Thursday, March 23, 2023

March 2023 Game Night

We had game night last weekend! Joe, Paul, Pete, and Dave (!)--who missed the first two games but returned to game night after basketball duties finally waned.

Paul, Pete, and Dave brought some beer to share; and Joe ensured that game nights for the rest of the year will feature popcorn on the menu. Thanks guys! Totally unnecessary, but thank you.

And Dave brought a gift for your humble and grateful host.

We had pizza (including some with pineapple and ham), cookies, potato chips and dip, and the usual house swill, Labatt Blue Light. Of course, there were non-alcoholic beverages available.

We began the games before official game start to see if we could get in a couple games before Dave arrived late. As it turned out, Dave knocked just as we were clearing the board after game 2. 

Excellent.

On to the games!

 

Game One

The order of placement and movement was Paul (green), Pete (white), myself (brown), and Joe (orange) in the coveted DP spot.

The starting map:

Brick and wood weren't the best.

I was slow to build roads. If not for an early road building card I would have been hosed. But I built out my interior settlement as much as I hoped with that. And I managed to link up and expand my northern settlement to two more. I at least had more than my minimum standard for a chance of winning. Sadly, Joe beat me to the desert coast after I surged some roads (a good 11 harvest helped!), which killed my hope for harbor master. And wasted two roads.  Still, I had one more chance at the northeast rock hex--if I could build roads.

Pete had more trouble than I did building roads.  Amazing 2 and 12 rolls could not make up for poor 4 rolls. Despite just an 11 rock resource, he did promote two cities and had the minimum footprint with a chance to get another.

Joe went on a road-building spree, built with outstanding 5 and 10 resources. I believe Joe took the longest road from me. With my wasted builds I could not take it back. And he locked it down from a threat from Paul. 

Paul expanded to 6 build sites but was trapped without more available build spots. But by urbanizing more than anybody else and depriving anybody but Pete from the theoretical chance of taking harbor master--assuming Paul did not promote a port settlement to a city--Paul reached 11 points. Congratulations Paul!

The end map:


Joe came in second with 9 points, including the longest road. Pete and I tied with 8 points, natural.

"Probability"


The first thing to notice is the extreme robber output. It was a very long game and fairly close, likely because the robber hurt people and represented zero resource production for a higher-than-expected rate. I can't say I remember being hurt by the robber that much. Also, overall my luck was pretty good with my resource numbers. What hurt was the early lack of wood and brick to build roads to build out my footprint. 


Game Two

Game order was the same as game one.

The starting map:


Rock was a problem. I was happy with my resources and hoped to expand around the desert, including the nominal rock source. Note, too, that our initial placements really screwed up builds in the interior.

My wood resource 6 came up a lot but I had insufficient resources to reach the rock as I pushed to stake out some room to grow west of the desert. Again, I built too few roads. I turned left at the coast to stake out a build spot there as Joe expanded. I hoped to go east as well for another port and maybe then get an 11 rock spot on the desert. 

Joe was blocked by Paul at the western coast, denying him a secure bastion. Mostly Joe expanded in the east, getting a good start at getting harbor master.

Paul linked up his two settlements and had a shot at both longest road and harbor master. Unfortunately, with only four build spots he had hope for more build spots only by advancing along Joe's notional coast behind his inland wall.

Pete build a nice enclave and with high-producing rock and wheat hexes to promote three cities, plus good road rolls. So he got both the longest road and harbor master early enough to prevent anybody from taking those points. That got him 12 points and the win. Congratulations Pete!

The end map:


I came in second with 8 points, including a victory point. Joe and Paul tied with 5.


"Probability"


Eight was outproduced by 5, 6, 9, and 10! I bet correctly on that choice, at least. The robber was rather quiet.

 

Game Three

Dave arrived as we were tearing down game two. So we expanded the game and added Dave (blue), whose long absence made us suspect he was catfishing us. We're still suspicious about Jeff, of course.

The order of placement and moving was myself, Joe, Dave, Paul, and Pete in the DP position.

