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The Gaming Parlour

‘Tinners’ Trail’

‘Ice Flow’

‘Brass’ x 2

‘Pillars of the Earth’

Hannibal

Caylus and Zooloretto

Games night ………. ‘Tinners’ Trail’ by Martin Wallace

The game is at Kendall’s, who arrives back from collecting son Tim from cricket, just in time to unload games from Dicken’s car. Kendall is all set to do an Onedin Line run to Huddersfield and back in order to collect copies of ‘Monastery’ – they have arrived! Kendall’s car will go stuffed to the gunnels with ‘Backpacks and Blisters’ and ‘Blooming Gardens’ as well as copious amounts of bubble-wrap collected from the school caretaker. What a life.

 Tinners’ Trail is set up as first Paul (minus Liz) arrives, followed by Richard (minus his accordion). Before commencing on the rules there is a warm discussion as to the merits of the components. ‘Treefrog’ is the name given to Martin Wallace’s new line of games. His aim is to produce a limited run of gamers’ games with quality components, which (in order to avoid the pitfalls of full-scale commercial production) he is packing in-house; literally. We have this on good authority, having had several friendly chats with the Warfrog / Treefrog team at the UK Games Expo.

The components get a thumbs-up. Kendall particularly liked the wooden bits. Paul would have liked some town names on the map. Dicken was very taken with the box-art work. Richard excused himself on the grounds of not having played that many games before; a common theme for the evening.

Salsa dip with Doritos is the order of the day. Paul asks for the bottle opener, Richard is drinking orange juice (noble citizen) and the two Ragnars open a can each.

So to the rules. These are written very well. Or at least they seem so, but then again someone else may find the kind of difficulties associated with ‘Brass’ - but not tonight. Particularly meretricious is Martin’s enthusiastic commitment to the Cornish mining theme. Throughout the rules he draws the reader into the subject matter and this helps cement the rules in place. Kendall has visited the Laxey Wheel in the Isle of Man, watched Fred Dibnah exploring steam engines and visited the Science Museum. He is already converted. Unfortunately he is also the person who has read the rules, so the others may not be so wowed by the subject. None-the-less they are up for a good game.

Dicken starts, choosing an area rich in tin and copper deposits in which to place the ‘Robber Baron’ black pawn. Soon a mine of one of the players will be placed there. That player will first need to win the auction. Bidding starts at £3 and rises to £5. Richard wins – Kendall tut-tuts – surely far too expensive! Dicken places another mine – this goes for £6. Kendall waits for a cheaper opportunity, eventually paying £3 for a mine of less potential.

A good mine will have loads of copper and tin (as determined by dice rolls after the original set up) and little or no water (also a dice roll, but increasing each time mining takes place). Water makes mining expensive and much of the other actions are focussed on dealing with the problem of water. Thus a steam pump or adit, port or railway will reduce water; whilst a miner, port or railway will increase the rate of production, thus reducing the amount of water coming in per metal being taken out. Great idea and very neatly handled; this is without doubt the most innovative part of the game and very well themed.

Miners, adits, steam pumps etc. are regularly hoovered up in the early part of each turn. Thereafter players may use the time left available to mine or sell pasties. Pasties are a way of raising a bit of extra capital but can make the difference between being able to mine an extra ore or not as the game progresses.

In round one the mining is finished relatively early as player’s money runs out. Perhaps those mines were too expensive – Dicken and Richard have bought two each. Bucket-loads of pasties are sold. Only when the next turn order is revealed do folks realise the folly of their ways. Dicken stays first player, with Paul staying second. They get the advantages of scoring first and staring first next turn. Richard and Kendall gag on the pasties; passing would have been better.

More beer is quaffed and the Doritos replenished. There isn’t a lot of banter this evening, the game being quite accessible yet requiring a fair bit of analysis. Decisions have to be taken at the auction, in the action phase and when trading wealth for victory points. In addition the two leading players will choose a land each in which to ‘prospect’ – rolling dice for revealing new deposits of copper and tin (and water). However, at one point Dicken slips from a mock Cornish accent into a caricature Pirate voice much to Dicken’s own amusement and the others sympathetically chuckle along.

By the fourth turn players will need to have already collected victory points (earlier turns provide more for your money) and be in a position to mine well for the last time. In Dicken’s case this means splashing out on a new mine. Richard and Paul decide to contest this but end up with expensive mines and little cash with which to extract the ore. Dicken finally gets a third class shaft (if you’ll pardon the expression). Kendall has an old bore still working.

