'Maharajah' by Kramer and Kiesling
It's a balmy evening and the sound of S
Club 7 greets Dicken as he arrives at
Tim, Dicken and Kendall make up three eighths of this year's fantasy cricket league. Having used the Telegraph stats for some time, the Ragnars have elected to work it themselves, but featuring only the test matches. Following players through a variety of tournaments in which the best-known players might be rested had become rather tedious. So, each Ragnar picks a team of just five cricketers and vies to win a coveted
Trophy (£10-) as well as BIG prize money (£20-). Tim is currently leading as he has Freddy Flintoff, Shane Warne, Ricky Ponting and Steve Harmison in his team. He'll have to watch it else someone will be poaching his cricketers during the rather novel 'Predatory Auction' that follows each test. The full rules can be found by clicking on this link 'Fantasy Cricket'.
Kittens have been admired and cricket discussed when Malcolm and his son Alex arrive. The two of them immediately announce that they are allergic to cats (but love them dearly) at which point Tim tries manfully to get them back into the kitchen.
This is Alex's first appearance at a Games Night. At 17 years he is not the youngest player ever, but not far short. He has played 'History of the World' and runs his own fantasy game, so he's not a total novice. Moreover he tucks into the Pringles with relish (and houmus), although not indulging in alcohol.
'Canal Mania' is to be the latest commercial offering from the Ragnar Brothers. It's currently in the hands of the guys down at Carta Mundi who are putting it together for us - we do have to pay them. The game is about the building of the English (and a bit of Welsh) canal system and is for 3 - 5 players. No, there won't be a cloth map because it wouldn't lie flat enough for this game (hex-tile, not textile). A further description of the game and Design Notes will be available pretty soon on the web-site, the game being due for release in October.
Meanwhile, Alex is trying to get his head
around the rules and for that matter, so is Malcolm. This seems somewhat
amazing as Malcolm helped test only a few months ago. Truth is that during a
'white-hot' period of about three weeks, the game was hammered into its final
shape by the two
So far so good. In fact lots of Goods have appeared as they are generated by picking up Build cards, some of which bear a Goods coding. Two Goods get placed immediately onto cities and towns matching the colour of the coding.
As yet, no canal has started to be built
and the sequence continues as
Build cards correspond to the hex tiles used for building canals. These are double-sided - straights and 60 degree curves - and feature locks, aqueducts and tunnels as well as 'stretches' (i.e. plain ordinary). Each player has his own set, a counter-limit system being in play as well as colour coding to denote ownership of canals being built. It takes two aqueduct cards to build an aqueduct tile and three tunnel cards to build a tunnel, reflecting the manpower and time needed to construct these structures during the 18th Century. To aid and abet there is a Surveyor card, which can be used as any other card (wild).
Dicken builds from
Dicken mops his brow and suggests
Alex is beginning to find his feet and
cracks on building from
Alex has powered through the
The last five contracts (there are thirty
in all) enter Parliament and the final rounds begin. At this stage players get
the opportunity to move Goods as an action as well as normal Goods move. This,
coupled with the urgency to complete canals gives a frenetic end to the game
before the final scoring. In this instance both Dicken and Malcolm are able to
draw level with
A quick tally of each players completed canals reveals Dicken on seven, Malcolm on six, with Kendall and Alex tied on five. Enough for that also to be the final positions at game end as the bonus points are added on.
Game length 105 minutes. Time to draw breath. It's been a well-fought game and one in which everyone has had a chance to pull off some good moves (as well as Goods moves). Alex looks pleased when invited to try his hand again in the not-too-distant future. We must be doing something right.
'Maharajah' by Kramer and Kiesling
It's Dicken's place for tonight's game and Paul and Liz are back. Since Spiller's departure to the fens, they are now the 'second row' of the Southern Ragnar Games' Nights. Paul and Liz are not great collectors of games (although they did buy 'Where there's a Will' in 2004 and Serinissima before that), but they are pretty experienced gamers and pick up and play new games with some passion. They've not seen 'Maharajah' before, so there are a few minutes of rule bashing to be done.
Kendall and Dicken have had a two-player evening (sad) and, since it is billed as a two-player game, 'Maharajah' had its first outing. The verdict on that occasion was that it was really a three to five player game and that the court, judge and jury would have to re-convene. Two-player games (reaching for the anorak) are a horse of a different colour to three + games. Two player games tend to involve more multi-option tactics / strategies, so that the players can become wrapped up in their decision-making, necessitating / allowing social conversation to lapse. Three + games have more thinking space (down-time) which encourages / allows more social interaction. Despite some optional rule tinkering, 'Maharajah' falls into the latter category.
