between myself and Doug had a drame all its own. In the
end, Doug beat me, and for once the dice were kind to him. No more
dice-whining, right? Riiiiiiight! :-)


BANANA REPUBLIC [Doris & Frank]
~~~~~~~~~~~~~~~
  After Hank and Joe both spun out of the Formula De race, they used the
time to play this while waiting for the rest of us. I don't know who won,
so won't hazard a guess. It's an inexpensive card game of bluffing and
memory. A number of cards worth different numbers of votes (points) in this
third world election are placed face down on the table. Players take turns
laying influence (bribe) cards alongside individual voting cards, also face
down. Every turn each player may take one peek, either at a voter card or
the stack of influence cards placed on it so far (though some others may be
played on it later). The influence cards have the additional tweaks
provided by the assassin (who kills a voter), the bodyguard (who protects
the voter), and the journalist (who negates some of the influence cards).


FOR SALE [Ravensburger]
~~~~~~~~
  Being an enjoyable, extremely quick game that handles a variety of
players, this game gets played quite a bit. Hank and Joe were now joined by
Hans, fresh from his Formula De victory. Hans has always done well during
the first half of the game, with bidding, but not so well the second time.
On this last attempt he tried a new strategy--random selection for the
second half. And would you believe he won!? Another fitting end to his days
with TVB...


TANTE TARANTEL [Doris & Frank]
~~~~~~~~~~~~~~
  After the end of the big Formula De game, most TVBes called it a night. A
few stuck around, however. Eyeing Joe's stack of games we'd barely made a
dent in,  I suggested this one. Hans and Hank joined Joe and I.
  The game board depicts a spider's web, while the players each take four
colored pawns for bugs. The spaces in between strands of web make up the
fields where bugs can be moved. Most can only handle one bug, while others
have no limit. Players get to move only one pawn one space each turn,
bumping other pawns to adjacent spaces when necessary. The motion of the
spider is controlled by dice, and it will gobble any and all bugs in its
path. The whole point is to carefully tiptoe your pawns across the web to
the one exit field on the opposite side, avoiding the spider, which is only
partly predictable in its motion. There are varying points for each bug
exit which follow an odd sequence, no obvious pattern. The spider gets more
frantic (faster) with every pawn that exits. (There is a short grace period
at the start when captured bugs get to restart.)
  Despite being one I've considered purchasing, this one didn't win me over
(so I was grateful to "test drive" it). The strategy of moving pawns was a
bit too abstract and analytical for my tastes, and in sort of an odd
combination with the erratic motion of the spider. The thing is, I normally
enjoy games that are abstract at their core, but have an element of
unpredictability in them. Oh well.
  Hank and Hans managed to exit each of their bugs from the spider's web.
Oddly enough, they both had the same score. Joe and I each lost one bug to
the hungry spider. At the very end, I managed to squeeze my last bug out of
the web, forming a three-way tie with Hans and Hank, leaving Joe in
"second" place.


GROO: THE GAME [Archangel Entertainment]
~~~~~~~~~~~~~~
  Arlette wound down her last half hour at TVB playing this silly card game
with Doug and Sterling(?). I don't know who won. I'm sure this games draws
some criticism for being too random, but I would disagree. I think there is
a winning strategy, and it normally involves use of the "Groo immunity"
cards, or which there are several (cards that protect the players' holdings
from Groo cards, sometimes at the cost of a sacrificed card). Also, it's
not too hard to hold town cards in your hand worth a couple of victory
points until you can play them in a single turn for the win. Or maybe even
three points. Throw in the special bonuses for certain paired cards, and
you could be sitting on four victory points that may be played with one
decent die roll.



OCTOBER 29, 1997
~~~~~~~~~~~~~~~~

WHO WAS THERE
~~~~~~~~~~~~~
  Mark, Hans, Arlette, Sterling, Beat, Kevin, Magic, Dave, Charles, Paul,
and newcomer Joe!

