Pages

Wednesday, June 18, 2025

Museum Pictura again and again

I was keen to play this delightful game again after the stress of Gallipoli.  Richard laid it on with all the expansions.  After playing we realized we were doing the exhibiting of pictures wrong and decided to play again. It is not a complex game, but that are a lot of moving parts.

My gallery - The British Museum

Richard's New York Gallery

The art market

Richard has provided this summary and commentary.

Here is the adjusted total broken down by where the points came from:

Main Game: Mark: 221 Richard: 215

Crystal Palace: Mark: 32 Richard: 51

Vernissage: Mark: 66 Richard: 114

For a total of: Mark: 319 Richard: 380


The big difference in the scores in the two expansions all came down to the Patron cards. I don't think we'd managed to pick up a lot of Patrons in previous games, but we sure managed to pick up a big collection each this time. Once I saw the opportunities available for having a lot of Gallerists and statues multiplying the effect of collecting the Patron cards, I made an active effort to get into a position to get the Patrons. That was the biggest factor affecting the final scores.

One might sum up the difference in the museums thusly:

The Soirees organised by the British Museum attracted the wrong crowd, with, mostly, a bunch of freeloading journalists turning up and promising all kinds of press coverage. In the end, we all know they were there for the Champagne and Canapes. Still, they did save 19 points in discard pile penalty.

In contrast, the New York Museum's events attracted the most discerning gallerists who were falling over themselves to be seen with the museum's "A List" patrons whilst admiring the tastefully arranged statues within the museum.






Friday, June 13, 2025

Burgundian Ordonnance versus 100 Years War English

Time for my Burgundians to face Dave's English again.

The Burgundians found the English hiding behind a hill, between a forest and a lake

Both sides advanced.
The English getting in a lucky shot.

With their weight of firepower 
the Burgundians thought they should be doing more damage
to the advancing English, 
but it seemed not...

Even a close range the Burgundians didn't seem to be able to hit anything.

Charge!
The English went first and routed the ineffective Burgundian artillery,
and pushing back the Burgundian pikes.
But the Burgundian general charged in with his knights,
but failed to make any noticeable impact.
At least the Burgundian archers had found their target.

English billmen devastate the Burgundian pike,
as the English knights charge on the flank.

The Burgundian centre has collapsed or rather vanished.
However, the Burgundian general has broken through
and the other Burgundian knights are getting ready to charge.

The battle is in the balance...

Both sides are close to breaking...

A draw!


Thursday, June 12, 2025

A Near Run Thing on Gallipoli

Richard and I played the second scenario that comes with this game.  It was indeed a near run thing with the game going to the last turn, last move, last combat and last card to give the Turk (Richard) a victory.

Richard provided the following commentary.

The Turkish Assault scenario was certainly a bloody affair.

The Turks certainly had some great cards in turn 1 which set them up for a chance at winning, despite which it all came down to card advantage in the final close combat, so a very close run thing, which is what the scenario is called.

On turn 1 the Turks definitely benefitted from having a Co-ordinated attack card and the Keep Moving card which allowed two Turkish rounds in a row. This allowed them to clear Russell's Top after a series of artillery bombardments which weakened the defenders who were then overwhelmed by a Turkish assault. Coupled with Night Attack played immediately after, this limited the British ships' ability to interfere with the assault on Turn 1.

On turn 2, with yet another Co-ordinated attack card to play, clearing out one of the British ships with the Submarines Attack card as well as pinching a card through play of espionage, turn 2 was also a good one for the Turks. The crucial element, however, was playing the Underground Mine card on Lone Pine and removing the wire. This allowed a steady flow of Turkish units to move directly to Lone Pine, something which couldn't be done with adjacent spaces which were all wired and meant the Turks were kept at bay or entered the spaces in insufficient strength.

Turn 3, was all about shooting it out and getting as many units into Lone Pine as possible.

A few gamey atrocities were committed by both sides, with the ANZACs stripping ANZAC Cove of defenders and the Turks responding in kind moving a couple of units out of Gabe Tepe.

All in all, a very intense game, which is what it's meant to be I guess.

The Game itself:

This campaign is quite difficult to game I think. They certainly did a better job than the GMT Game Gallipoli of a few years back. I had that and sold it before even punching out the counters. Very drab looking and just not inspiring to look at.

The only thing I really dislike is the limited number of remnant counters. I'm not sure of the rationale behind this. I am going to post a question on BGG to find out the designer's thoughts.

Also, it seems like the British naval firepower is overwhelming strong. I don't remember reading anything which emphasised this, but that might just mean I haven't read enough about the nitty gritty of the fighting to remember it.

Otherwise, it's a very entertaining game (if somewhat stressful), the counters and map are nice and it does play very quickly. The close combat card system adds a final nerve-wracking element to game play and almost nothing is ever really a done deal.

Post Script

The questions re British naval power and the use of remnants were quickly answered in Boardgame Geek  https://boardgamegeek.com/thread/3525126/article/46192326#46192326

Thursday, June 5, 2025

Later Seleucid versus The Tudors

Time for my Seleucids to face Mark B's terrible Tudors.

Seleucids won the scouting and found the Tudors between a lake and some broken ground.

The Seleucids plod forward pushing their skirmishers to hopefully draw the enemy fire.

The Cretans certainly did and got blasted away for their troubles.
The Tudor skirmishers got stuck into the Asiatic archers.

The scythed chariots got blown away,
and it took the elephants and the imitation legionnaires
to get rid of the Tudor skirmishers.
The Tudor longbow started to rain arrows down on the Seleucid infantry.

The Seleucid infantry closed with the Tudor longbow and came off worse for wear.
The Tudor infantry charged but just couldn't make contact.

That gave the Seleucids time to reorder before the Tudor onslaught and decisively beat them off!
As their infantry started to fall apart, the Tudor knights started to advance.
The Seleucid cataphracts suffered severely from the enemy bombards.

The Seleucid general and his cataphracts might have routed,
but his army prevailed!