Paul and Liz are oblivious to such matters, although they are vaguely aware that Kendall and Dicken are (as usual) advantaged.
The game has little or nothing to do with
Paul starts by placing a house onto the map to provide free movement along a particular stretch of road. Everyone follows suit and then a few more quick rounds of the same take place. It would be possible to place some of these initial houses in the cities, but no-one is thinking that far ahead. The game proper begins.
Each player selects their actions. Paul carries out his two. He builds a palace in the centre of the first city and two houses, one in the city and one on the next city (determined by the Governors track). This all costs money. Everyone else does a bit of building, mainly in the first city and then the first city is scored for. The inner palace is worth 3 points, an outer palace is worth 1 point, each house is worth 1 point, a player's architect is worth 1 point. The player with most points wins the most money. Paul wins most money this time, but the next city is already built in and he will have a harder job next time.
Paul and Liz are coping well, but beer and Pringles are very welcome.
There is a lot to think of because of the planning ahead and the calculations as to what others can and will do. Player's must have something in a city to drag in the income; having a big investment is good but costly. The potential for doing things is great because building can take place in different cities provided the architect can wing his way there. Movement along roads requires a network of houses and using other player's houses costs money. And so on and so on.
Finally there is the opportunity for really stitching people up by shuffling the Governor order so that a different city scores. This hangs like a sword of Damacles over every turn, the only safe player being he or she going last - and this can also change within a turn. The BIG bang comes if a player is the only one scoring in a city; worth zillions of points and making the rest of the game into a procession (presumably).
Several players have already had a Mulligan
(changed a mistake).
The game is won by the player building the
last of his palaces or at the end of a set number of turns. It seems likely
that this will happen during the second round of Governorships and in this game
it does. Paul is steaming ahead with plenty of property in the first city (see
above). Can he be stopped? Yes.
A strong game, with plenty of replay value and you can see why it claims to be two-player. However. It's good to do some yoga before and after.
Next week,
News from the North: a date with Louis XIV
Amidst the chaos that is invariably a Wednesday night, the Elder Kendall has eventually managed to arrange another trip to Bingley. There are four for the evening - probably a good thing. Of the massed faces from the previous outing, Kendall remembers just one - Tom - mine host - and so it is useful to insert Pete and Sue into the memory banks.
Out of the large pile of games on the table Kendall recognises just the one - Wallenstein. Though by no means a bad game, he is relieved to hear that it is not to be the one. A brief lingering glance at San Juan (possibly next time) and instead it is off to Versailles for a try of Louis XIV. Apparently reviews of this are 'pretty good' (Tom) and he has read the rules through once. Consequently, Sue takes the lead in reading the rules from the rulesbook. Now this is something to admire. Brought up in the world of the Ragnars where it's a case of dog eat dog (or rat eat wolverine eat head of the food chain) a sort of self-defence mechanism has grown up. Get your head round the rules before anyone else does so that when the heckling kicks in, you can at least vaguely follow your train of thought. Working it out on the hoof is a very different kettle of fish (to mix a metaphor, but to develop the animal theme). Only at the point when the idea of 'making a start' without having gone through all the rules does Kendall twitch. "Can we go through it all?", though as it happens, plenty of rules get forgotten at the vital moment so it probably didn't make much difference in the long run.
The immediate reaction of the group - that it has a definite whiff of Puerto Rico - proves to be spot on (although add in a dash of Aladdin's Dragons, a soupcon of Merchant of Genoa and a sprinkling of Aristo). Basically you earn the bulk of your Victory Points from achieving your missions. Each mission must be paid for with two chits; these might be orbs, scrolls, rings, helmets (?) , or crowns (which are wild) . Chits are earned by either buying them or by having most influence on a particular noble. These nobles operate a little like the jobs in Puerto Rico - each noble provides a different 'reward', which neatly changes from turn to turn. The nobles are all named - e.g. Madam de Maintenon - but sadly the names don't crop up in the play of the game - "two on number 10" sounds suspiciously similar to a night on the roulette wheel). A neat sub-system is the in-between zone for influence markers. Markers are either in general supply ('off board'), in a player's personal supply or 'on the table'. This two-step system works rather nicely - do you build up your personal supply early in a turn or do you get your markers onto the nobles to dissuade the others from placing their markers there?
