We split up into different groups at the start of the night.
Anna, Sadie, Brandi and Marta played Monty Phython Flux.
Monty Python themed version of Fluxx. The random and chaotic nature of the Fluxx engine makes it a perfect vehicle for the crazy world of Monty Python!
The card mix focuses on Holy Grail with other references added from Flying Circus and other Python material.
Part of the Fluxx series.
I don’t know who won the game.
Alan, Dannis, Brett and myself played Puerto Rico.
The players are plantation owners in Puerto Rico in the days when ships had sails. Growing up to five different kind of crops—corn, indigo, sugar, tobacco, and coffee—they must try to run their business more efficiently than their close competitors: growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time, and, most importantly, shipping their goods back to Europe for maximum benefit.
The game system lets players choose the order of the phases in each turn by allowing each player to choose a role from those remaining when it is their turn. No role can be selected twice in the same round. The player who selects the best roles to advance their position during the game will win.
Dannis Won the game with a large lead, Brett was second, Alan third and I of course was dead last.
Brandi, Alan, Sadi and Marta left, and then Ted showed up. So Brett, Anna, Ted and I played 7 Wonders.
7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza’s Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends.
In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you’ll know which cards your neighbor is receiving and how his choices might affect what you’ve already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions.
Though the box is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.
Ted had recently purchased this game because of the Scott Nicholson MIT lecture.
This is a very light civilization card game. Yes a civilization building game using cards. Each player starts with a wonder in front of them which provides at least one resource as well as providing benefits as each stage is completed. There are three ages during the game, each age is a card hand. On each turn a player may do on action, build a building, burn a card for three coin, or use a resource towards their wonder. The unique mechanic is once your turn is done you pass the remainder of your hand to the adjacent player.
The rules are very easy, and the game is extremely quick. However it does give you a very satisfying feel of building your civilization. I’m a big fan of civilization game because you get to see it grow during the course of the game and as you build it you get additional benefits. This game provides that is 30 minutes or less.
I won the game with 57 points, Anna game in second with 55, Brett was third and Ted was last.
I have to say that we all found it so much fun and we all want to play again.