Wednesday, 23 August 2017

Seven games, only five results

Due to the staggered times that some of the regulars would be arriving, twice this evening a game was chosen and set up, ready to begin, when a knock on the door signalled a change of plans. The two unlucky games were Santo Domingo (complete with rules explanation from Joe) and Coloretto.

But what about the games we did play? And who did we play them with? Joe hosted, with Katy, Ben, Martin, Andy and me the early arrivals. Ian and Adam were expected later. We began with a short roll & write game called Twenty One. In it each player has a unique score sheet showing a number of rows of coloured dice, each with a value. Working from the top, each player has to use the similarly coloured dice rolled that turn to write in number on these dice, with the proviso that that number must be lower or equal to the one on the sheet. Direct hits will score you a bonus when you complete the row. You can fill in as many as you like, but you must fill in one, even if it is to cross one off completely when the dice roll means you have no legal moves.

Joe had played a few two player games recently with one of his daughters, but I think the overall conclusion was that it doesn't work well with so many players. It's a bit of a luck-fest, since there's no way to keep tabs on what everyone wants.

Katy started well and probably thought she had it in the bag until Ben started cranking out rows in the twenties and thirties. And then Andy snuck in at the end to grab second.

Ben 97
Andy 85
Katy 84
Joe 81
Martin 73
Andrew 62

Not sure why it’s called Twenty One, though.

At this point we set up Santo Domingo, only to be stopped by Adam making his way slowly down the stairs. This gave Katy what she'd been begging for all evening: someone who'd support her request for Ponzi Scheme. "It's been six weeks!" She cried, trying to appeal to our better natures. With Adam on board, Ben followed and Joe agreed to be rules explainer. They set up at the bottom of the stairwell, for a change, and got to work.

Adam's beer

New gaming table arrangement

Martin, Andy and I pondered about a quick three player, and chose Coloretto. Martin was confused by Joe having two copies. He chose "the nice one" (Joe's words) but got confused mid-set-up by the different designs and put it away and then went back to the classic original. And then Ian arrived.

And so we embarked on the Grand Tour of Flamme Rogue. A three-stage road race that needs an app (or a printed score sheet) to keep track of the placings.

It was great. Among all the jostling in the peleton, Martin's sprinter seemed remarkably prime to exhaustion while my rouler often found himself stuck one space shorter than the card I'd played.

In one example, Ian cleverly put his leading cyclists, two abreast right at the start of a hill, meaning my two cyclists got stuck behind him. I called him "le coq blocquer" for his spoiling tactics, but he seemed unconcerned at my anguish

Ian's two cyclists stop me in my tracks

Talking of anguish, midway through our game, Katy called me over to the Ponzi game to take a photo of Joe losing quickly. I did so, but just as I left, Joe handed a black envelope over to Adam with a gleam in his eye. The game didn't end then, so I assume Joe's secret deal was a success.

Ponzi Scheme did finish before we did, though, with both Ben and Joe going bust in the same round.

Adam 10 points
Katy 6 points
Ben -$1
Joe -$200

“That was brilliant,” said Katy. They went on to play Animals on Board.

Flamme Rogue was hotting up, with the third stage in full swing. It was a bit of a nightmare, with a long winding uphill struggle towards the end. The final standings across all three stages were:

Martin 9
Andy 7
Andrew 5
Ian 3

Martin's unused cards

What an encounter. And really quite tense all the way through. No one seemed happy with their cards at any point. In fact, I seem to recall the moaning beginning at the first corner of the first race! But what is sport without moaning about fate? If you don’t complain, it just means you don’t care!

And Animals on Board ended

Katy 40
Adam 38
Joe 31
Ben 28

Then Ben departed. We tried to convince him to stay with Fuji Flush, but his willpower was too strong. Instead, the remaining seven of us watched as Joe got out the absinthe for our final game of the evening.

I was in a good position for the win fairly on, with three high cards in my hand. But I was thwarted and had to rely on good luck to get me some new high cards. I got a 19, and played it just after the deck was recycled since I assumed that the 20 must still be somewhere inside it. Right? Wrong. Ian had it! Le Coq Blocquer lived up to his reputation as he played the 20 that he’d only just picked up from the reshuffled deck!