There are plenty of other restrictions and any number of alternative sources of Victory Points, but as Sue proved, without the missions you can basically forget it. Albeit on only one playing, it seems to come down to maximising your mission score (four turns, a maximum of two missions per turn) whilst making as many other bonus points as you can.
How did it play? In terms of scores, it was fairly even: Pete 43, Kendall 41, Tom 40, with Sue (plus missing missions) 34. It's hard to work out how anyone might have done better - there's a lot of options available, but very often it seems that one option is no better than another option. You certainly don't sit there thinking "if only." At two and half hours plus, it also seems surprisingly long. Admittedly much groping for rules was going on, but this is still half as long again as it says on the box. Unfortunately it's one of those games where you can't really plan what you're doing until the player before you has finished their turn. Also, for a diehard lover of history, it doesn't really deliver: compared to something like Princes of the Renaissance, this is very mechanical - you're playing against a game system, not trying to deliver any history. Furthermore, in the words of Tom, it's very "tactical" - all to do with achieving things at that precise moment, whilst inconveniencing the other players as much as possible: there doesn't seem to be much long term strategy.
Overall, not a bad game at all, but possibly better as a two- or three-player game. There are so many cracking four-player games out there that it's got its work cut out to establish a place in the pecking order.
And so, home to a very late bed.
A hasty call from
A ring at the door at
Dicken arrives and heads for the computer room to
check out 'Nero'.
And so to the game. '
Four rather strange wooden bits determine who goes
first in each of the four rounds of each turn. Two of them, the onion dome and
the head are obviously appropriate for representing the Buildings and
Aristocrats respectively; but what of the chair (Workers) and the square (Trade
cards)? Something left over from a previous production, perhaps? More to the
point,
Dicken remains cool. The next round is Buildings.
Paul immediately makes a decisive and innovative move, buying the most
expensive building available (Theatre) which will be worth 6 victory points per
turn until the end of the game. He has
no more money. Dicken's and Kendall's erections are
less impressive (steady out there! - ed.).
So to the Aristocrat round, which
(as
The final round of each turn sees players choosing
from the available Trade cards. This a composite deck made up of superior
Workers, Buildings and Aristocrats. These can only be played by replacing an
appropriate card and paying the difference in cost. No-one can afford these at present, but as
players are able to hold three cards in their hand, some do disappear.
Previous games had seen a major cock-up on the rules
front regarding how many cards are drawn from each deck and where they move to.
Suffice to say that a maximum of eight cards can be face-up at any time, some
of which will be on the bottom row (cards remaining from last turn) and costing
1 Rouble less. Despite their best
intentions, Kendall and Dicken still manage to forget how to move cards from top
to bottom row and end up losing a few Buildings early on - but that's so much
water under the bridge.
The game progresses serenely on. Never
quite enough money to do all that one would like, but plenty of options
available. A player's place in the turn makes quite a difference, as
does the number of cards to be turned over in each of the rounds. Generally
speaking, it has been the Workers pack that runs out first, and that is the
case tonight. At which point the current turn is the last.
(In retrospect I seem to
remember a rule about not using the same card (Observatory) twice in a turn -
or is that another game? - ed.)
Somewhat surprisingly, the tinkering turn out to be a
major success and the game is immediately tighter and more
tense, yet more flexible and less mechanical.
Fingers itching? You'll have to wait.
Somewhat fatigued after a hard morning's gaming, the Ragnar' adjourn for a splendid lunch of chilli and baked potatoes, courtesy of Morton, and a barrage of disparaging remarks about Arsenal's credibility as a top-notch football team.
Next up, it's Morton again, this time with his Pirates of the Caribbean game. The sides split again into the north - featuring the fearless elder Kendall, Slade, Roger and Morton as a roguish gang of said pirates - taking on the dastardly south (Dicken, Spiller, Kendall the Younger and Richard) in their nice battleships and White Ensigns. The system is a simple mix of the Pirate game (which supplies the superb ship models) and Blue Max (a gallant contender from last year, which didn't quite stand the twenty years since being invented).
