GC back from exile
Jan. 24th, 2004 03:55 amGames Club back at Columbia, as were
feiran and (unexpectedly)
negativeq. My new workout: girl-lifting.
Played something new: Domaine, designed by Klaus Teuber (and not to be confused with Parker Brothers’ Domain). Good, tight, interesting mechanics. (See Kevin’s review on the FunAgain page for a more detailed description.) I won, but narrowly — it was a nail-biter up to the end.
We also tried seven-player Puerto Rico, merging two sets and adding in extra stuff. New roles: the Diplomat (can act as any other role, but doesn’t get privilege), the Preacher (no general action, takes one colonist from supply as privilege, turned out to be pretty damn useful), the Bishop (no general action, takes one victory point as privilege, probably the least useful role). We swapped the expansion Trading Post for the Office, each started with six doubloons, added in five more of each good, and used 50% more money, colonists, and victory points (I think). Oh, and we used three of each non-production regular-sized building, I forget how many extra production buildings, and added in a few extra large bonus buildings, four extra quarries, and I forget exactly how we handled regular plantations. Scores mostly wound up in the 30s. I think it worked pretty well. Went on a bit long, though. We were all surprised when the colonists ran out, abruptly ending the game.
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Played something new: Domaine, designed by Klaus Teuber (and not to be confused with Parker Brothers’ Domain). Good, tight, interesting mechanics. (See Kevin’s review on the FunAgain page for a more detailed description.) I won, but narrowly — it was a nail-biter up to the end.
We also tried seven-player Puerto Rico, merging two sets and adding in extra stuff. New roles: the Diplomat (can act as any other role, but doesn’t get privilege), the Preacher (no general action, takes one colonist from supply as privilege, turned out to be pretty damn useful), the Bishop (no general action, takes one victory point as privilege, probably the least useful role). We swapped the expansion Trading Post for the Office, each started with six doubloons, added in five more of each good, and used 50% more money, colonists, and victory points (I think). Oh, and we used three of each non-production regular-sized building, I forget how many extra production buildings, and added in a few extra large bonus buildings, four extra quarries, and I forget exactly how we handled regular plantations. Scores mostly wound up in the 30s. I think it worked pretty well. Went on a bit long, though. We were all surprised when the colonists ran out, abruptly ending the game.