Trev's Boardgames Clanfork
Nottingham & Derby Boardgames Club

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This is the home page of The Nottingham and Derby Boardgames Club. We are a group of people in the heart of England, who like to play low complexity boardgames - the kind of things that win the German games prizes.

The club meets every Thursday evening from 7pm to 10:30pm at Queens Walk Community Centre, Meadows, Nottingham. We generally get between four and eight adults on a night and, if the next day is not a school day, a smattering of children.

If you are interested in coming along: either turn up or, if you need directions, a lift or someone to be prepared to make you feel welcome, send me an e-mail.

Members bring along their own games to play, and with the likes of Chris, Garry and myself, that ensures a regular supply of the newest games, bursting to be played as well as a library of old favourites.

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The players

This list of players is a key to the initials used in the game results and rankings. It is in alphabetical order rather than order of importance, otherwise my name wouldn't be at the bottom (well,... it might). If you want to know more about the players, I am hoping to build up a list of mini-biogs with photos, etc. It all depends on whether the other members like the idea.

Regulars

Occasionals (some of)

  •  BH : Ben Haytack
  •  CL : Catherine Lloyd
  •  CN : Cara Norton
  •  DH : Dan Hanford
  •  GF : Goran Farm
  •  GT : Greg Todd
  •  JO : Jonathan Ogden
  •  KB : Karl Bown
  •  LN : Laura Norton
  •  NC : Nicki Challinger
  •  NS : Neil Siddons-Smith
  •  PO : Paul Oakes
  •  RL : Rebecca Lloyd
  •  SC : Steph Challinger
  •  sG : Sophie Gregory

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Recent weeks at the club

4th October

A bit of sad news to open the evening. Cartercon, the planned charity games convention set in Nottingham for the weekend, had to be cancelled because of not enough pre-bookings. I'm a notorious last-minute booker, so am as guilty as anyone else, although I had been trying to raise interest among people I knew. It's a shame, and I hope any future attempts will be more successful. For what it's worth, my advice would also include: getting games clubs like ours and games shps like Travelling Man in Nottingham involved; checking for clashing events - the proposed day clashed with the Goose Fair and England's vital World Cup qualifying match against Greece; and speaking to people, like Andy Merritt, who have experience of organising one-day conventions.

Anyway, back to the games, and speaking of conventions, we played Chris's expensive signed copy of Ivanhoe, bought at the Ramsdencon auction for £23 during a massive Chris bid-frenzy. This card game involves collecting cards in five colours (plus white wild cards), and playing them out in challenges. Whoever leads off a challenge, plays a card of any colour and value. Other players can then pass, or play cards in that colour to a higher total value. Play continues to pass around until all but one has dropped out, and that player gets a token in the relevant colour. Onto this simple frame is added the action of special cards that are used to reduce the total of other players, increase your own, change the colour of the challenge, etc. The first player to collect four of the five colour tokens, wins.

Steve was the first player to get three tokens and then collected a large hand of cards for his final assault. He led off the challenge by playing a massive total of blue and wild cards that none of us could match - so we all passed. With the light of victory in his eyes, Steve reached for the blue token, only to realise that he already had a blue one and needed a different colour to win. The "cunning plan" had been a little less foxy than he thought. And, in fact everyone got up to three colours before the game ended. The game is pretty good when you are involved, but can be a bit boring if you have to miss challenge after challenge because they are in a colour you can't compete in. At the start of the game, I had quite an even spread of cards - not enough to make it worth joining a challenge - and it was ages before I could get started. Still I would certainly play again - especially after I came from that poor start to win. Result: TC, CD+SO+GC.

While looking for another game, Steve suggested we play Carcinoma. This caused a few puzzled looks until we turned round to find him holding up a copy of Carcassonne. Hmmm.

Anyway, we got out my new copy of Warhamster Rally instead. This is a first published game (I believe) from Frank Banham ('Moo', of internet fame). I had read a description and it sounded fun, so I bought it and, apart from a few weak points in the game production, it was a good game, showing the signs of good playtesting. It's just a shame that the finbished article was rushed out once the design was finalised.

