Showing posts with label Tichu. Show all posts
Showing posts with label Tichu. Show all posts

Friday, March 02, 2007

Why Mystery Rummy: Jack the Ripper is Not So Good With 4

Our regular Tichu game with the CyberKev family has turned into a regular card game. Tichu is a fine game, but CyberKev and I have many other fine games that we'd like to play some time, so Tichu is having a rest. This week I chose to try Mystery Rummy: Jack the Ripper. The buzz on the 'geek is that it's not good with 4, but the geek has lots of buzz I don't agree with so we went ahead anyway.

In the first hand we saw some of the reason for the negative buzz. With 4 players a lot of cards get drawn and all of the Victims will end up in someone's hand by the end of the first run through the deck (except... see below). That means that either all of the Victims will be played, in which case The Ripper Escapes and someone gets 35 points; or a Commissioner Resigns card will cause all victims to come out and the ripper will escape giving someone 35 points. Here's the except - the only hope for the other players is that the person with The Ripper Escapes never gets a Commissioner Resigns, nor a Scene to retrieve one from the discard pile; or else the other players are able to get a victim into the discard pile and keep her there.

Overall, with 4 players it's just difficult to prevent the ripper from escaping and giving lots of points to one person and hardly any to anyone else. People end up holding onto Victims and Commissioner Resigns cards to prevent the person with The Ripper Escapes from getting them, and the game becomes distorted from what you'd expect rummy to be. I'm not sure it's meant to be like that. I've played the game with 3 and it was fine, and maybe with 2 it would be better again.

While I'm here, I'll talk about Mike Fitzgerald's other games:
  • Mystery Rummy: Murders in the Rue Morgue - We played this quite a bit in 2005 and I still like it. It doesn't seem to have as many twists and turns as the other Mystery Rummy games, and the art is in being able to get the bonus points.
  • Mystery Rummy: Jekyll and Hyde - I've only played this a couple of times but I liked the challenge of trying to engineer a shut-out.
  • Wyatt Earp - This is a very good game where you're trying to balance going out with getting the biggest share of the reward. It needs more thought than I care to give it, but I don't mind losing anyway.
I haven't got Mystery Rummy: Al Capone yet but it's waiting for me to order from the FIGS.

Anyway, back to the session report. CyberKev scored two Ripper Escapes in the first two hands and went out to a huge lead. Our best strategies couldn't hold him back and he won easily. We then went on to play Frank's Zoo with partnership rules, which is also a good game, and Mrs CyberKev won easily there.

Friday, January 05, 2007

Has It Got Legs?

In the five and dime discussions on spielfrieks someone asked posters of five and dime lists to comment on whether they thought the games "had legs", i.e. would they maintain their number of plays this year. That's an interesting question, so I'm going to go through my five and dimes and answer it. Get a cup of coffee, we could be here for a while.

Ca$h'n Gun$ (20 plays) - Will probably get to 10 plays again as it's a favourite of medium-sized kids and I know a few of those.

PitchCar (18 plays) - May get to 10 plays as I carry it around in the car for those times when I discover myself in a social situation with lots of non-gamers. Won't be played as much as it was last year.

Quoridor (17 plays) - Will get to 10 plays again this year as it's quick. I have a lot of 2 player abstracts, but most of my family are potential opponents.

Werewolf (17 plays) - Will probably get to 10 plays as it's popular at larger gaming gatherings where we often play a couple of games.

Liar's Dice (15 plays) - Will certainly get to 10 plays because it often comes out at the end of the night at Critical Mass.

Lost Cities (14 plays) - May not even make it to 5 plays this year as both of the women I played against last year are no longer gaming with me, and I'm not sure that it's Scrabblette's style. Personally, I would rather play Battle Line.

Nacht der Magier (13 plays) - Will probably make it to 5 plays but not to 10. This year it was a novelty and I will try to bring it out whenever I can this year. However I do want to get Waldschattenspiel which will compete for table time.

Gobblet (13 plays) - Will make it to 10 plays again this year as I am not finished with it yet and have plenty of opponents.

Cartagena (13 plays) - I expect this will only get to 5 plays this year. I played a lot early last year and got a bit burnt out, but it's such an easy game to explain that I'll probably teach it a few more times this year. My 6yo nephew likes it.