A close call at game end. Dicken has done enough to win with 89 pts, Kendall manages 82 (one more pasty might have made a difference – to his waistline! Ed.), Paul has 72 and Richard 57.

It’s 10.20, so ten minutes of chat about the game ensues. It’s agreed that this is a well-crafted design with a very neat resource system at its core. All present have enjoyed it a lot. Will Phil like it? Watch this space for part two when ‘Tinners’ Trail’ travels north……

 

Games Night ‘Ice Flow’ by Dean Conrad of Ludorum Games

Like the two wizards at the start of the first Harry Potter film, Kendall and Dicken find their way to Paul and Sarah’s cottage-like home. Paul opens the door with baby number two, Cara in his arms – not at all like Mr Dursley. Dicken does the kind of nonsense that babies find amusing (sticking a finger in Cara’s face etc.) and Cara gives a toothless grin – if such a thing is possible. Sarah appears, but alas Emily (now a tot) is not well and so won’t be joining us this evening.

For their first game back in the loop, Kendall has brought along ‘Ice Flow’. Launched at the UK Games Expo (along with ‘Monastery’), ‘Ice Flow’ went on to win the prize for best new game at the show. Ragnar Brothers would normally be bitter and twisted about this, but Dean (hope we’ve got the name right) gave Kendall a personalised game to play with his kids - and you can’t do fairer than that. Of course, Kendall hasn’t yet been able to persuade his off-spring to come out of the cyber world in order to entertain their father, so Paul and Sarah will do nicely instead.

‘Ice Flow’ has some very cool playing pieces; wooden explorers, fish and polar bears and more particularly some clear blue plastic hexagonals that are (without doubt) precisely the kind of thing that explorers will scramble on when crossing the Bering Straits on foot. It beggars belief how anyone could crinkle and crack the sides of these so neatly! In addition there is a board and some cards.

Kendall gives a run-down of the rules. This takes a little longer than one might expect. Like many themed games, ‘Ice Flow’ has a lot going on. As a result, there have to be rules about what can’t be done as well as what can. Those who produce themed games (of which Ragnar Brothers are proud to be signed up members) will know that this ‘busyness’ makes their games seem less slick than the more abstract fare. Explaining rules to ‘Monastery’ takes quite a length of time; but the end result is a game that is under-pinned by an experience. Worth it in the end, so hopefully Ludorum will stick with it.

First player is the person who can best impersonate a polar bear. Sarah disappears and returns with a cuddly penguin as well as a polar bear. Good enough to take the lead.

Sarah moves a piece of ice and sets off. Movement has no limit, provided you have another tile to move onto and enough fish and rope to help you. Unfortunately your rucksack only holds three pieces of equipment and there is only so much equipment available en route. Fortunately more can float into the straits as pack ice appears from the black bag. Steady head-way is made by each of the players three explorers.

Pringles and dips help the beer to flow. Not very thematic; Sarah does promise a cup of hot chocolate later.

Cara has been watching play with mild amusement. However, it’s now time to feed; Cara makes this perfectly clear to all concerned and Sarah disappears again. The blokes take it in turn to have her turn and the explorers march on.

It soon becomes apparent that just moving one piece of ice per turn is not going to get you to Siberia very quickly. The jagged edges have to be crossed with rope and often it is better to jump in the sea and swim. Fish (which you need for swimming and chasing off polar bears) are more important, but as rope can be used to go fishing (exchanging for two fish) it’s clear that the play-balance of equipment has been well designed.

Mid-way through the game and there’s nearly an argument. Kendall has been pushing his luck with Dicken for some time; over-correcting of mistakes is one thing, correcting when there isn’t a mistake is another. Now he points out that an ice tile can’t be moved if another player’s explorer is on it, unless your own explorer is also there. This has happened several times, with Paul being the main culprit and Dicken the main loser. Such is life – move on.

Paul has two men in Siberia, but his third man sits on Diomede Island in the middle of the straits and waits for an ice flow to come by …. or fish / rope to wash up on the shore. Thankfully, Sarah is with him (nice) and she is content to sit and eat doughnuts – courtesy of Dicken. Just as well, as they are going nowhere.

Kendall meanwhile is puzzling out his final approach to landing in Siberia. He has forgotten (again) about other players not being able to move a tile his explorer is on. He only has to wait, watch out for polar bears, eat a fish and start swimming. Dicken lets a polar bear loose, but it swims off the board. Game over; Kendall wins.

A most enjoyable evening, and great to have Paul and Sarah available again.