Steve's revenge was particularly aimed at Mick, who had knocked out the first car, rather than his son, who had knocked out the second, so Mick ended up with no points from the first race either. Victory in that one went to Neil, quietly avoiding the vendettas. Mick came back to win the second race and, by the third, the attacks and counter-attacks had gone so far that it was won by the blue cars, deemed to belong to Colin, our perennial dummy or 'extra-man' player (also someone who used to come to the club once). Adding together the points for each car in the three races on the usual 10-6-4-3-2-1 basis, the result was very close at the front, with my 17 points narrowly ahead of Jonathan's 16, and just as narrowly behind the pretend Colin's 18. Steve, after some concentrated revenge, managed 4. Result: Colin (dummy), TC, JO, NS, MH, SO.

As last week, we finished with Rage, although this time we only had time for three of the ten, decreasing hands. Of the players, Mick's total score got progressively more negative each turn (although he did say afterwards that he liked the game), I was leading after the first two hands and third after the next (doh!) and Neil started with a gentle 4 and 0 for the first two hands and then surged ahead with a massive 17 for the third. Result: NS, JO, TC, SO, MH.

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27th September

Time for an oldie tonight. I arrived just as they were setting up Acquire, the classic game of competitive investment from Sid Sackson. We also had a new face along - welcome to Neil Siddons-Smith, in Nottingham to attend university and, although more into wargames, keen to give German-style games a try. Chris also arrived late because of traffic and was feeling ill, so didn't want to stay around.

We decided to finish the Acquire off quickly. However, the others rapidly got fed up of waiting for me as I explained the game and my actions to Neil. Some might argue that anyone who actually succeeds in understanding my actions must be on some kind of drug... Anyway, the final result seemed to pretty strongly reflect the amount of experience of this game among the players. Result: MH, SO, TC, JO.

Next we played Formula Motor Racing. This is an old Gibsons game by Reiner Knizia and has just been redone as Grand Prix by GMT. I have had the game for some time, but not played it before. Each player has two small racing cars in their colour and these are laid in a line indicating their position in the race. To start with, one player is placed first and last, another second and second-to last, and so on. Then play begins. On your turn you get to play a card that could allow a specific colour of car to move forwards, or backwards, or even suffer an engine blow-up and be out. This last fate was particularly relevant to Steve, who sat two places after the start player and found that each of those previous players had destroyed one of his cars, leaving him with none by the time he had his first turn! Oh, how we all laughed - well, all except Steve, who vowed revenge. As the game is played over multiple races, and you can still play cards, even with no cars, there are plenty of opportunities to affect others' overall scores.

Steve's revenge was particularly aimed at Mick, who had knocked out the first car, rather than his son, who had knocked out the second, so Mick ended up with no points from the first race either. Victory in that one went to Neil, quietly avoiding the vendettas. Mick came back to win the second race and, by the third, the attacks and counter-attacks had gone so far that it was won by the blue cars, deemed to belong to Colin, our perennial dummy or 'extra-man' player (also someone who used to come to the club once). Adding together the points for each car in the three races on the usual 10-6-4-3-2-1 basis, the result was very close at the front, with my 17 points narrowly ahead of Jonathan's 16, and just as narrowly behind the pretend Colin's 18. Steve, after some concentrated revenge, managed 4. Result: Colin (dummy), TC, JO, NS, MH, SO.

As last week, we finished with Rage, although this time we only had time for three of the ten, decreasing hands. Of the players, Mick's total score got progressively more negative each turn (although he did say afterwards that he liked the game), I was leading after the first two hands and third after the next (doh!) and Neil started with a gentle 4 and 0 for the first two hands and then surged ahead with a massive 17 for the third. Result: NS, JO, TC, SO, MH.

