Another enjoyable board game night.
Irish GaugeHard to describe this one [
"It's 5 Foot 3!" - Railway ed.]. It isn't
Ticket to Ride, but then it isn't one of the legendary
18xx series. If you go in expecting either, you'll initially be disappointed but then charmed by this game's simplicity.
Players are wannabe railway tycoons, competing to create the most profitable network across Ireland.
After an initial share auction, the game begins and you can either bid for more shares, build track, upgrade a town, or call for a dividend payout. You can build track if you hold shares that company, which means if more than one of you are shareholders you can build an extensive network pretty quickly. Or, indeed, your fellow capitalist scum can do all the hard work and you can just take the profits. I had invested in different companies to my opponents so looked on in anguish as they spread across the island whilst my services were about as patchy as the current network.
The real meat of the game, and the hardest to explain, is calling for dividends. You randomly pull out three cubes, and the colours show which cities are paying out that time. Dividends are split between shareholders, and likely payout affect the auction price if others want to get in on the action. But with limited cubes of each colour, a formerly profitable line might ebb into irrelevance, so knowing when to buy becomes important. Upgrading towns takes cubes out of the bag too, so you might want to be careful with where you place them - or place them to screw others, even fellow shareholders, over.
The cards are solid, but we did run out of cash near the end and had to resort to the honour system . I also find the board a bit plain but it does the job and the tracker helps with calculating dividend payouts.
We finished within about an hour, including set-up and rules rundown. I've never played the
18xx series, so a few rounds of this might encourage me to go further into the railway capitalism genre.
Irish Gauge is solid enough to explore and enjoy on its own merits, and it's definitely one I want to get to the table again, probably with more players for better alliance building.
Sniper EliteThe cardboard version of the hit game, or
Scotland Yard with Nazis. One player is a super-stealthy US sniper, roaming the board trying to complete two missions and perhaps shoot people on the way. Everyone else controls squads of Nazis trying to find him and take the intruder out.
The early stages are probably the toughest, as you grope around trying to get any clue that might set you on the right track but as the game progresses and the sniper starts revealing himself (or where he could be), the tension mounts as the options narrow before a final dash on both sides. We got very close, but he slipped us past in the night.
I found the line of sight rules slightly awkward, and the Nazis move a bit too slowly, but the game arc is satisfying, leading to many painful decisions.
We rounded off the evening with another round of
Feed the Kraken, a hidden role game with a pirate theme. Doesn't add much to the genre, but at least you're not Hitler (*cough* Lovecroft *cough*).