But I couldn’t be stopped. Martin played 9 and I joined him. Katy played 11 to try and stop us, but then Ian beat her card. Frustratingly (for them, not us) Adam also had an 11! We would have been beaten had Ian not stepped in. But he did, so we did.

Martin 0
Andrew 0
Ian 1
Joe 1
Adam 3
Andy 3
Katy 4

Phew! What an evening. But, then again, aren’t they all?

Wednesday, 16 August 2017

It's only roll 'n' write but I like it

The coldest summer for decades slowly passes day by day, and we at GNN feel the chill wind through the empty seats around the kitchen table. This Tuesday there were just five of us at Joe's place, with Katy, Ian, Matt and myself making our respective journeys.

We began with Joe suggesting an evening of Roll and Write, the apparently official name for the genre that involves rolling dice and writing things. First was Kibbeln. A Yahtzee-ish game of getting high scores with six multicolored dice while trying to achieve certain criteria such as "no orange faces showing" or "four of one colour showing".

Then there are the four Kibbeln rounds where each player simply has to score as much as possible. The caveat being the your score must beat your score in a previous Kibbeln round or you're bust and get nothing. How cunning.

Joe introduced us to the game and then got the opposite of Explainer's Curse, winning the first three rounds. I came last each time.

But then Matt pegged Joe back in round two, in which Joe went bust twice. Then in the final epic round, Matt consolidated his lead and more bust rounds even cost Joe second place.

Matt 32
Katy 29
Joe 25
Ian 23
Andrew 19

It was entertaining, if perhaps with five of us, it dragged a little. But it was nice to see Das Exclusive in its full pomp. A marvellous sight.

There was no real desire for more dice rolling, so instead we spent some time staring at Joe's games wall, optimistically saying games' names out loud to resounding indifference.

Eventually we chose another new game - Spice Road. The blurb on the box promised the rich excitement of haggling in a Middle Eastern market, whereas the game manages to distill the basic engine-building mechanic of get stuff to get stuff into a simple card game.

Not to say it was a bad game, but it was somewhat dry. As a sort of four-player puzzle, I enjoyed it. I went for a large hand of cards while the others preferred to recycle their hands much more frequently. It's probably a game where familiarity breeds capability, as the final scores demonstrate:

Joe 75
Katy 60
Matt 59
Andrew 57
Ian 40

When this was done, it was about half past nine, so any thought of a big game was out of the question. Instead, we went for For Sale, openly mocking anyone who took the lowest card for free for following Katy's discredited strategy.

Oddly, despite bidding and hustling with the rest of us, Katy did very badly again. Ian, meanwhile, was very cautious with his bidding at first and then, before I knew it, he was out of cash! He must've overbid for something, but I missed the details.

Joe's second round started in peculiar fashion: first he got $0 with a 17 card, and then got $15k with an 18 card. He also kept bluffing me (with the 29) that he was about to play his 30. Evil Joe. Not evil enough to win, though.

Andrew 61
Joe 52
Matt 51
Ian 43
Katy 34

Next up, since Ponzi Scheme was not an option with five players, Katy's request for Perudo was happily accepted.

Amazingly, it was Matt’s first game so, after a rules explanation, we were in. We showed Matt no mercy as the newbie but first I, then Ian, then Joe hit palafico. But each one of us survived our brush with death.

After Joe’s palafico, the numbers of dice were Katy 3, Matt 2, Joe, Ian and me on one.

Ian was out first, followed by Matt hitting palafico and going out. His bid of two aces failed! Then I fell, leaving Joe vs Katy, with Joe on one lone die, compared to Katy’s three.

Joe then managed to win the next three rounds, with the most remarkable being when it was two dice versus one. Katy bid two threes and Joe went for one ace. Katy said Dudo, and they revealed: Katy had two threes and Joe had one ace! Basically, Katy’s problem was that she was too honest in her bids.

1. Joe
2. Katy
3. Andrew
4. Matt
5. Ian

At this point, Ian retired from the fray, citing an eight o'clock start tomorrow as an excuse. The rest of us showed no such signs of fatigue.

Joe introduced us to another dice game. Das Exclusive was retired in favour of the smaller, rounder dice arena (Das Inclusive?) and we played Noch Mal. A game in which players use a combination of coloured and numbered dice to cross off areas on a scorepad.

Points are scored for columns completed, colours completed and "star squares" crossed off. Joe, once again sped into a lead and, this time, held it.