The starting map:

Wood was poor again. And sadly concentrated.

I grabbed the 4 wood with a decent brick and great wheat, hoping nobody would plant themself on the brick port. And on my last pick I chose to get another good brick despite the poor other resources rather than park on the coast for rocks. I crossed my fingers that with room around my second pick and the brick port in the north, I'd be in a good position. As in game one, I could not build roads to save my life. In the whole game I built three. I did get the brick port and a second settlement on the western brick. With my minimum 5 build spots and room for more, I felt pretty good just looking at the map. If 6 and 9 kept producing I'd be golden!

Pete made my road network look like the interstate highway system. With just two roads built, he also built just one settlement. Gulp.

Paul, who made Pete exclaim "Thank God for Paul!", only built two roads. But they both ended with settlements.

Joe matched Paul in roads and settlements.

The juggernaut was Dave with his months-long pent-up Catanian ... excitement. With his initial placement on 5, 6, and 8, the early rolls on those numbers--with his convenient sheep port--propelled Dave to an early building lead. Although Dave set the road-building record with only 5 segments, it was enough. Harbor master and the longest road with just 5 roads (!) plus three cities pushed Dave to a premature an early win with 11 points. Wow. I think I got up to get a beer when Dave had 5 points only to come back to wham, bam, thank you Dave. Congratulations Dave!

The end map:


I came in second with 5 points. Joe and Paul tied at 4. And Pete had 3. 


"Probability"


The shortness of the game made those early concentrations of rolls decisive. There was no time for a proper curve to develop. And with just a single robber roll, nobody could aim the robber under the Pete Rule.

 

Game Four

Paul regained his first placement and movement spot, followed by Pete, myself, Joe, and Dave in the coveted DP spot.

The starting map:

Resource selection was pretty good. The oddest thing was the double desert. I thought my southeast settlement had a bit of room to grow to a couple spots; and thought the deserts gave me plenty if poor build spots to the south after hopefully grabbing more rock and brick settlements in the west. Dave grabbed a nice wheat port with two wheat hexes.

Paul build two flux capacitors and was building to the coast in the northeast. But he got blocked on his inland push.

Joe curled around his initial placement hexes, sadly taking a rock space I wanted. And he had more build spaces to expand at both of his enclaves.

Pete connected his enclaves and stretched toward the desert and the coast! I was again short on road building, allowing Pete to eliminate a lot of my options in that directions. At one point Pete took the longest road from me--as I expected--but could not hold it. Paul blocked his expansion options in the northeast, but otherwise there was room to grow.

As noted, I had trouble building roads. Dave beat me to the coast in the southeast despite having farther to go. He also built inland, blocking Paul and Pete in that direction. His southern wheat exporting enclave was profitable and gave him 2/3 of the harbormaster, which he gained on the coast. Pretty quickly, Dave had 10 points!

In my only surge of road building and with Joe's trading help, I built four roads to take Dave's short longest road title from him. And then I took harbor master. Dave was back to 6 points. And I had more build spots despite no hope of taking my short-lived longest road honor.

Pete build on my coast to break my road--after he had longest road, so I didn't care as long as I had more build spots after the break. Which gave me another port point (on the desert, in a cruel nod to our usual initial placement "advice" to other players) to defend harbor master. But sadly for Pete, Pete was not able to extend his longest road to really protect it.

But Dave regrouped. And with a massive hand of cards that no robber disturbed--but denied many rocks with the robber camped out on Dave's 6 for many turns--in one turn Dave built four roads to retake longest road. And he played his third knight on the same turn to get largest army! On top of an additional city promotion, that gave Dave 11 points and the win. Congratulations Dave! 

That was a gritty win.

The end map:

I finished second with 9 points, including the harbor master. Paul had 7. And Joe and Pete tied with 6.


"Probability"

Both 6 and 8 were great. Nine was unusually good. And the robber was a bit under expected. Otherwise not too distorted.