WHAT WAS PLAYED
~~~~~~~~~~~~~~~
  Groo (x2), Wiz War (x2), Mississippi Queen (x2), Black Morn Manor,
Bohnanza (x2), Settlers of Catan, Tutanchamun, For Sale (x2)      wow!!


GROO: THE GAME [Archangel, Sterling]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Sterling wanted this game as soon as he heard about it, being a fan of
the longrunning comic (which is on hiatus now?). I didn't follow the comic,
but had already read some good reviews of the game on the net, and was
eager to try it. Hans and Beat also joined us for the maximum number of
players in the basic game (an expansion allows up to six). Later the same
evening I played in a three-player game with Sterling and Dave. I won both
times, but it's clear the game has a high volatility, and lady luck can
turn on you, so I'm not boasting yet! :-)
  The game is won by having seven victory points in play at the end of your
turn. VPs are earned by putting building cards into play in front of you,
representing your town. Almost all are worth a single VP (only the Castle
is worth two), but many of them have ways to earn a bonus VP or two. The
best example of that is getting the Butcher, Baker, and Candlestick Maker
all in play. Each are worth the standard single VP each, but as a complete
set they earn +1 VP each, so six VPs total! Of course, it's hard to
accomplish this.
  Cards are put into play by spending resources on them. Unlike Magic and
its many cousins, the resources are generally not available from cards on
the table, like mana. Instead, they come for free each turn by the roll of
some special dice that show sacks of grain, a little man, or a coin. The
cards to be played are very clearly marked with how many of each type they
require. An interesting twist is that whatever resource dice a player
cannot use are *not* discarded--they are first passed around the table to
see if anyone else can use them!
  Besides buildings, another major class of cards to be played are
army/warrior cards. These are used to attack other players' towns, and
likewise to defend against such attacks. Every point of army combat
strength that isn't matched by a defending army's destroys a building. And
get this--all armies involved in the conflict are destroyed at the end of
the turn. So even if you send troops against an undefended town, it's a
one-way trip for your fighting forces! Of course, they'll do some real
damage in that instance.
  It was my experience that players more often built armies mostly for
defense, leaving the building destruction to Groo. That's right, the title
character, who's actually a hero, often leaves destruction in his wake. One
of the dice rolled indicates which player's town gets visited by Groo (and
a special card designates it). There are a number of Groo cards, which
require Groo head resource dice, and they almost always mean the
destruction of at least one building. (There are also a few cards which--if
already on the table--may be discarded to negate a Groo card. I think these
are invaluable.)
  Each game took about 30 minutes to play, and I bet it will be even
shorter with familiarity. Hank and Doug also own the game. Doug also owns
the expansion, and the other two guys want to order it, so there should be
plenty of opportunity for filler play from now on. Count me in!

* Review -- http://www.io.com/~sos/groo.html


BLACK MORN MANOR [Pacesetter, Joe]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This was all that remained of our plans for a Halloween-themed night at
TVB. Well, it served its purpose. Joe brought it, and headed up a game
joined by Mark, Hans, and Arlette. It's an unusual game in several
respects. All players but one start on the side of good, as envoys, while
one randomly chosen player starts as a minion, working in concert with an
unknown evil master. The two main elements of the game equipment are a map
built out of square tiles into a 10x10 grid, and a deck of event cards
(which also includes mystic items). The map starts as only the two tiles in
opposite corners, the benign gate to the mansion, and it's sinister crypt
out back. Throughout the game players lay tiles to fill out the map,
offering some strategic choices. Each tile has a numeric rating
corresponding to its evil karma, or somesuch, which measures how difficult
it is for envoys (or, conversely, minions).
  There are a variety of evil masters in the set, only one of which is used
for any given game. The initial minion player knows which it is, and strips
the event deck accordingly. The result is that the event deck is loaded
with cards that give clues to the evil master's identity. For example, when
going against the vampire, the envoys may start to uncover bats and other
vampire lore. Clever!
  Another unusual bit is that the envoys win the game collectively, by
identifying and defeating the evil master (in sort of an abstracted psychic
combat, probably aided by the one special item the master is vulnerable
to). The minion, on the other hand, wins singlehandedly, by preventing this
(such as removing the special item from the mansion). What's more, when
envoys "die" they merely become more minions, tipping the game balance
toward evil. But there are at least two ways for a minion to be converted
back to an envoy, including the original minion. This flip-flopping did in
fact happen during our game, and more than once! Oh, the forces of good won
in our game (the evil master was the Werewolf!).


WIZWAR [Chessex, Dave]
~~~~~~~~~~~~~~~~~~~~~~
  Charles: "Dave, Kevin, Magic and I had a good time playing Wiz War (I
hope my copy comes in soon). Kevin won the first game when he as able to
take a double move and grab a treasure pretty quick. Magic and I were stuck
between some green slime and a constructed wall and did not do much at all
which left Dave on his own to battle Kevin."
  "Dave won the second game which took a lot longer even though Magic was
out somewhat early when both of his treasures were taken. Dave and Kevin
were battling each other when I came over and knocked down a wall, grabbed
a treasure and turned into mist. I did not have enough number cards to make
it back to my home spot. By the time I did make it back, my other treasure
was taken by a shadow and I had a Troll and Skeletons to battle with. I was
able to re-orient the board which only delayed the win for Dave when he
played a warp card and cruised home with the win."