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20th September

It's a good job I came tonight, as I found three players with no games between them... So, first up, I got us to try out Land Unter. This is a new edition of an older game - Zum Kuckuck. It used to be about cuckoos and nests and is now about rain and floods - essentially the theme is quite thin. Players use weather cards to win low valued water level cards. After each play, the player with the highest water level card on display, loses a lifebelt (a point). As a balancing mechanism the weather cards are marked such that the more cards you have of the middle, bad values, the more lifebelts you start with. Another balance is that you play as many hands as you have players, and each time you pass your previous hand to the player on your left. So everyone gets to play with every hand. I got off to a bad start (I usually do badly on simultaneous play games), but managed to rally from the one point I got in the first two hands to add seven more for the last two. Steve G, on the other hand, only failed to get four points on the first hand, where he got three. There was a definite advantage to those who had played before, so I was pleased to buck that trend slightly - especially after the ridicule that the Ogdens were dishing out after the first couple of rounds.

Next, we had Traumfabrik (now renamed to Fabrik der Traume), my game of the year for 2000. My plans for a steady income of points from my green film were scuppered when Jonathan got a better one just afterwards. The only thing I was guaranteed in this game was the oscar for worst film, while Steve O raked in stacks of points for four medium to high scoring films and three end-of-game oscars. A massive victory. Result: SO, TC, SG, JO.

We finished off the evening with Rage. This is a recent edition of an older game. It is basically nomination whist (where you have to predict how many tricks you will win each hand) with some more chaotic cards added to make it less dry. The special cards allow you to alter the trump colour or to add a points bonus or penalty to the trick - often accompanied by curses or even cheers from other players. Steve O felt that the game had too little control, and scored particularly badly. Steve G, on the other hand, seemed to demonstrate that skill was still a factor by getting his prediction correct on seven or eight of the ten hands - impressive! His winning score of 74 was more than the rest of us put together (29, 27, 6). A fun game, that adds interest to the basic nomination whist format - like Canyon does. Result: SG, TC, JO, SO.

By the way, don't miss the advert for CarterCon at the top of the page. Get along if you can.

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13th September

I arrived tonight in time to join in a game of Speed Circuit. This is a motor racing game that probably descends from Formula One. Each turn, players simultaneously choose the speed their car is going to travel at, and this determines how many spaces they move. There are maximum speeds for each space near a corner - although these can be exceeded slightly if you can stick to the racing line through the whole corner. At the start of the race you get to spend points on customising your car's top speed, max acceleration, max braking and reliability - I won't waste points on top speed next time. I wasn't very impressed with it. I started at the back, managed to make up a couple of places around the middle, but ended last again. I would be very surprised if it was possible to win from starting at the back. Even if you could, I still think it would be a bit tedious. Result: SG, SO, GC, MH, TC.

Next up I got out the new edition of Shark that I'd just got. It is pretty much the same as it's always been except that the layout of the areas has changed and there are a few mysterious grey hotels - that none of us felt any reason to use. The new layout didn't help a lot and it was clear that the game was going to go to those two who had cornered the valuable and stable green shares early on, before the game ended when they reached a value of 15. Both of them got nearly half their score from green shares alone. Result: MH, SO, GC, TC, SG.

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6th September

Back at the club tonight after missing a few weeks through holidays, etc. In that time, I had also discovered the delights of the on-line boardgames site Brettspielwelt. If you want to know more about this excellent games playing web site, drop me a line. And if you already know about it, look me up there - my user name is Trev (believe it or not...).

And in fact, our games evening had a bit of a flavour of Brettspielwelt, with three of the games we played being available at that site. First up was Carcassonne, the extremely popular Spiel des Jahres winner. I explained the third edition rules on farmers to the others and we played using those. Result: TC, CD, SG, MH, GC.

Next up was Bier Börse. I had asked Chris to bring this along as it was a version of Bazaar - that I had learnt and become attached to at 'the Welt' (Brettspielwelt). Each turn you are able to collect a token or swap a combination of tokens for another combination based on an equivalence chart. By doing so, you attempt to fulfill one of the four 'contracts' of five tokens on offer. You then score points depending on how many unused tokens you have left after supplying the contract. This version of the game was less pretty than the version reproduced at the Welt and the use of beer adverts and labels made the patterns of colours harder to see than in the visually simpler version that I was used to. Still, my experience didn't help me a huge amount and Mick sailed away with the game. Chris, on the other hand, said he wouldn't be playing it again - but also wouldn't let me buy it cheap. Huh! Result: MH, GC, SG, TC, CD.