 

So that was it! A successful and fun game night again, notwithstanding your gentle host's victory drought. Close, but no cigar.

And a meme!


Thanks to all who played. It remains the social event of the month at Casa Beej. Other than the Furry Beer Exchange. 

But perhaps I share too much.

Feel free to comment on the games to add your perspective. People rarely do. But I know I'd enjoy reading observations from other players and from mere voyeurs from the list.

And next month Joe will host game night in South Lyon! I'll bring the Mega Catan additions, just in case.

Saturday, March 4, 2023

February 2023 Game Night

We held February game night. After a week of dealing with a flood from my neighbor, I finally put my place back together a couple hours before game start. That put me back in the mood for game night!

Joe, Paul, Pete, Tony, and new player Jordan joined me for Catan on the big board. Well, not the biggest board.


Joe was kind enough to (but needlessly--just show up!) bring extra supplies for Paul and Pete's special dietary needs and some nicer beer. Thanks, Joe!

We dined on pinwheel sandwiches and a plethora of condiments, corn chips plus salsa and Chad's smoked gouda dip, and various cookies. Also, I brought out the leftover Twinkies that must finally be consumed before they go bad in several decades.

And the usual house swill, Labatt Blue Light and a plethora of leftover beers including a bunch of IPAs. And non-alcohol drinks and Bailey's.

The colors for the night were white for Paul, brown for Jordan, green for me, red for Tony, blue for Pete, and orange for Joe.


GAME 1

The order of placement and movement was Paul, Jordan, myself, Tony, Pete, and Joe in the coveted DP position.

Wheat was a bit short this board. And wood was placed poorly.

Starting map:

Tony got hemmed in pretty quickly despite threading his way to the coast. And despite holding rocks never managed to promote cities.

Pete had a similar problem but at least had a fifth build site possible if he won the race with me. But he did promote two cities. And had a theoretical chance of getting harbor master if he won that race.

I was squeezed in my eastern settlement but managed to thread the needle from my other settlement almost to the coast. But I had to build three roads for each settlement! I should have had three settlements on that stretch of road. But I was relieved to squeeze through at all. I managed to promote one city and hoped to get one more settlement on the coast, depending on what Paul and Pete did.

Also, I demonstrated why we have the holy plastic covering relic for the board. Next week, pleas note that the spill is the reason some of the rock cards might be a tad sticky. Soylent Green is totally not people.

Joe managed to link his settlements, and reached the coast in the northwest, blocking Jordan. And his inland expansion nearly blocked me. With two cities and longest road, Joe was contending for the crown.

Jordan was stymied in expanding and had just four settlements. He did, however, buy lots of development cards to get the largest army. And at the end of the game revealed three victory point cards!

Paul didn't expand much, curling around an 8 wood, 6 brick, and 6 rock. He won the harbor master and promoted 3 cities, getting to 11! Congratulations Paul!

End map:


Jordan had 9 points with 3 VP cards and the largest army, followed by Joe with 9 points including the longest road, Pete and myself tied with 6, and Tony with 4.

"Probability":

Nothing was too out of the ordinary, although 5 and 9 were hot, while 11 was on fire.


GAME 2

The order of placement and movement was--again--Paul, Jordan, myself, Tony, Pete, and Joe in the coveted DP position.

Wheat and brick were pretty bad.

Starting map:


Paul started out hemmed in in the northeast and with a bit of room in the northwest. He curled around a good wood (well, he did!) but was locked out of more than four build spots.

Joe squeezed through a choke point to link his settlements and--for a while--hold the longest road.  But I managed to build through his path and block him and take the longest road. But with all his cities built and no building spots, it would be all up to getting the largest army and a VP card to win.

And we did enjoy Joe's sinister laugh right before he couldn't make the move he thought he could. *golf clap*

Tony was hemmed in the west but in the southeast had some room to expand potentially. But road-building was hard, and with only two new roads, Tony had three build spots that somehow each had a city! That got him harbormaster.