  Dave: "Magic, Charles, Kevin, and Dave played 2 games of WizWar. This is
a popular, amusing, and very beer-and-pretzely card/board game of dueling
wizards who try to kill one another and/or steal each other's treasures. In
the first game, Kevin won fairly quickly by stealing 2 treasures. (It was
so fast I can barely remember what happened.) In the second game, Kevin had
an amazing start, pulling off a triple-move first turn that allowed him to
steal immediately one of the two treasures needed for victory.
Unfortunately this also made him Public Enemy #1, so in his very next turn
Dave used a powerful combination of cards to slide halfway across the board
and turn Kevin into a stone statue (a condition that persisted for the
first third of the game). From that point on, it became a see-saw battle
among Charles, Dave, and Magic, with all three having a shot at winning at
various points. We picked on Magic the most, however, and he was knocked
out of the game as both of his treasures ended up on other peoples' home
bases. Then Kevin got back into the game, and Charles and Dave struggled to
keep him from winning (both coming near death as a result). However, Dave
had stolen one treasure, and eventually slunk away with another. Somebody
played a spell that changed the map, but Dave had a counterspell that
allowed him to teleport back to his home base for the win."
  "We speculated on what form the 'Live Wiz War' advertised for Slug-A-Thon
will take. :-)"

  Magic: "Both Charles and I had never played WizWar, so it took a bit of
time to bring us up to speed. I was facinated by all the little bits and
pieces that are a part of the game. My cats would have a field-day! The
game seems very simple to learn, but difficult to master, but I can
definitely see that as a "beer-and-pretzels" kind of game. We played two
games. I think Dave won the first game. I had to leave once I lost the
second game (both of my treasures were stolen!). I enjoyed this game, but
it does seem a bit unbalancing at times. Kevin's first turn of the second
game turned into three turns with some killer spells. He had already taken
a treasure back to his base by the time we had our first turn. It's a good
way to make yourself a target... I'd be willing to play this game again.
Simple, devious and full of surprises... I'd be interested to hear what
veterans think about this game..."

* Review -- http://www.gamecabinet.com/sumo/Issue16.17.18/WizWar.html


MISSISSIPPI QUEEN [Goldsieber, Mark]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Paul: "Beat, Sterling and I first played Mississippi Queen twice while
waiting for other games to finish. In the first game, Beat and I were
racing to the finish with Sterling far behind. At the last second, Beat
realized he was going too fast and had no coal to slow down or turn in
time. I was also going too fast, and didn't have enough coal to slow down
in time. I did have one last coal, and used it to turn around and scrub off
one speed by pushing Sterling! I then circled around slowly while Sterling
cruised in landing safely. I then limped in carefully for second place. I
the second game, we were all a little more careful, and Beat finished first
with a coal to spare, I came in second, and Sterling came in third. Both
other games were still in full swing, so I taught Sterling and Beat how to
play Bohnanza. In that game, I cam in first, with Beat second and Sterling
third."