Joe 27
Katy 20
Andrew 16
Matt 13

Another evening wrapped up. This one more dice-heavy than usual, but fun nevertheless. Thanks all.

Sunday, 13 August 2017

Played in Wales

A week in Wales with Mark, Katie, and the four sprogs meant that as well as the beach, chips and ice cream, we got plenty of gaming time as well. I took a couple of bags worth and all but three got played at some stage. Daytimes were often taken up with surfing...

Joe gets a push from Mark

...whereas the night - or the odd patch of rain - was about gaming. The hit of the week with Stanley and Peppa was Ninjato. I touched on this previously, but have since delved further into its depths with another four plays this week. I remain utterly terrible at it, whilst Stan won every time, to mine and Peppa's growing despair. It's fun calling Banzai, though the more I play the less 'lucky' the game feels - it's a tactical battle to keep control of Envoys and start rumours, which are as pertinent here as the cards in Stone Age.

Four skills, but I got nowhere

The early evenings were dominated by Insider, which everyone could and did get involved with. We played too many of these to count, but I was the Insider only once and every other player accused me! The successful Insiders, I noticed, didn't get too vociferous about accusing anyone. Sally was a terrible Insider too, but that was only because as soon as anyone accused her she hid her face in her hands. Mark, Katie and Peppa had the most success, whilst I offset my serial defeats with the joy to be found in the natural world outside:

that black thing is a bottle-nosed dolphin!

The other game that all the kids played was In a Bind - this was the Junior version, where there is marginally less physical challenge but the addition of making animal noises/waving/talking in a deep voice etc when you pick up a card. This is more fun than it might sound after a couple of glasses of the good stuff, but obviously the kids played it sober and seemed to like it too.

Peppa and Joe drew

Peppa, Stan and I also had a few goes at Cobras, which is another one I enjoy without ever getting close to winning. The closest I got was second place with game abandoned due to the late hour and surfing fatigue. I have never been so reluctant to bail on a game!

We managed one game of Near and Far, which my win at made some amends for continual thrashings on the Ninjato board. Mine and Stan's campaign game continues with me holding a slender lead overall...

Peppa and Stanley, both Near

...often the evenings had some kind of dance focus though, with Just Dance 2017 on the Nintendo galvanising all ages - with the exception of Joe - onto the floor. I have promised not to add any photos or videos of this, though, and considering some of them involve a balding tubster with no sense of rhythm, I'm happy to stick to that.

After kids had been scrambled to bed, we struck upon a pattern of Barenpark and Bandu. I had far more success in these arenas than I did Ninja-ing, Cobra-ing or Dancing, although Mark picked up a couple of wins in Barenpark. Tessellating bear houses was Katie's game of the week; in fact, although we also bashed out Wibbell and Honshu as well, Barenpark and Bandu were the nightly staples. Bandu got typically tense, and everyone had to perfect their 'Bandu Breath' - breathing off to one side so as not to disturb the fragile structures on the table...

Katie, breathing east

Late in the week though I thought it was worth introducing Mark to Flamme Rouge, which he fell in love with. It was a drunken Thursday night with everyone else in bed when we played three games in a row, Mark winning 2-1 with a deathly finish on the final race to clinch it!

This tablecloth did my nut in all week

We tried to introduce Katie to this cycling classic on our last night, but she felt she had done enough rule-learning for one week. So we stuck with Barenpark and Bandu, and when the ladies retired to bed Mark and I set up Flamme Rouge for one last race/game of the week; which Mark won, again on the final stretch!

We returned - heavy legged from the beach and heavy headed from margaritas, but sated. A lot of fun - Can't wait for Novocon now!

You cannot be Syria's

Saturday night and the "Time of Crisis trio" of Ian, Joe and I were guests at Martin's place for an evening of Roman intrigue. The three of us were battle-hardened by two previous games, while Martin had only read the rules. Even so, I was not confident. This is Martin, after all.

The game began in a familiar manner, with Ian getting points for battles, Joe attracting hordes of barbarians and I bought an expensive govenor instead of getting a new card. I was also first to become Emperor, leaping in once it became weak enough. I stayed there for a while, too, which I wasn’t expecting.

My fledgling empire, with Rome in the distance

But then I chased after some Barbarians and got killed
so then Martin moved in, unchallenged

I was eventually bumped out by Martin who often said he didn’t know what he was doing. Joe battled fruitless battles against barbarians, then he and Martin swapped Pannonia and Macedonia, with Joe setting up his new capital in the latter province, slightly further away from the hordes of Franks.