Into a club favourite, Und Tschüss. This time, Steve shot ahead and won by 39 points, while 13 separated the rest of us! Result: SG, TC, GC, MH, CD.

And lastly, to get it off my chest, I introduced them to a hand of Tichu. This is another excellent game I have discovered at the Welt and have made a set from a normal pack of cards until I get to buy a pretty 'real' one. It is a four player partnership card game in the same mould as Career Poker, etc - where you have to get rid of your cards. There is a lot of depth to the game and the interplay between you and your partner is one of the attractions of the game. No result, because we only played one demonstration hand. I'm hoping to reintroduce it sometime we get four players.

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9th August

Crikey! I wasn't late today for a change. Mostly because Steve G had given me lift. We started with a game of his - Espresso. This is one of those 'all play at the same time', speed games. Everyone deals themselves a stack of twelve cards and turns three face up. Then you turn over the rest of your cards in threes with the aim of playing cards to a discard pile for each suit. However, you must play cards in sequence - 0 through 8, back to 0, etc - rather like a game of patience. If possible, you play cards from the twelve in front of you, if not you play from your other cards to try to create openings for the twelve - or the three face up ones anyway. The trouble is that there is only one discard pile per suit shared among all the players, so just as you think "Oh, there's a space for my blue 3", someone else puts one there first - and probably the 4 and 5 as well...

One of those games that leaves you edgy and jumpy, a hand ends when someone knocks their twelve initial cards down to three - that player gets a five point bonus. Otherwise, you score the value of the cards you manage to play to the discard pile (everyone's set has different backs). I did appallingly on the first hand, scoring only 8 compared to Mick's 47! However, my score per hand improved with each hand, whilst the others tended to be more variable - including Steve's drop to 10 points for the last hand. Mick scored pretty well on all rounds in order to seal an easy victory. Result: MH, TC, SG, BH, sG.

Next we played a couple of races of Ave Caesar, the excellent game of racing chariots, in which I seemed to have a one-legged horse as I lost badly - I was even beaten by one of the two dummy chariots we had in the races. Actually, I chiefly lost the first race by not being able to get into the 'pits' after the second lap when Mick managed to block me after I played my cards particularly badly. Doh! By, they way, Ben sat out this one as he doesn't like it - he read some rules for my Cheapass games instead. Result: sG, MH, SG, dummy1, TC, dummy2.

And so on to another old favourite that I got well and truly stuffed at - Exxtra. Steve soon led the way round the board and got very close to the finish line where we all concentrated on keeping him back. The others closed the gap while this was going on - passing me in the process, but eventually Steve broke through for the win. Result: SG, MH, sG+BH, TC.

It was a day for old favourites, as we played Space Beans next. At last I had some better luck at this, getting and keeping a lead from about mid-way, although Steve was very close behind at the finish. Result: TC, SG, BH, MH+sG.

We finished off with a game (or maybe two) of Fluxx. I think really there were two games and Ben won the first one, but there was some confusion about whether face down keepers (because of Government Cover Up card) could count for a victory. I said 'not' at the time, but I think I was probably wrong, now. Anyway, we carried on and Mick won the 'second' game. Result: MH+BH, TC+SG+sG.

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2nd August

Very, very low turnout. I arrived quite late to find that Steve O had been with his boy Jonathan, but they had left before I got there because they brought no games.

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26th July

Good turnout tonight, including a couple of children now that the school holidays have started. Everyone was playing something when I got there, so I watched Chris and Cara finish off a game of Sumo. Chris had just bought this two-playre game which features large models of the sumo wrestlers and the sumo ring. Players play cards simultaneously to represent their attempted move and the combination of these determines the outcome - with one of the wrestlers moving backwards until one is pushed out of the ring. It seemed to have been quite fun and certainly looks nice, but I don't know how good the actual gaming is. The result was one win each from two bouts.