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News from the North, March 29th: Brass (Martin Wallace and the boys from Warfrog)

It has been a busy winter on the performance front for Phil’s wife, but – lo and behold! – there is a gap in her schedule, so it’s off to Hipperholme for an evening in the company of Roger, Ian and Dave. And by a quirk of fate, 48 hours after the Southern Ragnars get their teeth into Brass, it is the turn of the north.

Truth to tell Phil has had the game for the past fortnight but only now is it getting exposure to real life players. That is not to say that it hasn’t been played; it has – three times – solo – and every time Phil has got an important rule wrong. That’s the trouble with Brass the level of complexity has a not dissimilar feel to some of the Ragnar’s offerings – particularly Canal Mania and Monastery. It’s not a complex game in terms of mechanisms, but every rule seems to mesh with lots of other rules. You have to understand the whole thing, not just each of the bits that make up the whole. Phil’s troubles have involved i) a major misunderstanding of the sequence of play ii) not spending iron cubes when developing  iii) not remembering the coal and iron demand tracks  iv) not moving back a segment for each £10 loan. Maybe it’s old age, but this is a very intricate bit of design work (Swiss watch country). Get one rule slightly wrong and a whole lot of other things fall apart.

Phil has learnt from his travails, and arrives at Roger’s clutching a handful of play summary sheets of his own devising. The rule explanation session does not take an inordinate amount of time, but it’s important that everything is covered – it would be nice to ensure a return outing. And the summary sheets do work – apart from Ian expressing surprise every time a multiple cotton selling takes place and Phil taking out the ‘six cards’ at the last possible minute, nothing else untoward disturbs the flow of the game.

And an interesting game it is too. It does take a while to play – somewhere around the three hour mark – but attention is focused throughout; indeed, the pace which the game seems to build up during the railway period catches everyone by surprise. Dave is to be heard urging players to slow down as there seems to be too many things happening at once.

In addition, like any good game, there seem to be several strategies open to the players.

Roger plays the canny, financially sound strategy. Not for him big loans – carefully prudent, he borrows probably less than £30 in the entire game. Canny investment into ports and shipbuilding gives him something of a monopoly along the coast, so much so that at the midpoint, he is seen as the one to beat. But although his two shipyards bring in massive points, he has had to spend a long time saving up for them. His view: he should have bought into railways, but isn’t convinced by the ‘heavy borrowing’ strategy.

Dave and Ian plough a similar furrow: the instant that railways become available, they scatter them like manic George Hudsons (famous Yorkshire railway entrepreneur – Ed) in all directions. Manchester and Liverpool will obviously earn big, so within two turns there isn’t space to swing a cat in South Lancashire, let alone a 4-6-2 Great Western class locomotive. A steady stream of coal mines keeps the money pouring in, and by the end they have overtaken Roger’s money-making juggernaut.

Phil borrows money like there’s no tomorrow and spends the entire game way back on the revenue track. Cotton mills are the way to go (or they have to be, based on the selection of cards he continues to pick up). Lots of development of said mills, plus reluctance on the part of the other players to sell to distant markets allows Phil to get two of the high scoring mills onto the board. That, coupled with a few early railway lines, is just enough to win the game.

Opinion is slightly divided at the end. Phil is mainly relieved that the game played out successfully – those rules are a swine to get across to other people. Dave enjoyed it, Ian wasn’t too dismissive of it despite coming in last (more dreadful card combinations seemed to be his reason for his failings), Roger was less convinced. Play balance issues worry him – is heavy borrowing the only financial strategy? Are you making things hard for yourself by not slapping railways on in all directions? Is shipbuilding a poor option? And most importantly, will he want to play it again???   (I think so- Ed.)    

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Games-night 27th March…… ‘Brass’ by Martin Wallace

After much soul-searching, Dicken made his first trip to Essen (this was back in the Autumn). To his surprise, he thoroughly enjoyed the experience not least because he met some jolly nice people. Peter Champion was (and is) one such and over the past few months Kendall and Dicken have enjoyed gaming and warm hospitality at Peter’s home in Esher.

After a suave ‘Bon Soir’, pleasantries continue in English. Player numbers have reduced to three; probably for the best as ‘Brass’ is a game that Dicken and Kendall are keen to learn rather than be too competitive about. Rumour and reviews have it that ‘Brass’ is not a game mastered on first playing. This quickly proves to be true.