* Review -- http://www.gamecabinet.com/reviews/MississippiQueen.html


BOHNANZA [Amigo, Mark]
~~~~~~~~~~~~~~~~~~~~~~
  I sort of lost track of this, but early in the evening Paul, Sterling,
and Beat played this one (Paul won), and later Arlette, Charles, and at
least one other person played it again (Arlette won). Great little card
game, and I'll get the expansion as soon as I'm able (mostly just enables
the game to handle 6 players).

* Review -- http://www.gamecabinet.com/reviews/Bohnanza.html


TUTANCHAMUN [Amigo, Mark]
~~~~~~~~~~~~~~~~~~~~~~~~~
  Paul: "With time still to burn, we then turned to Tutanchamun. Beat
taught Sterling and I how to play, and we set off. Things were fairly
uncertain until the very end. With all of us about three fourths the way
through, I realized that Beat would win in three more turns, so I began
frantically examining possibilities, and found a way to get 16 points in
one move (when I only had 15!) to snatch victory from Beat. That same move
also bought Beat down to 0, but because I was at -1, I won! Sterling came
in last."

* Review -- http://www.gamecabinet.com/sumo/Issue13/Tutanchamun.html


SETTLERS OF CATAN [Mayfair, Mark]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Paul: "Joe (from Jackson) then joined Beat, Kevin and I for a game of
Settlers of Catan. Joe went first and placed his first settlement on a good
Rock site. I went last and split the difference with one settlement on
sheep and wood, and another on a wheat/brick/rock site. Initially Kevin
seemed to have a good start. He had a settlement on both a "6" wood and a
"6" brick site! Anytime a "6" was rolled, he had a new road! I tried to
shut down his wood production with the bandits (since Beat and Joe also had
settlements on that wood site!). Beat and Kevin began dueling for the
longest road, while I built settlements around the "8" wheat site (three of
them!), the "8" sheep site (two of them), built to the wheat port, and
upgraded one of the sheep settlements to a city. The other players soon
realized that rolling an "8" has serious consequences! The bandits soon
came to live on my wheat hex. In the end, I managed a win with three
cities, three settlements and one victory point from a development card.
Joe and Beat had never played Settlers before, while Kevin had played once
or twice, including once with the Seefahrer Expansion."


FOR SALE [Ravensburger, Mark]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  I've played this game almost ten times already: it's good and very quick,
the ideal filler. Now, I've never won, never even come very close, but I
still like it. In short, the game is played in two halves, both of which
feature bidding. The first half is open bidding: everyone has a pile of
chips, and get to bid on different buildings (cards), each with a different
numeric ratings (1-20). One building card is turned up for every player at
the table. Bidding begins. Everyone gets one building per round, with the
first person to "fold" getting the lowest value building shown *and*
getting half their bid back. So does the next person, and so on, except for
whoever wins the highest value building does not receive the half-bid
"rebate." After five minutes, everyone now owns a variety of building
cards, and probably almost no more chips. The second half of the game is
similar, with a bank note card turned face up for each player. This time,
instead of bidding chips openly, everyone bids a single building card from
the hand, and does it face down. All are revealed at once, and the lowest
valued building takes the lowest valued bank note. And so on. Five more
minutes and there are no more building cards (discarded after they're bid),
and everyone simply totals up their bank notes and any remaining chips,
highest total wins.