The game bowls along very heartily. Roger is Grand Admiral of the Skull and Crossbones, and makes for a very nice target for Kendall and Slade. All he has to do is decide which pirate will go when in the turn order. Kendall is appalled that he makes even the slightest miscalculation, as a consequence of which Kendall gets severely raked by Spiller's floating fortress of a battleship ("surely you must have known I needed to go last - isn't it obvious?" - it probably isn't, but this is a Ragnar bash and everyone is fair game).
Come 4.30 and the pirates have been well and truly thrashed around the Gulf. Roger's ship still looks good, but then as his fellow privateers are only keen to point out, he has drifted around the edges of the battle like a craven dog (he does this in Blue Max as well, so it's not a huge surprise to anyone). Good game, though. The general view is that the scenario needs more tweaking, but makes for a very good laid-back chiller for the afternoon. And then it's back to the sport, to sneer at England's continuing love-hate relationship with the game of rugby.
Twenty minutes of said 'sport' is enough for the more hardcore Ragnars. There is a couple of hours until pub time, so its off to northern Russia for a bash at St Petersburg.
The rules are straightforward enough. Buy from a rich assortment of buildings and jobs in order to accumulate Victory Points. Jobs generally provide either money (needed for buying things) or Victory Points (needed for winning). A series of rounds provide a selection of different types of card. Basically, you buy what you think will be most useful but try to keep enough back to pick up anything juicy that comes up later. A little bit of a gambling game, a little bit stock market-ish, a little bit Puerto Rico-ish. Simple enough, fast enough. Nice game.
The Elder Kendall in his first outing at the game, chooses to ignore the fact that the key to the game is Victory Points and opts, instead, for a massed money making strategy. This is successful in that he does make lots of money. However, although you need to have enough money in the game, it still isn't enough on its own to win it. A rather sluggish third place results; the balanced approach seems to pay more dividends. And - of course - being the southern Ragnars, it emerges that a major rule has been played wrong. Nothing new there, though.
And so its off down the road to the pub for a very pleasant meal, much conversation and a group impersonation of the grumpy old men. Back up the hill for the old favourite - Dalmouti - and a rather early finish of just after midnight. Stamina reserves will be needed for the morrow.
Sunday morning and, fed and watered (actually, strongly-coffeed) the party splits into two. At the far end of the table, a revisit to St Petersburg is under way. At this end of the table though, it's reforge the sword that was broken, get out the foot shampoo and start whistling for Shadowfax: it's off to The War of the Ring.
The reasons for playing are many and varied. Phil Kendall owns the game and feels duty bound to show off its sterling qualities (he's even painted the bases so you can tell the different nations apart - please note that he hasn't painted the actually figures - that would be very dodgy now that he's a boardgamer); Dicken and Steve Kendall have their eyes on a potential borrow into the deep south, whilst Ian, as a Lord of the Rings card game stalwart, has well and truly served his time.
An interesting game ensues. It's strong points are the look of the thing - the board and the figures just look so . . .epic (sorry Epic!!!!), whilst the cards provide a never ending set of combinations. This game sees a massed assault on Minas Tirith carrying the day, but then a splendid sequence of Good cards - Boromir rallying the troops of Gondor, the Eagles seeing off the Nazgul air cover and a major offensive driving away the Evil Ones results in the Tower of the White Tree being retaken. Splendidly atmospheric!!! The downside to the game is that there's an awful lot to get your head around - the beauty of the card combinations means that there's also a lot that you've got to be aware of, nor is this remotely playable as a typical evening's game. The Ragnar's are a hardy group, but the four hours that a normal game requires is perhaps too much of a good thing.
Down the other end of the table, St Petersburg having proved fairly successful (there seems to be general bewilderment as to whether they could have stopped Spiller winning) they have moved on to a return to Ticket to Ride.
The four dark riders meanwhile decide to have a second run at the fast developing latest Ragnar design. This is when the Ragnar weekend really begins to deliver. Everyone has an opinion on the first outing of the game, and a great deal of discussion ensues before it even begins. The result is a lot of altered rules, and the new version is altogether tighter and more like the real thing. Dicken and Morton hammer out an epic battle which goes right down to the wire; the younger Kendall's troops gleefully slaughters the older Kendall's, but neither is too downhearted. Not too much detail can be given out at the moment as the finished article is still a few months off being ready for production, but as soon as details are ironed out news will appear on the Ragnar Home page.