Everyone else was still playing, so we carried on with Klunker. I seem to have trouble getting people to play this excellent Rosenberg card game. Perhaps it's because you have to have played once or twice to appreciate the subtleties and how to manipulate the cards to your advantage and others detriment. There is a balance required, for example, in what you put in your window - too good and you help the others too much, too bad and you can't shift it. The experience told this time and I won fairly easily, but I think the others were at least interested and would play again. Result: TC, CD, CN.

The children were looking for a game at this point, so we let them join us for a game of Big Deal that Chris had picked up for me. This is one of those games that has grown on me over my first two playings and is one of those rare business games that I like (along with Tycoon). Generally it is quite a quick moving game of buying and selling resources (four types whose price is dependent on demand), opening companies (with two or more shares and certain required resources and, best of all, taking over other players' companies.

The game strongly features these hostile takeovers, which are conducted by the attacker showing one or more shares in the company and then offering a price per share for those of the defender. The defender must either accept and sell the company, or must offer an increased price per share for the shares of the attacker. Eventually someone gives in, but the rules favour the attacker because the defender can only use cash in hand, whilst the attacker can sell things to raise the necessary cash after the deal is struck. Also, if the attacker has the resources to immediately re-open the company, they get a bonus payment from the bank. As if all that wasn't bad enough, takeover cards allow the attacker to get out of paying for one or more of the purchased shares!

So, all in all a game that encourages fairly aggressive behaviour. Chris pointed out that it was also a useful game for introducing non-gamers to as the theme, artwork, etc, while attractive, is very adult and respectable. It can also take a long time and players need to keep things moving if it is to be finished in under two hours. Sophie suffered a bit from this as she was having some trouble with the ideas and was obviously tired (being the youngest), but we didn't have the time to keep explaining all the possible repercussions of what she could do and so had to leave it to her - crikey, I feel really heartless just now... :-( . Result: TC, CN, CD, JO, sG.

I didn't record all the games that happened tonight. Mick was keeping notes from the other table, but I forgot to get them off him. What I did record were:

  • Tally Ho. Result: JO, sG
  • Venture. Result: SO, SG+MH, SK.
  • Mamma Mia. Result: SG, ??, etc.

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19th July

Only five of us tonight and we played games most of us were familiar with. I turned up to find three of them playing Mamma Mia, with Steve K watching. Result: SO, GC+SC.

Once they'd finished that, I showed them Limits, which Steve had been keen to play for a while. See a few weeks ago for a description. I'm finding that experience at memorising the current limit cards and counting the other cards played is helping me play it better and I seem to be able to beat any inexperienced players. Tonight was no exception. It's not easy though, and leaves my brain throbbing. The other thing about the game is that it is virtually impossible to talk during a hand for fear of all that card-counting collapsing in your head. So it tends to be played in bouts of extreme concentration and even muttering, interpersed with brief periods of relaxation as the result of each challenge is worked out and the next limit card is turned over. Result: TC, SO, SC, SK, GC.

We then played Andromeda - somewhat easier on the brain as there is a respectable element of chance in it. Although I got off to a slow start, I won with a late surge. Steve O was mid-game leader although he kept denying it and claiming he was doing badly - despite the fact that this is a game where there is very little you can do about the leader anyway. Habit, I suppose. Result: TC, SO, GC, SK, SC.

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12th July

I arrived to find that Chris had just explained the rules for Barbarossa. This is a reissue of an older Klaus Teuber game and Spiel des Jahres winner. It sounds a little odd at first because players have to make models out of plasticine and then guess what each other have made. This tends to make you think it is going to be a bit childish (or drunken adultish - much the same thing), but don't judge it without playing as it is quite fun and mentally challenging. You can ask each other yes/no type questions to get more information, but you don't want too much given away as someone else may guess the model before you get a chance (you can interrupt a certain number of times). The game also gives points to the makers of the models which are guessed neither near the beginning, nor near the end of the game, so encouraging players to pitch the realism of their models just right.

There wasn't enough space for me to play, and Geoff hadn't liked the sound of it, so we agreed to let them carry on while we played some two player games. Chris was happy with this as it enabled him to make the same models that he had done every time he'd played the game so far - I won't tell you what they are in case you have a game with him. Anyway, it didn't help him win. Result: SO, MH, CD, BH, JO.

