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posted by [personal profile] mylescorcoran at 02:14pm on 11/06/2007 under , ,
We had [livejournal.com profile] alaimacerc[1] round last night for a spot of gaming, [livejournal.com profile] sammywol having finished her marking and in need of some unwinding. We decided on Tongiaki, a game tile-laying, island hopping in the Pacific, in which the object is get at least one of your boats on to as many, and as high scoring, islands as possible.

The tile placing rules make for some peculiar arrangements of islands, and this time was no different with a long chain of islands all connected and one poor little outlier across open ocean.

There was an initial mass migration off Tonga to the North (towards the couch) which I curbed by an early, and lucky, declaration of Tahiti as a royal island, after which most of the expansion was to the south, in a sequence of islands that formed a rough circle.

I pulled a couple of good, if cruel, landings that forced new migrations, using them as opportunities to push my opponents off high scoring islands, and this seemed to work for me. The final score was 36 to me, 26 to sammywol, and 16 to alaimacerc.

[1] Alaimacerc has requested that I use only his LJ name in the blog, in a roundabout sort of meandering way that couldn't be mistaken for any other enormously tall Scottish gamesplayer of our acquaintance.
There are 6 comments on this entry. (Reply.)
 
posted by [identity profile] sammywol.livejournal.com at 02:37pm on 11/06/2007
you whipped our asses! However for future reference I want to tack how much of an advantage that first move getting the two rafts instead of one gives the starting player. (Although it would not always work out that the same player had first and last turns as you did.
 
posted by [identity profile] alaimacerc.livejournal.com at 07:01pm on 11/06/2007
I find that an annoying thing in any game with that sort of randomised end condition. That, plus the whole "argh, I was just about to [...]!" effect. I suppose the theory is that the pain evens out in the long run. But who cares about the long run, I want a cheesy win right now!
 
posted by [identity profile] sammywol.livejournal.com at 07:10pm on 11/06/2007
In one respect I approve of "argh, I was just about to [...]!" effect. in that it means you have to pay attention to other players' turns and can't have one's next 'perfect' move in one's head while counting the loooong seconds until it is your go again. Less analysis paralysis too - at least for me. So many games though seem to run on a crippling ethos of you will want to do at least four things on your turn and will actually only get to do 1.
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posted by [personal profile] shannon_a at 06:45pm on 11/06/2007
That's one of my favorite games that I can never get people to play because it's too chaotic.
 
posted by [identity profile] alaimacerc.livejournal.com at 06:54pm on 11/06/2007
No need to be so formal: you can always call me Alai for short. :) (Or should that be alai, in lowercaselivejournalland?) But yeah, you kicked our asses, and what's worse, my ass was also thoroughly kicked by the other person whose ass you kicked. (Yo Sam(my).) But I enjoyed it more than I did the first time we played, where it seemed totally chaotic. At least this time I had some idea of how my ass had just been kicked (or so I thought, after the fact). I declare the theme of the next three-hander we play to be "get Myles".
 
posted by [identity profile] sammywol.livejournal.com at 07:12pm on 11/06/2007
I declare the theme of the next three-hander we play to be "get Myles". Probably not necessary. Mr Wol's luck tends to run in fits and starts. Still, ... yeah!

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