Thursday, September 07, 2006

Sunday 20/08/06: San Juan, Domaine, Dalmuti

Everybody seemed mighty relieved at the prospect of actually getting some games in on a Sunday evening. Or maybe shocked :)

Marleena, Fee and me started with a quick game of San Juan before Tony arrived. Marleena picked up the rules pretty quickly – it’s the strategies that take time to master. I got a decent Guild Hall bonus, and was able to win fairly comfortably.

When Tony arrives we start a four player game, so Marlena can play again. This game is a bit silly. Marleena built a Gold Mine towards the end of the previous game, but it didn’t work on the remaining three Prospectors. In this game I build one on the second turn, and it works on the first three Prospectors!! This gives me a huge advantage, and I go on to draw into a Smithy & Guild Hall combo as well. Fiona has a decent violet position as well at the game end, with a set of monuments, but it looks to me like I’ve won, particularly as I closed the game out quite quickly (including a zero cost Indigo build as governor when nobody else could build). The scores were close, 34 to 31.

Tony has one of those games where he doesn’t do anything particularly wrong, but he just couldn’t find anything that would give him sufficient points – Marlena and I had the Guild Halls, Fee had one of the City Halls and I held the other in hand for most of the second half of the game. He didn’t do well on monuments either. Combine this with the fact he began in the fourth seat, and he got to see why I don’t rate four-player as highly as two or three player.

After San Juan we play Domaine. Domaine is a game we played a few times earlier in the year, and we haven’t played it since. It seems like if I don’t bring it Fee asks why I didn’t bring “that knights and castles game” and when I do bring it we don’t play.

We are seated as follows: Tony, Marleena, Fiona, me. We follow the rule in the rulebook which says oldest player begins (though this is stupid as it means Tony always begins – need to remember to do something different next time), and Tony, Marleena and Fee are all able to place their castles by mines in three of the corners of the board. The fourth corner doesn’t have a mine, so I go for a mine adjacent to Marleena’s, with the idea being that I can enclose my castle using some of the walls she plays.

The second round of Castle placing sees Tony and Fee try to claim more mines, whilst Marleena makes the first move to claiming the City with a very central castle, whilst I place mine just off to one side of the city (in what would turn out to a very good position – not sure if this was luck or good judgement).

After the final round of castle placing, I begin the game [we had a discussion afterwards about whether the opening order is properly balanced – it seems to favour the player in Tony’s seat who gets to place castles first and play second].

As always the game begins with everybody making small Domaines containing mines, and expanding to gain adjacent mines. Tony rapidly gets an advantage in income, Fee is also doing well, whilst Marleena and I both spend some time playing Knights in adjacent Domaines.

This side of the board rapidly becomes very crowded. Marleena has the Domaine in one corner, with mine adjacent. Tony is in the opposite corner and Fee is between him and me. Marleena and I have both been playing Knights – she wants to expand into my Domaine, whilst I want to defend my early mine. I am able to claim a second mine (mainly because I get to it before Fee does), before losing my first to Marleena. Meanwhile Tony is expanding into Fee’s Domaine. After I get hit by a traitor card it’s obvious to me that my Domaine isn’t sustainable in the long term, and I start working on plan B.

The alternative plan is this: I have a Castle on side of the board nearest me, and it is the only Castle on that side. All of the Castle on the nearby edges have already formed Domaines. Therefore there is a possibility of making this into a very large Domaine.

This is a plan I have been working towards ever since forming my first Domaine on the congested side of the board. This began expanding towards the centre of the board, both claiming useful squares and placing boundary stones that will help to enclose my other Castle. I even put a couple of boundary stones in the middle of the board early on, in what appeared at the time to everybody else to be a random move. When my expanding Domaine meets up with these Walls, and a few turns later I complete a large Domaine worth about 10-15 points it doesn’t seem so random any more.

As nobody else has completed a Domaine so near the centre of the board, I am then able to expand into the Capital City. This sees me near the winning margin for a couple of turns, but it’s clear this isn’t sustainable – everybody has more knights than me.

Tony has spent the entire game with the best income, and also has some strong Domaines. Marleena has had good income, and managed to achieve a monopoly. I had very weak income most of the game, until I scored that large Domaine, which also gave me good points. Fee has had a bad position most of the game, she never had great income, got squashed between Marleena’s and Tony’s strong Domaines, and spent most of the game unable to really do anything. This can happen in four player games, where each player only has three Castles.

I lose some of my large gains to Fee, but an alliance card prevents Marlena from taking the City off me. I make a mistake on the final turn, selling an Alliance card for money, when I could have protected a couple of Forests from Tony. The money was irrelevant, as Tony and Marleena both have way more than me, although it made no difference to the final outcome.

Tony’get the bonus points for being the richest at game and wins the game, Marleena bonus for also being the richest isn’t enough for her to catch me, so she finishes third. Fee finishes in last place.

Domaine definitely works better with three than four (this is the opposite to T&E in my opinion). I haven’t yet tried it with two.


We concluded with a few hands of The Great Dalmuti. We play with the 11s & 12s removed as there was only four of us. There’s only time for three hands before I have to leave, mainly because we have two Great Revolutions, which delay matters somewhat. Dalmuti is a fun filler, but it seems like I have an unfair advantage, cause I’m card counting, and I don’t think the others are (or not as much as I am – surely everybody remembers basic things like if the Dalmuti has been played). In each of the three hands I retain or improve my position, which is as much as you can ask for in a game of Dalmuti (I was Dalmuti when the second greater revolution occurred).

After this weekend, it's re-enactment events for the next two. Argghhh! I'll be glad when it's winter and we can game every weekend.