Coloretto (12 plays) - I still like this game but it's hard to get people to play it regularly. Maybe only 5 plays this year.

Coda (11 plays) - One that CyberKev often suggests and that I always agree with. Will get at least 5 plays.

Scrabble (11 plays) - Definitely on the Dime list again this year. I've played 3 games already.

Poison (10 plays) - Will not get to 10 plays again this year and almost certainly will not get to 5. There are other games I'd rather play and I'll probably stop carrying it around for a while.

Ingenious (10 plays) - Will not get 10 plays again this year unless Scrabblette likes it. Most of my plays last year were solitaire and I'm past that now.

Diamant (9 plays) - Will almost certainly get 10 plays this year. In fact I'll probably put it in the non-gamer's box which lives in the car. It's so easy to teach and quite a lot of fun so it's easy to get it played.

Poison Pot (9 plays) - Won't get to even 5 plays this year unless I can convince Scrabblette to play against me. I like it but almost nobody else does.

Cloud 9 (8 plays) - Will probably get to 5 plays again this year as the kids like it. Diamant will compete with it.

No Thanks! (8 plays) - I won't volunteer to play this very many times this year, but I suspect I will on occasion. Maybe not even 5 times though.

Once Upon a Time (8 plays) - I bought my niece the Dark Tales expansion for Christmas so we will play Once Upon a Time a few times this year.

Saboteur (7 plays) - Another good game for large groups. Maybe not 7 plays, but 5 is perfectly feasible.

Ra (7 plays) - Another that I won't volunteer to play but probably will anyway. Yes, it is my favourite auction game, but I hate auction games!

ZÈRTZ (7 plays) - A definite yes - I want to play this game at least 10 times this year, and I have a number of suitable opponents.

TAMSK (7 plays) - I'm not so keen on TAMSK, but not so unkeen that I won't play it. Hey, was that a triple negative?! If I bring it out a couple of times it will get to 5 or 10 plays easily.

For Sale (7 plays) - Probably won't get to 5 plays this year, I find it a bit boring.

Tichu (7 plays) - Considering that we were playing this once a week and Scrabblette likes it, this might become my most played game of 2007. Maybe we'll get sick of it, who knows?

Puerto Rico (7 plays) - The BGG #1 was a game I desperately wanted to play this year, and finally did. I even had a streak where I won 3 games in a row. But now it's almost a case of been there, done that, and I don't need to play it so many times this year. I think knowing that it's possible to play better than I do stresses me.

Commands & Colors: Ancients (7 plays) - I enjoy Ancients a lot and would like to play many more times this year. On the other hand, my opponent Arnold Horshack and I both now have BattleLore which will compete for table time. I'm hoping we can make time for both.

Chrononauts (7 plays) - This got played a few times last year because it was a Christmas present to the kid. When we tried to play it with serious gamers it became quite monotonous, and unless someone requests it it won't be played again this year.

Cathedral (6 plays) - Scrabblette gave me a copy of this for Christmas so it will be played quite a bit this year. It only takes 5 minutes, after all.

Bohnanza (6 plays) - The big year for Bohnanza was 2005, so 6 plays in 2006 were mostly incidental. I used to play with my sister, BIL, and my ex, which is unlikely to happen again, but we might be able to convince Scrabblette to play and Bohnanza will be back on the table again. If so, it might compete with Frank's Zoo and Mystery Rummy for table time.

DVONN (6 plays) - Another two player abstract which I like and have opponents for.

Tongiaki (6 plays) - This is fairly popular at Critical Mass and I've taught it a few other times, so I expect it will see 5 plays again this year.

Frank's Zoo (6 plays) - I mostly played this with CyberKev, but I also taught sister, BIL and ex and they liked it. I hope I can find time to play it a few times this year.

The Great Balloon Race (6 plays) - 6yo nephew's copy is still in the mail from Germany, so when it arrives we'll have to play it a few times. I expect it will get to 5 plays again this year.

Nodwick: The Card Game (5 plays) - This game is popular with medium-sized kids, but I'd probably teach them Ca$h'n'Gun$ first, so it will be struggling for plays. Probably won't get to 5 plays in 2007.