The game is already set-up and copies of Derek Carver’s rules summary are available to each player. Peter gives a précis of the rules, then goes through Derek’s summary and then gives a resume – that old teacher 3 point trick; not that Peter is a teacher or old. Lots are drawn and it’s Peter to go first.

Those interested in the comestibles side of gaming may be interested in Peter’s nibble preference. Tonight it is Bombay mix and it goes very well with John Smiths and Guinness – Dicken, the designated driver is on water, filtered though.

Peter plays a card and builds a cotton factory. He plays another card and builds a coal mine. He then builds two canals. This costs him a small fortune and he is all set to take out a loan. Dicken and Kendall reach for the rules. Something seems amiss, but Peter insists this is how he is used to playing the game. Further interrogation reveals Peter has only played the game once, so more rule scrutiny ensues.

The Ragnars are not normally so pedantic on a player’s first turn (pedantry tends to increase in inverse proportion to the chances of victory). Further rumours and reviews have it that the rules for ‘Brass’ are not entirely clear and anxiety is beginning to mount. As it happens, the rules at this point are very comprehensible and Peter has been getting himself into a bit of a ‘kaboodle’.

What Peter could do is …. play a card and build a cotton factory. Or …. play a card and build a coal mine. Or …. play a card and build a canal. Or …. play a card and take a loan. There are several other actions he could do, each of which is preceded by playing a card. Or …. he could simply discard and do no action. In each turn a player will play two cards and can do two actions. Except… the first and last turns, when players get to do just one of each.

Peter starts again and plays a card and builds a cotton factory. He is convinced that the game is now being played wrongly and that there won’t be time to do everything that needs doing. However, ‘rules is rules’ and what is on offer here feels very much more like Martin Wallace territory.

Despite a sense of relief in getting the game on an even keel, neither Dicken nor Kendall have any idea what they are doing. This is evident when Kendall decides to build an iron foundry. Peter kindly points out that there is very little point in doing this just yet. He doesn’t mention the same to Dicken when he builds a coal mine; but there is perhaps more to recommend this action – (ed. on reflection there is not really anything to recommend this action so early and Dicken has effectively wasted his first go. The poor little maroon).

Kendall gradually builds a canal system through to Yorkshire, thus connecting one or two mills to ports in Liverpool. Dicken is somewhat less ambitious canal-wise, but gradually builds some impressive ‘tech 2’ industries near Blackpool and Southport; hmmm! A later discovery is that Martin Wallace has written some game-play notes, amongst which is the advice to build ‘as near Manchester as possible’. Peter’s network is therefore handily situated – but then he is used to playing the game. 

There’s plenty of opportunity for broad northern accents and cloth-cap humour. However, noses are now pressed firmly against the grind-stone of decision making. This is a game where it pays to keep concentrating and keep sober.

Instances of Mulligans and back-peddling mount. Unfortunately no-one notices Kendall’s error in building two ports in Liverpool … until too late. Peter misses an opportunity and Kendall forfeits the port; does this benefit Dicken? It matters not, because at the end of the canal era, Dicken has not got his tech 2s functioning and he trails badly in the victory point tally. Peter, heads the field.

The railway era begins. Money pours into Peter’s coffers, Dicken bemoans a string of poor card draws and takes to ship-building, Kendall goes on the offensive against Peter’s low-tech industries. The second victory point tally sees Dicken reach 99, Kendall 100 and Peter 107. Experience triumphs. However, after Kendall mulls over the game with his brother, ‘our Phil’, who has played ‘Brass’ solo three times (ed. there’s dedication) it is apparent that Kendall’s attacks on Peter’s holdings by ‘overbuilding’, were totally illegal and Kendall should have been soundly beaten for his audacity in even thinking that this was a suitable tactic. So, Peter’s winning margin would have been even bigger but then Dicken and Kendall were not really trying to win on this first outing (ed. oh yeah?)

11.15 and Georgina (Peter’s other half) has already wished everyone ‘Goodnight’. No time for the customary supper, which is always excellent – descriptions will no doubt appear in future games-night episodes. Peter produces his electronic diary and furiously punches in some details with one of those plastic pointer things. This enables him to calculate the date in three weeks – the power of modern technology. ‘Brass’ will be on the menu at that next meeting – this is a game with too much in it to garner all in one sitting – “we’ll be back”, ‘hasta la vista baby’.

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Games-night 20th March…… ‘Pillars of the Earth’ by Michael Rieneck and Stefan Stadler.

