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All of which might sound peculiar, but it makes perfect sense if you accept the proposition that games are indeed art. Following that line of argument it is easy to suggest that games access the same depths of the unconscious identity as do other art forms, albeit perhaps much less predictably.
What went down
Andy chose the boards and their layout; then- a dash of random selection later, we were ready to race across the factory floor seen below (Twonky marks the start).
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And we were off.
The events of the game were quite straightforward:
- Twonky got off to a good start, quickly tagging the 1st flag then making a clean getaway.
- Zoombot, Hulk X-90 and Spinbot weren't so fortunate, getting tangled up in bouts of shoving and counter-shoving which cost at least 1 bot a life.
- The result was that Twonky had negotiated the difficult corner belts around the 2nd flag long before the others were making their exits from the 1st flag; this lead was to prove unassailable, and I won comfortably.
Linux OS 1
Windows Vistas 0
AfterthoughtsThis game was something of a revelation to me. It reminded me how much I like Roborally, and of how and why that liking is tied up with something which has little or nothing to do with how the game actually works.
The game was also educational for the lads. I had explained the principles of flag placement at least once before, to no avail. This time was different. The sight of Twonky haring off into the distance was enough to convince people of the importance of careful flag placement to determine the kind of race you want to run. I've got a taste for some more Roborally fun in the near future, so people might get a chance to exercise these new insights sooner rather than later.
There were also a few rules issues which came up:
- Checkpoints: "should not be placed in a corner formed by 2 or more walls", Roborally Operating Manual, p.9.
- Wrenches, repairs and options:
- Drawing an option on a 1-wrench square, or 2 options on a 2-wrench square-'Turbo Wrenches' option, Armed and Dangerous, p.2.
- The bit about 1 repair and 1 option on a 2-wrench square was a houserule, but it's also an official rule of the new Roborally (p.8).
- Retaining program cards while powered down for the sake of possible locked registers: explained in the Roborally.com FAQ; which notes this is official and "an actual modification to the rules".
Back from the future
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I started with a slightly subpar resource base and needed a key build for which I was in close competition with Gav. Resource roll followed trading request without Gav getting what he needed, and with me heaving silent sighs of relief each time (I didn't want to telegraph anything). Eventually I managed to get my build so that Gav's development was cut off. In the face of his defeatist wails of despair, I reminded him that I'd come back only recently from a similarly bad situation.
Meanwhile Donald was powering ahead on the other side of the island. We entered the endgame with Donald in the lead and Gav and I snapping at his heels. I invested in some Development cards in the hopes of seizing a quick win with VP cards, but to no avail. The relentless advance of Donald's mighty resource base proved unstoppable in the end:
- Donald: 10.
- Gav: 9.
- Me: 9 (including 2VP).
- Andy: 7.
Dauntless dwarves 1
Abacus-powered goats 0
;)
2 comments:
Settlers I understand but have never felt like playing again.
That makes you only the second person I know of in over a decade who's not been an instant fan of this great game! So Aneliya, what would you want to play? ;)
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