Pete had a small enclave on the southern coast and managed to expand nicely in the east. Despite four coastal build spots, two were on non-port spaces. So harbormaster was out of the question. But Pete did have the option of surpassing my maxed-out road.

I was rolling despite crappy wheat and a relatively good 4 brick that just did not produce. I expanded in the north and I was--contrary to the usual outcome--able to expand my center settlement throughout the interior. I even linked them--and cut Joe's road--to get the longest road. But with two cities and no build spots because I'd built all my roads, I had to get either a victory point card or promote a city. As my turn came up I had all the rocks and wheat I needed to promote a city. I'd have to trade a couple wheat at what I thought was my useless wheat port. But I could do it. 

Then Jordan played a monopoly card and took all my wheat. Damn.

So the game went around and this time I had all the rocks and wheat I needed with no trades!

Then Jordan played a monopoly card and took all my wheat as he took his turn before my turn. WTF?

Jordan had a lot of development cards this game, hemmed in to just four build spots he nonetheless built up all his cities with a health diet of 10 rolls. And with the largest army all he needed was to stop my drive to victory (see above) and get a victory point. You guessed right. Congratulations Jordan!

End map:


I followed with 10 points, including the longest road, then Tony with 9 (harbor master and a VP card), Pete with 8 (one VP card), Joe with 8, and Paul with 5. It was all in all a hard-fought game.

"Probability":


Oh my God, 5, 10, 11, and 12! Four was mostly AWOL.


GAME 3

Not appearing in this scene: Paul, who bravely ran away to "get up early" for "family" reasons.

The order of placement and movement was Joe, Jordan, myself, Tony, and Pete in the ... DP spot.

Nothing was totally horrible. Although brick was problematic.

Starting map:


Jordan got pinned in his southernmost build spot and in his other settlement by the time he bypassed my northern expansion, he ran into Joe's expansion. Building just three roads all game will do that.

I was able to expand my northern settlement to three settlements and didn't expect more from that area. In the south I thought I had a quarter of the board open for expansion. But the most I did there was build a single road segment as I watched other people play. Building just three roads all game will do that.

Joe built a nice enclave in the north with only one more build needed to seal it off safely. And in the south he reached the coast. With three cities and more build spots he was in a good position.

Tony was rolling and with the longest road, he looked like he was going to link up his initial settlements and potentially lock that in. With four cities, Tony was in a good position to win.

And then it happened. Pete's 8-roads-in-one-turn "March Through Tony":

Six road segments in one turn blocked Tony's link-up effort. Tony could have cut the road by building on it. Although it was unlikely--but theoretically possible--that Tony could have built through Joe's potential enclave in the north to regain the longest road in time.

Pete, as noted, grabbed the longest road with his sperm-road. And he had the harbor master. So his two cities and three settlements provided the balance of points he needed. Congratulations Pete!

End map:


Tony followed with 9 points the hard way. Joe had 8, and Jordan and I had 4.

"Probability":


As "6" said this game, "Thank God for 2!" Those of us who bet on "6" instead of "8" were greatly disappointed. Heck, those of us who bet on "6" instead of "11" were disappointed. My "11" and "4" bricks gave me 7 bricks. My "6" wood gave me one wood. Thanks probability. Not that I was the only one afflicted, of course.


So that was it. We wrapped up after 3 long games before 10:30. It was much fun and a needed escape from a week of 3 fans and a dehumidifier alarming the cat and requiring hearing protection to use the first floor.

And we might have a variant for the "Girthiest Road" by letting players build double roads with the first to get three two-laners getting that card. Something to think about for poor souls trapped in tiny enclaves with no place to build roads. We'll see. That might be good for Mega-Catan to speed it up.

Thanks for playing! Game night is always fun. With certain caveats.


And, of course, a meme:


Sadly I still do not have a meme slide show back up and running for game night. Thanks Microsoft.

As always, feel free to comment with your perspective.

Note to self: Turn off overhead lights for map pictures.

We'll do it again next month. At Casa Beej. April game night will almost certainly be at Joe's.