Joe - a popular man

Ian’s early good start stalle mid-game after some terrible luck with the dice. In fact, we all drank from the cup of misfortune at some point, with a one being rolled when a two or higer would be enough. Using the “evil dice” (black dice with copper coloured spots) didn’t seem to help. Funny that.

A familiar sight

Ian’s situation was complex to say the least. His attempt at a Spain/France/England homeland was often under attack from Martin or Joe. Not me though. I couldn’t be bothered to lean that far across the table.

A complicated situation in France

In the final round, Joe scrambled around for any last points. He considered becoming Emperor again (needing seven votes, as I recall), but instead when for Britannia as a safe option (needing four). He then rolled double six, another double six, a six and a five and then a four. Seven votes. He would’ve been Emperor!

Then Martin’s last turn saw him with some difficult choices as invading barbarians meant he couldn’t kill them and become Emperor in one go. What was it to be? Glory in Rome or save the populace from invasion?

Then he realised his yellow card was enough to raise his popularity in the far-flung provinces allowing him to stand for election in Rome. Which he won.

Near the end of the game

Martin 73
Andrew 72
Joe 70ish
Ian 34

The game was our first four player 60-point game and it lasted three and a half hours. An epic, but it never dragged. There was always something to watch and, for me, the biggest challenge was to remember what plan you had in mind when you chose your cards.

For the record, Joe went for the big-hand tactic. He often said it was too late to start discarding cards as he bought yet another. Trouble was, he started saying that at around half nine, with another two hours of the game left to go!

Then we played a game with animals. Something to do with Noah’s Ark. Can’t remember who won, but Ian and I came joint last with 26 each. It was fun though. And a complete contrast to the epic we’d just ploughed through.

A great night. Thanks all.

Wednesday, 9 August 2017

Phrasell jolly good fellow

I arrived ten minutes late this week (missing a game of Happy Salmon, won by Katy) , knocking on Joe's door just as they'd decided to play Fuji Flush. Clearly this game has mystical powers to make tardy gamers suddenly arrive, simply by thinking about playing it.

But once I'd sat down, the Flush was passed over in favour of something a little more involved. We chose Condottiere, since Joe had just come back from Italy. Martin had brought his Maxi-sized (but with fewer rules than Sam’s pocket version) copy of the game. It was new to Ben and Katy, but Martin explained the rules to them and we were off.

We started by fighting over the regions in the corners and Katy showed little interest, passing early or not playing at all. But then a more central region was chosen, and Katy leapt into action. After she won that, she then won the battle for a neighbouring region so she had two adjacent areas, with the choice of next region and only she and Martin had cards left: her two against his one. Could she win the game in the first round?

She couldn't, but it was mighty close as they drew 5-5. We sighed with relief (at least I did) and prepared for round two.

Martin annoyed Katy by playing his third Bishop of the game, but Joe provided the real drama when he had to chose a region (or risk being cut off completely) that would give either Katy or Ben the win. Katy passed early, hoping that Ian or Joe would beat Ben. When the battle was poised at Ian 22, Ben 27, Joe 28, a key was played (can't remember who by) and Joe saved both Katy's and his own campaign.

Joe's great escape

In round three, I found my southern stronghold in a good place to win the game, but Joe played a Bishop and rendered my efforts useless. But that meant Katy got the choice of region, and chose one that would give her the win. It was Ian versus Ben versus Katy, when Ben played a key to win, even if the region was no use to him.

Finally, the war was decided in the North, which was useless for me centred around Rome, despite my sentimental conquering of Torino in the North west. Martin won it, and took the game!

Martin 3 in a row plus another one
Katy 2 in a row plus another one
Andrew 2 in a row
Joe 2 in a row
Ben 3 separate regions
Ian no regions at all

Next up we decided to play Team Play. And we brought out the crisps! Ben's choice of wasabi and ginger crisps was especially appreciated.

Ian & I started slowly, while Ben & Martin and Katy & Joe sped off to a quick 4-4-2 lead. I say "Ben & Martin" but in truth it was all Ben picking off cards while Martin got stuck unable to clear the one sat in front of him.