Tonight’s game is at Dicken’s house. Dicken has already set up ‘Aladdin’s Dragons’ which is a favourite five-player, medium-light game. Perfect for an evening including Carol and Roz and a jet-lagged Derek. Unfortunately there is no Roz and Kendall brushes aside Dicken’s protestations and demands ‘Pillars of the Earth’.

Kendall then disappears to visit Paul and Sarah, who have just had a second baby – at least Sarah has. On returning Kendall is given a mountain of wood, stone, gravel and metal and in no uncertain terms is told to ‘sort that lot out’. Dicken organises the cards and other bits, amongst which is the quite extraordinary Cathedral. This is made up of six chunky wooden elements that build to make a twin-towered Gothic cathedral a la Notre Dame. Its purpose in the game is simply to record the six game turns, but is testament to Mayfair Games commitment to two essentials of board-gaming – quality and physicality.

It’s Easter week-end with Bank Holidays galore. With no work in the morning Carol pours a healthy glass of red wine, while Dicken has produced the most enormous bottle of Grolsch beer that Kendall has ever seen. Time to imbibe the rules.

The game is relatively easy to explain. The assembled company have all played ‘Leonardo Da Vinci’ and there are some distinct similarities in the two designs. Kendall is keen to impress that ‘Pillars’ is less mechanical than ‘Leonardo’, and not just because there is an absence of Mechanical Men.

Kendall presses on and some time later …. Carol laments that she is not very good at taking on board verbal instructions. Unfortunately she is immediately drawn as first player and has to get on with it.

To start with, it’s a case of drawing some cards; either resources or craftsmen. Carol chooses a Forest card. She sends several of her men (of which she has twelve) to chop wood. Derek sends some of his men off to the gravel pits and Dicken joins Carol in the Forest. Kendall takes one of the two available craftsmen, paying some gold to do so. The Woodworker sets to work in one of Kendall’s five ‘cottages’ – an unfortunate translation from the German, but one that keeps the Ragnars happy.

As anyone can guess, there are some tidy up rules in this section of the game, but it proceeds very smoothly with each player usually getting a couple of trips to the trough in each game turn. Any men not used will earn gold later in the turn. The resource card set remains exactly the same throughout the game, while the craftsmen become increasingly desirable. The craftsmen’s main function is to use resources to build the cathedral, thereby earning victory points. The vast majority of victory points are gained in this way.

The second section of the turn begins. Carol draws Master Builders (pawns) from a cloth bag. First out is Kendall. He decides NOT to place his pawn, as this would cost seven gold. Next is Dicken – he decides not to place, as this would cost six gold. Eventually Derek’s pawn is drawn and he pays five gold, placing it on the board. He chooses to reserve a card for himself. Here on in, players are generally prepared to stump up the gold to get each of their three master builders into the best positions before those of other players.

As anyone can guess…. tidy up rules ….. proceeds very smoothly.

Choices on the board include, free craftsmen, tactic cards, victory points, metal, avoiding taxation, extra workers, first player option, visiting the market, avoiding the Event for the turn.

Once all Master Builders have been placed each of the stations on the board (including collecting gold and resources) are resolved in sequence. Those who have played ‘Leonardo da Vinci’ will pinch themselves.

Roz arrives sporting a bottle of white wine – no work for her tomorrow. It’s suggested she leaves her car at Dicken’s and goes home in Derek’s. It’s suggested that she double up in the game as well, but Derek is winning and engrossed. Roz decides to read the rule-book. Crikey!

And that’s about it. The game purrs along through six turns of identical format. Craftsmen improve and Events and tactic cards will vary, so each game will be different. Delightful to play, presenting no great brain-burning and yet competitive. Dicken happily recounts how Stefan came up to him at Essen, said how much he liked Ragnar Brothers games and asked if Dicken would like a copy of ‘Pillars’. Dicken pinched himself, checked on the denominational status of the Pope and then (in the spirit of the time) promised to send Stefan a copy of ‘Monastery’ when completed.

The final turn, the final building phase. Dicken scores 12 points and coasts into a commanding lead (48 points). Kendall (who has been collecting metal to create a fashion) racks up a magnificent 22 points (to take him to 49 points). Carol’s efforts falter at the last and she ends on 41 points. Long time leader Derek is left to mop up, but can only tie with Dicken. This is Kendall’s third play and Dicken’s second and the scores have been close between first and second place on all occasions – sign of a well balanced game.

Kendall wins. Derek adjudges that ‘… he (Kendall) played the long term strategy…’ Kendall is surprised, but thankful. We like this game a lot. More please Stefan and Michael!

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