Pick Picknic (5 plays) - 6yo nephew has this and I like it, but whether we'll get to play it 5 times is another matter. I expect not.

Gang of Four (5 plays) - This game is very much in the same space as Frank's Zoo and Tichu and isn't as good as either of those, so I don't think it will see much play this year.

GIPF (5 plays) - Scrabblette likes this, and so do I, so it will see a bit of play for sure, probably more than last year. After all, we've got to do something in bed on Sunday morning, don't we?

San Juan (5 plays) - I bought this in 2005, so the 5 plays in 2006 were as many as I could manage to scrape up without particularly much enthusiasm. I'd like to maintain that number this year, but I expect I won't.

China Moon (5 plays) - I like China Moon a lot but it does have some flaws which means I'll struggle to get it to the table. I'd be surprised if it made 5 plays again.

Xe Queo! (5 plays) - I like this game a lot, and it's easy to teach, so I'll cart it around and try to play it with all and sundry. That means it will probably be played about 5 times.

Scopa (5 plays) - This is an Italian card game that I played only with a lady I was seeing during the year. It wasn't anywhere near as interesting as the lady, so I suspect I won't be playing it again this year.

Rumis (5 plays) - I have an unopened copy of this, and it won't stay that way very long. I think the kids will like this. I can see it being played 5 times this year.

Give Me the Brain! (5 plays) - This game comes out occasionally and will probably continue to do so, but maybe not 5 times in 2007.

Gulo Gulo (5 plays) - This is a great game for little kids, but there are not so many of those in my life at the moment, so it might not see much play in 2007. Maybe if I take up smoking dope it might see some use.

Bamboleo (5 plays) - I bought myself and my sister the kleeblatt edition for Christmas, so it will be played a few times. Maybe even as many as 10.

Igel Ärgern (5 plays) - I like this cute and simple game but not everybody shares my enthusiasm. It will get to 5 plays if I push it, but I suspect I won't. However I'll probably carry it around and it will be played a couple of times.

PÜNCT (5 plays) - I haven't really explored this one yet, and I'd like to. The kid and BIL like it, so I suspect I'll find time for 5 plays in 2007.

Carcassonne (5 plays) - Carc is not a game I go out of my way to play, but other people really do like it. As the kids seem to like it, I suspect I won't be able to avoid it in 2007 and it will see 5 plays again.

Hamsterrolle (5 plays) - Only 5 plays of this beautiful game... what a shame! I expect it will see about the same number in 2007 unless I sell it to Mikey for $5.

Queen's Necklace (5 plays) - This was bought as a back-up Christmas present for my niece last year due to the very unreliable internet store we have here in Australia. I ended up playing it myself. I don't see a need to play it again.

Carrom (5 plays) - Scrabblette is good at this, and I have ambitions to beat her, so we should play it a bit this year. I'd like to see it played regularly which would push it over 10 plays.

Make 'n' Break (5 plays) - This is pretty popular with the kids, so it should see a bit of play this year. I expect 5 plays.

Of course, as I learned last year, you never can tell what's going to happen next.

Wednesday, November 29, 2006

The Hot Chick That Plays GIPF

Last night, Scrabblette and I consummated our relationship. We put the kid to bed, turned the lights down low in the bed room, climbed into bed, and laid out the GIPF board. Then I explained the rules and we started playing. What else would we do?

Speaking from my limited experience, the hardest part of GIPF for beginners is the ease with which you can make bad mistakes. Several times Scrabblette completely missed my threats. In fact, three times she missed threats in exactly the same spot, which prompted a lot of wailing and gnashing of teeth and tearing of hair and stuff. Nevertheless, I could see she was trying to set up traps for me, and several times I was reduced to a single move to avoid losing pieces, and once she managed to sustain the pressure enough that I did.

Anyway, she says she likes that game. Excellent news! Sadly she's leaving today for a long-planned holiday overseas, and I've been reduced to playing Tichu with the evil Count von Walduck. I hope he shaves.

BTW, my new ambition is to get the entire GIPF series on my nickel list for this year. I need to play 2 games of DVONN and 5 games of YINSH to achieve that. I think I've got the DVONN covered, but I need volunteers to play YINSH in December.