* Review -- http://www.gamecabinet.com/reviews/Nuremberg97Sumo.html#fs



OCTOBER 15, 1997
~~~~~~~~~~~~~~~~

WHO WAS THERE
~~~~~~~~~~~~~
  Mark, Hans, Kevin, Randy, Doug, Hank, Arlette, Sterling, Mike, Beat, Matt

WHAT WE PLAYED
~~~~~~~~~~~~~~
  Hase und Igel, Robo Rally, Elfenwizards, Medici


HASE UND IGEL [Ravensburger, Mark]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  One of my new German acquisitions, I was eager to try this one. Hey, when
a known cheapskate like me shells out big bucks for a few imported games,
you know two things:
  1. I haven't told my wife :-), and
  2. I've heard great things about the games
  I bought Hase und Igel basically on reputation alone, having never seen
it. Briefly, it won the Spiel des Jahres in 1979 (the first year of the
awards), shows up on several German game enthusiasts top ten lists
(including the #5 spot on Sumo's top ten composite ranking), and has been
issued numerous times with slight variations (in both England and Germany).
And it's noted for being a game that can be played with kids, while still
engaging the adults. With all of that going for it, I figured it was a
slam-dunk winner. All of the instructions and Hare cards are in German, but
Hans was around to help me work it out, along with Kevin, Randy, Hank, and
Doug.
  It's really quite simple: it is a single-track race game, completely
one-dimensional. You pay for movement by consuming some of your carrots,
which are represented on cards. There is a cost progression for this, such
that it costs more to make a single move of 5 spaces than two consecutive
moves of 2 and 3. There are a handful of spaces to land on, and there may
be only one player's piece per space. There's the carrot, which allows you
to gain or lose 10 carrots at the cost of a turn (since you need to finish
the race with no more than a certain number of carrots, sometimes you
choose to lose them), numbered spaces that grant bonus carrots if the
correct number of players are in front of you at the start of your next
turn, rabbit (hase) spaces that cause you to draw from the special event
rabbit deck (roughly split between events that help and hurt your
progress), hedgehog (igel) spaces that can only be moved *backwards* to
freely for bonus carrots, and lettuce spaces. Every player starts with
three lettuce cards, which must be discarded before you finish, something
that only happens on the very few lettuce spaces (and a special rabbit
card). What's worse, merely landing on a lettuce space isn't enough, you
must spend an entire turn sitting there, chewing it. The result of this is
a lot of opportunistic traffic jams around the few lettuce spaces.
  Aside from the (avoidable) rabbit spaces, there is no random element to
the game. That means it rewards the clearest thinkers, especially those
that think a few turns in advance. Frankly, that isn't me, and I did pretty
poorly in the game. This being my new German game, though, I'm going to
give it some more tries, and I noted other players (Randy and Kevin, at
least) wanted to play again sometime.
  As I mentioned above, the game has been published a few times, each time
tweaked just a little bit. One edition says that you cannot chew a lettuce
if you're in first place. Another replaces the hare cards with a table--you
add your position in the race to a single die roll to find the result. By
placing the most beneficial results in the 7-12 range, only the lagging
players can reach them, while the lower results have more detrimental
results. Both of these would seem to address a problem our game seemed to
have, that the players starting near the end of the pack (esp. 6th in a
6-player game) are at a disadvantage. I'll print out that table and stuff
it in my copy of the game for a try next time.
  I remember Hans won, Randy, Doug, and Hank came in later, leaving Kevin
and I battling for 5th. I reached way, way, back, going from hedgehog to
hedgehog to try to reach the spot where the jump near the finish was big
enough to consume my enormous quantity of carrots. Like an idiot, when I
found that spot I jumped to a hare space...and drew the card that awarded
me all of the last jump's carrots back!


ROBO RALLY [WOTC, Sterling]
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Sad to say, I don't know anything about the course of this game. I know
Sterling, Arlette, Mike, Matt, and Beat played, and that Mike won, but
that's it.


ELFENWIZARDS [White Wind, Doug]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  The first White Wind game I've had the chance to play, this one is sort
of a political power struggle among wizards. The Hase und Igel group took
this one up, save Randy who watched for a few rounds.
  Everyone has wooden pawns representing their faction of wizard wannabes.
A great illustrated board shows a spooky old tree representing the pyramid
structure of power, with one wizard at the top, and spaces for increasing
numbers of junior sorcerors at three lower levels. Each round, the players
roll about six dice of their own color, which one chance for a partial
reroll. The pips showing on the dice faces are something like political
influence points, and then get allocated to the various junior sorcerors,
trying to have the most at any particular junction to get promoted to the
next level. Those that don't get promoted sometimes are able to stay put,
but more often they get bumped down some levels, earning a demerit chip in
the process.
  What wasn't clear until we started playing is how much negotiation takes
place. No one is able to advance all of their pawns at every junction, so
deals get made between players. You help me out here, and I'll help you out
there. These negotiations can take a lot of time, depending on the players,
and we finally resorted to a clock timer for the final round to keep the
game moving. I suppose you could play the game "straight," with no
negotiations at all, but that would take away much of its appeal, to my
mind. Better to use the timer.
  As I hinted above in the General Comments section, the game was just
chugging along nicely until I stabbed Doug in the back, sending his
uppermost pawn to the bottom instead of the top. When we called the game on
time there would've been one or two more rounds to play to an actual
finish. Hans and I were tied for the top score, but he was clearly in a
better position for those rounds we never played.


MEDICI [Amigo, Hans & Arlette]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  As for Robo Rally, I didn't hear what happened. I *think* Beat won, but I
could be wrong about that.



October 1, 1997


WHO WAS THERE
~~~~~~~~~~~~~
  Mark, Doug, Randy, Kevin, Hans, Arlette, Matt, Charles, Mike, Magic, Dave,
Sterling, and Hank