First off Geoff and I tried out Fight City. This is an older two player game from Cheapass that has recently been re-released in 'box and glossy cards' format. I'm afraid we didn't really get into it before it had ended and we certainly weren't keen to play it again straight away. I'll try to get some more games in somewhere, to see if things improve. Result: TC, GC.

Next it was Geoff's turn, and he showed me The Seven Hills Of Rome from Knizia's Neue Spiel Im Alten Rom collection. This is perhaps a very early version of the ideas that led to Lost Cities and Schotten Totten. There are seven hill cards valued one to seven and players take it in turns to play cards against them for control. When only one player has played against a hill, they play face down, however, when the second player plays against the same hill, the cards there are turned face up. Each player has the same set of cards. So, ideally, you want to gain control of some hills by narrow margins and give away some others (of lower total value) by large margins. There is a distinct advantage in going second - so predictable that, in both the games we played, the player who went first scored 13 and the player who went second scored 15. Another one I won't be rushing back to. Result 1: TC, GC. Result 2 : GC, TC.

There was a rearrangement of the groups at this point and I only seem to have got details of what my group played. We continued with Wyatt Earp, the excellent 'mystery rummy but not mystery rummy' game. This is a nicely balanced rummy, but I think it needs the maximum four players to work well. I even managed to walk away with a massive 25 to 15 win, the next two places being close at 13 and 12. Result: TC, GC, CD, MH.

So then we ended up with another game of Pepper (see last week). This time I did a lot better than last and got zero. Geoff attempted to repeat his performance from last week, but could only get 78 points rather than infinity. Mick had the double problem of getting 32 points AND of having Ben leaning over his shoulder near the end and telling him how he had got zero last week and that Mick really needed to get less points if he wanted to win... Chris will think it remiss of me if I don't now report that he almost took the lead with a score of three. As last week, the game was generally enjoyed by all - possibly even Geoff. Result: TC, CD, MH, GC.

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5th July

Much like a couple of weeks ago, they were warming up with one hand of a card game for fewer players, although this time, with Und Tschüss, they had a game that plays well with six or seven, despite what it says on the box. Geoff won the one hand they played.

Splitting into two groups, my group of five played Africa. This game from Reiner Knizia has come in for a lot of bandwagon criticism for being too simple, especially from intellectual snobs. I've enjoyed it every time I've played it and find that, although it is a light and fast moving game (which I like), there are ample opportunities for strategy and interaction to come into play, especially with five players, when there is always someone close enough to dash in and take away your carefully built scoring opportunity - or to put a hippo right in the middle of it.

So, despite all that - I stll managed to lose quite badly. I led round the scoring track for most of the game but was always low in the end-of-game scoring stakes. The others didn't give Steph quite the run on gold that I expected them to. Result: SC, GC, SK, TC, BH.

Afterwards, I introduced them to Pepper, a game I just picked up at my local games shop sale. This is basically a simple trick taking game where the idea is to keep down the number of cards you win and to certainly avoid winning any pepper cards (the value 1 cards in each suit). Pepper cards are never held in your hand, but are laid face up in front of you for all to see - however they are still be played as though part of your hand (except that you cannot lead with one). Also, if you win a pepper card in a trick, you add it to those in front of you - it can still be played to further tricks. At the end of the hand, you score negative pints for each pepper card you have - and for each other card you have of the same suit as your pepper cards.

This is one of those games, like hearts, where you need to get rid of dangerous, trick wining cards early and avoid having the lead late in the hand - otherwise you will find all those pepper cards wending their way back to you.... Ben sailed through the game, picking up no points and was keen that I reported here that it was "remarkable how perfect he was". Hmmmm. Meantime, Geoff had so many points after the third hand that we rcorded his score as 'infinity'. Result: BH, SC, SK, TC, GC.

And while we were doing that, the others played Wettsreit der Baumeister (Result: SG, MH, NC, SO) and two games from Neue Spiel Im Alten Rom, the collection of small games by Knizia.

After Geoff took his kids home, the rest of us rounded off with a full game of Und Tschüss. Result: BH, SG, TC, SK, SO, MH.

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