Noctiluca, first play. According to google, Noctiluca are a marine species of dinoflagellate that can exist in a green or red form, depending on the pigmentation in its vacuoles. So, there you go, it’s not just a madeup word. So you’re diving to collect these thingys, in order to fill objective cards. You place one of your tokens, and then take all the dice of a specified number in a straight line. Very easy to learn. There’s no real penalty if you take a die you can’t use, except that the other players may get it. Nice little filler. Could cause some AP as you go through all the options.
Vagrantsong, first play. This sounds kind of weird. It’s a cooperative, story driven game of defeating ghosts on a supernatural ghost train. You start with a couple of skills (I had a dog!), and some basic ones. You have three coins, and on your turn you place those coins on an action. Skills have a value you have to roll, and usually (but not always) adding coins increases the number of dice you roll. After your turn, the ghost has a turn by drawing a tile from the bag, which determines the ghosts action. It can seem a bit random, we found that after some careful positioning, the ghost would suddenly move across the board to the farthest player. Everyone (players and ghosts) have a humanity level. For the players this is their life, if you get to zero you lose a skill. For the ghost, they start on zero and you are always trying to add to their humanity to save them. But we won, without too much trouble. This was the starting scenario, each scenario has it’s own ghosts and rules for what they can do, no idea what the future scenarios will be like. It’s a proper campaign game, you get to add new skills and equipment after a game. It was a fun game, bit rough because it was our first go, I don’t think my mate actually planned to play it (wasn’t even punched out), but we wanted to give it a go.
Hot Lead, first play. The first of two new KS Knizia games. Pretty easy to learn and play. You have a deck of investigator cards, and a deck of evidence cards. Evidence cards have one of five different criminal activities, with various values. Three evidence cards are laid out (for a 3p game), all players play an investigator card simultaneously. The highest card takes the first evidence card, next highest takes the next card, and so on. As well as the values on the card, you get bonus points for having three cards of the same criminal activity. But if you get a fourth card of the same activity, you go bust and lose all those cards. Very quick game to learn and play.
Pumafiosi. first play. The second new Knizia game. This ones a bit meaner. You have nine hierarchy cards, from values from 10 down to -3. You have a deck of player cards with values from 1 through 55. You each play a card in turn, and the winner is the player with the second highest card. The winner places their card against any hierarchy card. But, if you place a second card, the lower of the two drops down one level. And on that level there could now be two cards, and another card drops again, and this could happen until cards hit the lowest level (where you get negative points). Each time one of your cards drops, you get a penalty point. Makes you think a bit about where you place your card. Good fun, I think I liked this better than Hot Lead, although they are both good.
Village Rails, my second game of this, but first play for the other players. It’s a fairly easy game to teach. You take a track, optionally a trip for more points. You will complete seven train lines in total, you will put down twelve track cards. We got thrashed by one player, who often wins our games. He got 24 points in one line from control points – I guess that’s on us for not stopping him getting those cards. I thought, ok, at least I’ll get some points from sidings at the end of the game. But the winner had five of those (I had three…), so he smashed us there too. Still like the game, although I don’t think one of the other players liked it. Scores were 90-odd, then 68 and 58. And I didn’t get 68…