The first game today was a light party card game called "Crappy Birthday." To win, the game requires a player, the "birthday recipient" to choose the worst birthday gift represented by cards given to him by other players. The chosen worst gift is awarded a victory point to the giver of such a gift. Three points wins the game.
We played a couple of hands to go through most of the deck.
The rules are very very simplistic, almost child like, so there's nothing much to say about it apart from being designed for non gamers, probably for a party.
The fun part of the game are the actual gifts in themselves. Some of them just floored us in how ugly they were. I think the gift of "feet boots" just about killed me in terms of laughter.
A drawback of this game is that it can only be played once or twice before the familiarity with the gifts wears out it's novelty.
We then launched into game 5 of our 15 game campaign of Risk: Legacy.
As mentioned in previous posts, both Jim and I were dismayed at the four wins in a row by W.K.
The winner this time for game 5 is...
wait for it...
the winner is W.K, again.
Feet boots made me laugh in the prior game, but to continue the theme, we got trampled on by W.K in Risk Legacy. PP tried to trample over me with her invasion of my peaceful realm in Mexico, but she took a beating in bad rolls for her efforts that saved my butt. Of course, it was all for nought as W.K won a great victory in Australia, which won him the game the next turn.
The Risk campaign is slowly turning into a rout for the rest of us, and we can't explain it. And no, I am not willing to concede that W.K. is the better player. :-)
The good thing is that we finally opened up one of the games packets as all 9 cities are now founded.
|Opening up a new packet with lots of goodies for future games|
|Adding the bio-hazard sticker to the board following the opening of the packet.|
Thus, there are changes afoot in the game for next time. One thing I do find interesting is that it appears that as the campaign progresses, it seems to be self-balancing. W.K gets advantages for being a prior winner, but the rest of us start off with 1 victory point, with only 3 left to win per game. I assume there will be new twists and turns in the future, but I am trusting that there will continue to be balancing elements for all players.
Lastly, we played Fortune and Glory.
Jim again adorned a fedora and whip for the occassion.
This game is dripping in Indiana Jones theme. Every time I play it, I continue to be entertained. Lost artifacts, 1930s intrigue, Zeppelins... what more can you want...The four of us wandered all over the Earth looking for such artifacts as the Amulet of Time and the Armor of Zeus.
W.K took risks in going for gold in a temple, and I did so too sneaking onboard a Zeppelin. PP did not do so badly, but poor Jim kept getting KOd.
All in all, another enjoyable gaming session.