And that's just about it. Lunch is consumed with relish (and Pringles), manly forearms are gripped in Ragnar farewells, a sort of inheritance battle takes place over who is going to not take various items of food ("oh, go on then . . . I'll have the malt loaf then, if you take the half-finished box of corn flakes"), and then it's off back to whither they came.
FOOTNOTE: Slade at this point decides that he'll still not bother with a road map. The journey down took two hours ("using map books - opinion is divided. Everyone else uses a mapbook - I don't"). In the sort of sequence beloved of Carry On films, Slade eventually condescends to borrow Richard's mapbook (following, as chance would have it, in the car behind) whilst sitting in a pub car park somewhere in central Derbyshire ( the right County at last - ed.), quite close to the Blue John mines and nowhere near the route back to Yorkshire. Kendall armed with said map is in his element. The two hour journey (and this is the fourth time the journey has been journeyed) should take about ninety minutes. Now there's a thought for next year.
Dicken, Spiller and Kendall roll up at ye olde farm house at around 8.00 pm. The place looks deserted, but the door is open. Hesitant cries of 'Are you locals?' brings null response, but then a muttering is heard from the living room followed by the appearance of Ian and Roger. They've been here a couple of hours and are already punch drunk from a couple of head to head games.
Without much further ado the contingent have a nice cup of tea. Age shall not weary them, but they will get the peculiar habits of the elderly. Then it's all aboard for 'Ticket to Ride', a new game for Roger and Ian. At some point in all this Richard has arrived - in fact I suspect he was there all the time and I've just forgotten the exact timing of events. Probably he was also playing 'Ticket to Ride' with Ian cooking something (as he is apt to do). Whatever, time ticks along quite nicely, with just a growing sense of anxiety about the lateness of Phil and Steve Slade. After all, they live considerably closer than the Southern contingent and know the route from last year.
An American rail network slowly takes shape. Phil and Steve arrive. They'd forgotten a map book and have done a tour of most of Derbyshire. America has to wait. Traditional greetings all round and more talk of cups of tea - but, clear off and get your own, we're busy.
Locomotives get moving again and then 'whoosh!' Kendall knocks over a full glass of beer and all the little plastic coaches go floating away. Spiller turns a ghostly shade of pale - it's his game. Kendall mops up.
The natural intermission gives chance to take stock. There are eight Ragnars at this year's bash and all are now assembled. Sleeping arrangements have been determined, somewhat based upon Richard's 'bad night' of last year. Spiller has been allocated the downstairs room away from the danger. The Kendall's, Dicken and Steve Slade have drawn the short straws and are to sleep in the bunk room together.
Spiller suggest playing his music quiz, which sounds jolly and comfortable (it can be played in the living room instead of the kitchen). Roger, Dicken and Kendall make up one team, with the others in a team of four. Spiller is quiz-master and sits poised over the CD player - although it isn't needed for the first half hour. Classic questions include; 'Name all 19 Beatle number ones' and 'Name all 19 Elvis number ones'. When the CD finally gets underway the teams are staggered to have to name songs and artists from the 1950's after listening to 10 seconds of song introductions. 'Is that Peggy Lee?'
Papers are marked and scores added up. A close win for the threesome, Dicken is in awesome form. Special thanks to Roger who recalled one Beatles' number one. Well done Spiller.
Not yet midnight, so no-one has turned into a mouse. Just time for 'Peanuts'. This is a good 6 player game, which has been modified to eight player. Lots of foolish gambling surrounding dice-rolling - sounds like 'Viking Fury'. Initial sensible play gradually gives way to extraordinary risk-taking as players realise the do-or-die nature of the game. Spiller it is who finally over-cooks and the game ends. A quick count up of what's left of the money and Kendall is found to have squeezed past Roger for a second 'win' of the evening.
And so to bed.
Despite a night punctuated by elephantine snoring, the Ragnars are up and active by 8.00 a.m. Ian concocts a breakfast which includes that Northern delicacy, sausage sandwiches with brown sauce. Yum! Yum! And so to battle.
Phil has worked manfully to produce not one, but ten copies of his latest game idea. Each player receives a plastic bag full of bits and pieces. These are summarily dumped on the table and sorted in a variety of different ways... And that's about as much as can be said at this juncture. Game ideas are Top Secret at this stage, so let's leave the Ragnars to play their game on their own, for a little while.
11.00 a.m. and all done. The general verdict seems to be 'very promising', although Roger's assessment is less flattering - you can't please everybody.