WHAT WE PLAYED
~~~~~~~~~~~~~~
  We The People, Formula De, Titan: The Arena (3x), Condotierre, Full Metal
Planete (partial)


WE THE PEOPLE [AH, Charles]
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Just as last week, Charles started the night with this elegant wargame,
this time commanding the Americans, and doing a much better job than I had
last time. Mike played the British.
  Charles: "I tried the Americans this time with Mike taking the British. I
started out with a great deal of luck by getting the "Declaration of
Independence" strategy card in the first turn. This is one of the best
cards, that must be played, to help out the American side.
  "Mike made several smart moves to move in and take over the South. I left
Savannah open for an easy take over by the British and so goes the South.
The British moved out from New England and Canada and eventually took over
New York in addition to Rhode Island and Massachusetts. The British
eventually took over Georgia, North and South Carolina and Delaware.
  "It was not looking good for the Americans until the final turn. In the
play of my last 2 cards I was able to play a Guerilla Raid to take back
North Carolina and Washington made a Winter Offensive into Delaware with the
aid of the French navy. I needed a lot of luck to pull out a draw, but I
will take it when I can get it.
  "The game ended in a draw as we were both short, by 1, of controlling
enough colonies for a win. The British controlled 5 colonies and the
Americans 8. Historically the rule book would say the war ended in a
political compromise so I guess we drink coffee in the morning and tea in
the afternoon."


FORMULA DE [Eurogames, Doug]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  This game can accommodate a lot of players and still finish in a
reasonable time, so it was our session opener. Mark, Doug, Randy, Kevin,
Hans, Arlette, Matt, and Magic all played a two-lap race, which took perhaps
2.5 hours to finish, including teaching the rules (not hard). Kevin made
some good choices (and rolled some good dice) to leap out in front for the
entire first lap, but battled with Hans (and Doug, briefly) later,
eventually coming in second. Yes, Hans won again! Most of the rest of us
were in a rough & tumble pack throughout the race, with Matt bringing up the
rear until the very end, when he jumped ahead two places (I think). Doug
went out in a blaze of glory, risking the last corner in a high gear, but
spun out, which cemented his position dead last. This game is naturally
compared to SPEED CIRCUIT, which has been played once at TVB (and lots more
by individual TVBers). The critical difference between the two games is
SPEED CIRCUIT's completely determinate movement rules, versus FORMULA DE's
element of chance via the gear dice. Both as a game and as a simulation, I
almost always prefer the games that have a chaotic, unpredictable element,
and this is no exception. There is a bit of delay for counting spaces before
selecting what gear to be in, but not nearly so much as in SPEED CIRCUIT. It
doesn't hurt that FORMULA DE is downright beautiful, too. :-) A couple
TVBers have already asked to play again, so I'm sure this will be a keeper
for us. Oh, the presence of all that die rolling certainly gives some
unnamed gamers a chance to complain about their poor luck, but that's the
way it goes. Interestingly, many games that have that much "wristage" end up
not having so much luck in them, since the cumulative effect of all this
dice is a pretty regular bell curve. However, this is a bit different, as a
critical die roll at almost any point in the game--but especially the
beginning--could have a profound impact on your next several moves, by