Ian & I pick up steam, and Ian clears a 6 point ABCDE card. And also, while Joe was revealing a new central card we could all compete for, he revealed a "Blue + Blue = 7" and I involuntarily went "Ooooh" so of course he discarded it immediately.

In the later stages, Ian & I actually reached seven cards completed before the others. But then Martin finally completed his first card of the game and then got lucky drawing from the deck and finishes another to trigger the end of the game. That left us with once more around the table to try and finish any last cards. Then we counted up the final scores, which we did by revealing one card at a time simultaneously and adding as we went. Not at exciting as we thought it might be, since Ian & I sped into an early lead and stayed there.

Ian & Andrew 28
Martin & Ben 26
Katy & Joe 25

Hopefully this was a modicum of revenge for Ian after his drubbing at Condottiere.

At this point Ben said he had to go, but we all insisted he could stay for a quick game of Perudo. Maybe his heart wasn't in it since he was first to pallathiko (still don't know the correct spelling) and he bet 5 6's. But there were only two.

So, with Ben dashing for the bus, the rest of us played on. Ian is next to pallathiko and his bet of 3 1's fails. Then Joe fails with a bet of 4 6's. Katy survived her pallathiko , but went out soon after. This left me versus Martin and his greater number of dice proves pivotal.

1. Martin
2. Andrew
3. Katy
4. Joe
5. Ian
6. Ben

Despite the late hour, we decided to try “just one round” of Phrasell, one of the many games that comes in the Wibbell pack. In this game, one player turns over a card which has two letters. Those two letters should inspire a topic (ie, R and D could be Road or Research and Development or Red etc) and then two more cards are revealed. Then the other players have to use the four letters to come up with a four-word sentence about the topic. The best sentence gets all three cards to keep as points (the cards can be split as two-points for the best and one point for a noble second).

It was so much fun, that we forgot the “just one round” and played right through the deck. There were some great sentences. For the topic of Time and the letters ODOU, Ian came up with One Unit Of Dimension. SG became seagulls and the letters were EZLN. Think the Z put us off? No! Well, it did a bit. But two suggestions were Zealous Eagles Like Nibbles and No Litter Eating Zones.

TL was Tower of London and I’d love to know how Ian’s Where Beefeaters Enter Nightmares beat my William Erected Norman Battlements, but I’m not bitter or anything.

Ian 14
Joe 12
Andrew 8
Martin 7
Katy 7

Such fun. And then we set off into the night. Because by now it was most definitely night. Well past eleven, and time for bed.

Thanks all!

Sunday, 6 August 2017

Tiny Epic Ninjas

Stan and I tried out Ninjato the other day and liked it enough to bring it on holiday. This morning everyone (everyone: all the kids, plus me) was up at 5.30am, so by the time 6.30 rolled around Peppa, Stanley and I had set the game up and were ready to start chucking our shurikens.

The game has a shade of Stone Age - the push-your-luck element - with a layer of strategy on top, as you try to establish most influence with the three clans of the Ninjato world.

raiding by night/morning

The idea is that we are raiding clan houses in the night-time, playing Dojo cards against the sentry guarding it. The Dojo cards number 1 to 5, but the neat twist here is you can attack by strength - play a higher card than the sentry strength - or stealth - play a lower card. Having ousted the sentry, you can grab some treasure, and then choose whether or not to get more - which (if you call Banzai) means facing another sentry. The luck-pushing is evident here because you don't know what kind of strength the sentry will have until you've chosen to face it.

Ninja skills

Each house belongs to a clan, and if you grab the last treasure you can (in fact you have to) change the clan ownership. Ownership of the houses becomes extremely relevant in the three scoring rounds, when the players with the most influence in the respective clans scores points  - meaning that it's not just as straightforward as ploughing into any house you like the look of - you need to keep an eye on the bigger picture. Assuming first place took the available points, second place gets to take a Rumour card (like the multiplier cards in Stone Age).


Having influence in clans is gained by cashing in your ill-gotten gains to bribe Envoys: the player with the most has the most influence, with the age of the envoys breaking ties. There's a couple of other things going on as well - you can gain helpful skills from the Sensei, and raids can occasionally get harder to pull off when an alarm sounds and elite sentries pop up - but the meat of it is the twin battles of raiding and the political machinations of the clan tokens.