Coffees begin to give way to beers. Time for the next set of games. Spiller, Dicken, Ian and Roger plough into 'St Petersburg' on half of the table, whilst at the other end Kendall, Phil, Steve Slade and Richard immerse themselves in Kendall's new game project.
Well, that means another half of a gaming session that can't be divulged.
'St Petersburg' is already established as a favourite with the Southern Ragnars and the Northerners are equally impressed. Some comparisons with 'Puerto Rico' are made, the feeling being that this game betters that excellent game in several areas. Dicken wins and is very happy - the losers are not so cheery ('PR' also generates this response - spooky!).
Roger looks at the rules to discover an error in our play to date, but a subsequent playing reveals this to be of only minor importance.
Kendall's game meanders to a conclusion. Richard and Steve are still uncomfortable with the rules. It works, but the verdict at this juncture is, 'Not a Ragnar game'.
Lunchtime beckons and Ian is already hovering over some giant pizzas
Wednesday night sees Phil Kendall winging his way through the gloom of West Yorkshire via the M62 to the heart of darkest Bingley. The splendidly-named Tom Thomson and chums lie in wait.
A chance encounter with wife of said Tom whilst Phil Kendall was 'selling' games at a craft fair ('selling' being the word closest in approximation to what seemed to involve making small-talk with other similarly disenchanted stall-holders) led to a visit from the great man himself (who also bought a copy of Viking Fury - stout fellow - cue the large Tony Curtis horn effect and much dancing on oars) ('oars' I said). Not only that but a generous invite to said Bingley. One month later, promises become reality.
It's always interesting meeting up with a different gaming group from the one you're used to. The offering of alcohol by the arriving guest is a particular case in point. The guest producing a bottle of very acceptable Merlot usually produces one of two responses: wide-eyed astonishment . . . 'very generous, but we don't usually . . . ' etc, etc - or 'do you want some straight away?'. Fortunately in the case of Tom it is the latter.
Introductions concluded, a Michael Jacksonesque moment ensues. 'Come upstairs and have a look at my game collection'. Truth to tell, it is an impressive sight - over three hundred titles. A brief return to playground bubble gum card country ('got that, got that . . . and that') before Kendall shows his lack of breeding ('How much do you reckon they're worth?) but no real damage is done. Armed with St Petersburg, Volldampff, Funchenschlag and Alhambra the intrepid two return to the guests.
It is to be Alhambra. This is a new one for the Ragnars. And very nice it is too. It has a dash of Prince of Florence about it in that you're buying squares of palace, laying them out in front of you and struggling to get the right thing in the right place. It does have a very nice buying system to it though, in that four tiles are available each player turn - one for each denomination of money. The money is similarly laid out - four different cards per turn. In a turn, you take a tile or take a money card. All nice and simple. The twist lies in the fact that you get an extra turn if you pay the exact amount for a tile. Nice one - suddenly the low value money cards become useful, because they allow you to pay this exact amount.
And that's about it. There are different colours of tile - the player with the most of one tile gets the most points etc etc. There are lots of points for the player with long walls around his palace, and three scoring points within the game. Good stuff.
A damn good game follows. Weighing in at about 90 minutes, this is not bad at all. Others have played it before, but in that wonderful tradition of the Ragnars (and possibly boardgames players the world over) the game is punctuated by cries of "are you sure we played that last time" and "this didn't seem as neat last time". Phil Kendall affects an assurance that is totally misleading, but somehow manages to fluke third place. What seems to be a devastating points scoring play in the endgame (picking up two tiles in the divvying out at the end - they go to the player with most money left) is actually a complete cock-up on the blue money ("I've got six", "nine!", "just eight!", "erm . . . twenty-three?") and a jammy orange tile. But no one is to know.
Finally, a good game of 6 Nimmt with seven players. This is also a new one on the Ragnars. Apparently it's a 'classic', and has actually been re-released for its 10th anniversary. A damned good system. Lots of tension, much moaning and rolling of eyes, and extensive mockery of anyone who gets shafted. Tom has the challenging task of playing his own hand and advising Lewis (13 year-old offspring). The end result produces much eyebrow-lifting - Lewis comes last, and said father wins at a canter. But it would be churlish to call foul.
A good evening, hopefully to be reciprocated. It remains only to thread a way back along what passes in Bradford for a ring road.
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