virtue of your speed/position going into the next turn, and how that limits
your gear selections. Much to think about...

  Magic:  "I'm always worried when I play a game I've never played. Learning
the rules is a pain (just let me play!).  Formula De was simple enough...
and fun enough!  I started out 3rd and obviously didn't get the hang of
things since I spent the second lap battling for last place.  I ended up
fourth or fifth (thanks to the crashes and spinouts of other players).
Overall, the two hours for two laps (you do the math) was enjoyable.  The
Monaco track looked interesting as well.  I look forward to racing again!"


TITAN: THE ARENA [AH, Dave]
~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Dave: "(1 of 3): Sterling won with 15, Hank and Dave had 4 each. I don't
recall anything about this game.  Took about 45 minutes.
  "(2 of 3): Dave won with 12, Hank and Sterling had 7 each. Dave had good
cards, and for once used the strategy of spreading out his bets.  This was
Dave's first-ever victory at TVB.  Took about a half hour.
  "(3 of 3): Dave won with 12, Sterling had 7, Arlette and Kevin had 6, and
Hans had 4.  Dave got lucky as Sterling threw the game to him instead of
Arlette, despite the fact that Dave and Sterling had held a grudge match in
previous games where each would bash the other's creatures. This game was
particularly tense because each of the last few cards tipped the balance
back and forth between Arlette and Dave.  All the new players seemed to like
the game.  Took about 45 minutes."


CONDOTIERRE [??, Hans & Arlette]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Dave: "Arlette, Dave, Hans, Kevin, and Sterling.  Is this game new to TVB?
[Nope. -MJ] Anyway, here's a brief description: The object is to capture a
string of 4 connected territories.  The last player to win a "battle" gets
to choose where the next one is fought.  Battles are won by playing the set
of cards that score the most (it's basically a bidding game).  There are
several kinds of special cards that affect the outcome of the battle in
various ways.  Dave had amazingly good cards in the first round and won some
territories early on, but Hans had excellent strategy and managed his hand
well so that he was able to pick up a few territories at the end.
Nonetheless, Dave got another good hand in the second round and, despite
some expansion by Kevin and a last-gasp effort by Hans to prevent the win,
managed to put together enough territories for the victory.  Everyone seemed
to like this game: there's considerable strategy (but it's not too difficult
for new players to pick it up), and a lot of tension as some players get
close to winning and others gang up on them to keep the game going.  Took
about an hour and a half."



FULL METAL PLANETE [Ludoliere, Doug]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Doug, Mark, Hank, and Matt took a stab at this one, an eye-catching game
that features a colorful light cardboard hexmap (more than 300 hexes, Hans!)
of a planet, a bunch of small rocks (yes, rocks), an assortment of science
fiction lead miniature vehicles, and a bunch of small colored crystals which
are placed on the lead minis to signify ownership. The premise of the game
is that each player represents a planetary mining company, and all are in
competition to mine the scattered rocks (resources) from the planet,
stashing some of them for cargo (each one is a point toward victory), and
using others to manufacture combat units lest your opponents decide stealing
is easier than mining. Combat, movement, and production systems are
exceedingly simple, leaving the players to concentrate on an almost