In our game Peppa and I got into a back-and-to battle over the envoys, whilst Stanley seemed to be content to stay out of it, ending the game with only two. He was last to score, as I saw off Peppa 97-90 in the count-up I thought I'd managed a first win of the day. But Stan had gathered so many Rumour cards on the quiet he totally obliterated us, sailing past to a complete 147 point trouncing!

I blame the fact that wasn't even eight o'clock in the morning.

Wednesday, 2 August 2017

A funny thing happened on the way to the mausoleum

As the holiday season kicks in, this week's GNN was a sparse affair. Five of us revelled in the uncommon amount of space around Sam's kitchen table. Sam, of course, and Katy, Ian, Martin and myself.

Ian, Sam and I were the early birds. Usually when the three of us get together, it involves whiskey feuled games of Biblios. In deference to the early hour, we went for a barely tipsy game of Grabbell.

This is one of the games you can play with the Wibbell deck of cards. The game has each player picking up cards as fast as possible, as long as they match one of the letters or the border of the card you already have in your hand. There is an additional rule where you can bail out early for a ten point bonus, but the last player left automatically gets the remaining cards, worth one point each. It adds an element of brinkmanship to the proceedings.

Sam 28
Ian 21
Andrew 21

Then we played again, with a baffled Katy watching.

Sam 25
Ian 23
Andrew 20

Now there were four of us we decided to play Fuji Flush, reasoning that Martin was bound to turn up halfway through. In fact, he arrived while we were dealing so, without further ado, he was dealt in.

It was a feisty game, with plenty of occasions when a chain of low cards was quashed by a mean old high card or two. Ian played his hand well, using his twenty to full effect, and then jumping on a series of fives to push through to the win.

Ian 0
Katy 1
Martin 2
Andrew 4
Sam 5

So what was our main course going to be? It was between Beowulf and Taj Mahal and, using logic that I can no longer remember, Taj Mahal was chosen.

I've played this underrated favourite several times, but so infrequently that I listened in to Martin's expert rules explanation, given for the benefit of Ian and Katy.

I took an early lead as I built up a three-region link of mausoleums. But that fell away mid game as Katy sped ahead. The bonus cards were keenly fought over, especially the Princess who nets a cool two points every time you play her. So popular was she that Martin assured us that “everyone has a go on the princess” much to Katy’s disapproval.

Me (brown) in the lead!

Katy's strong tactics were somewhat undone by her own honesty. Ian withdrew from a bidding war, but forgot about winning the purple guy (or "the perp," as Katy called him) and so he could place a Taj Mahal. He did so in a place that would've got Katy six points if she’d gone there and, according to Martin's gloomy prognosis, would've been Katy’s game-winning move.

Katy (burgundy) in the lead!

Later on, she fell back and Martin took the lead despite (or because of?) his warnings that Sam's elephant-heavy strategy would definitely win if not stopped.

Martin 45
Sam 39
Katy 37
Andrew 36
Ian 25

Next up was Polterfass. This game of luck and betting always seems to have a whipping boy: one player who has clearly angered Lady Luck enough that she wants to see you humiliated in front of your friends.

This week it was Katy. Her, shall we say, unique strategy comprised of veering between very low and very high bids. She got hit by minus thirteen points on three separate occasions.

I played like a loose cannon. I deliberately ended a round early, just for fun and then in another round, after my first roll of the barrels, I immediately shook them again, and left the cup upside-downon my beer mat so that any bets would be made with the knowledge that another roll would definitely be revealed. What larks.

But the plaudits go to Ian who, despite Sam’s constant threat and a last minute bid from me, won the game when he was the Polterfass and simply gave out enough beer for him to win, confident that we would have all big high in an attempt to catch him.

He was right.

Ian 79
Sam 71
Andrew 69
Martin 54
Katy -1

Polterfass ended slightly too early to call it a night, so Sluff Off was chosen as a nightcap. Perhaps we'd forgotten how long it was, since five rounds was quickly truncated down to three.

Despite Martin trying to get us in the mood by reading the introduction to the rules explaining the whole ethos of Sluff Off, I didn’t really get into it. Perhaps because it’s not a end-of-evening party game. There was quite a lot of thinking which was a struggle this late in the day. Not for Katy, though.

Katy –6
Sam –8
Andrew –8
Martin –9
Ian –17

And so, a bit later than perhaps was ideal, we were done and released out into the wild. Thanks for hosting, Sam!