Thursday, November 23, 2006

Finally, Fortunately, Fabulously

Thanks to Friedemann Friese for allowing me to use the name of his next game as the title of my article.

Scrabblette and I have been playing Tichu every Wednesday night against the CyberKev family. Sometimes they just beat us, sometimes it's a complete drubbing. Last night, we handed out a drubbing of our own.

The evening started well with Scrabblette leading us into a 1-2. I was quite relieved to actually see some high cards - after last week I was wondering if maybe they'd all got lost or something. The second hand was played without tichu calls - "for boring old points" as CyberKev described it. Normally he's the one who calls tichu, so that would be why. In fact, CyberKev was strangely silent the whole evening, only making one grand tichu call as far as I remember. I made a couple of tichus, for which I thank the cards I was dealt rather than any particularly good play.

Anyway, the fun part of the evening started when we were on 940 and the CyberKevs were on about -140 and Scrabblette called grand tichu. I think that's called joie de vivre. If I'd been on top of my game I could have finished the game on the previous hand (should have played the Ace first, but basic strategy eluded me), but instead we dropped 180 points. The next hand was one of the tichus that I made, and we somehow got to 990 points. This time we played the last hand very conservatively and just made 30 points. The final score was 1020 to us, -20 to the CyberKevs. We'll see next time whether this was skilful play by us, or just good cards.

One strategy tip from the night was "pass the dog to the tichu caller". CyberKev described it as "cute" when I did it to him, and Scrabblette became rather befuddled when it happened to her. It's certainly another thing that you didn't particularly want to cope with. So I'll keep doing it.

Friday, November 03, 2006

CyberKev Gets Lucky

This is not a blog about CyberKev, though given the number of mentions he gets you might think this was his unauthorised biography. Nevertheless, let me tell you about how he got lucky with my girlfriend...

Since the kid's mum chose earlier this year to go join a different game group (see April's posts), the quest has been on to find a new gaming partner: in particular, the mythical Hot Chick That Plays GIPF. CyberKev graciously reserved a spot in his game group for her. However after my July trip to ConVic4 where I played Tichu with Fraser and Shaun Low, and my ordering of a copy of Tichu in August, CyberKev has been subtly hinting that The Hot Chick That Plays GIPF might actually turn out to be The Fourth For Tichu. In CyberKev's view, the selection of a life partner is subsidiary to finding another player for your next game.

To be fair, he had a point. A good cards partner is not easy to find, so when I updated my profile on RSVP (the singles site), I mentioned that I needed a Tichu partner. Despite having no idea what Tichu was, Scrabblette suggested that she'd try anything once and so from the moment we established contact Scrabblette was pencilled in to be The Fourth For Tichu.

Regular readers of this blog will understand that from the number of mentions of Scrabblette that things have turned out pretty well, and during the week we hosted a dinner party / Tichu evening where we played Carrom (Scrabblette kicked ass), had a slap-up feast, and settled down to figure out Tichu. It has a lot of rules. I remember when I first played that the dog and the phoenix confused the heck out of me. And I'm still not very good at trick-taking games - my card counting skills are rudimentary at best (I don't even use all my fingers!) and I'm still developing a feel for what I'll be able to get away with.

The game started badly for my team, with CyberKev and Mrs CyberKev recording a 1-2 for 200 points. Never fear, "first game's a learning game"! In the second hand, CyberKev called a Grand Tichu which he made for 200 points, and the score was 455 to 45. There's still a long way to go in the game. The third hand was very civilised, with no Tichus called, and we caught up to trail 490 to 110. Then came a curious hand - Mrs CyberKev called Tichu. I thought I had a good hand so I called Tichu as well. As it played out, CyberKev was able to go out first but to do so would have cost his team 100 points, so he held off and I went out first instead. Scores were now 460 to 240.

Now sorry if you think this story is going to have a thrilling denouement... after a couple more hands Mrs CyberKev had to go home to sleep and we didn't manage to finish the game. The scores when stumps was called was 590 to 210 - in the missing part of the story the Kevs scored another 1-2 and both teams lost on a Tichu call. Clearly we need a lot of practice! I'm hoping that getting beaten by CyberKev at Tichu can become a regular occurrence - after all, I have organised my entire life around it.