The first thing on the agenda is registration, which is usually a tedious, time wasting activity. This year it went a lot smoother than last year, mainly due to the number of laptop terminals that were available and the increased number of clerical volunteers that were available to help navigate the wonky software system for registration. I suspect Divine intervention, as the line moved along at a brisk pace and our registration was completed without error. As a general rule, Wednesday registration isn't too bad, but the Friday-Saturday-Sunday line is going to be a zoo.
| Registration |
| Mike Consulting the Map |
| Advanced Civilization |
Adv. Civ. relies on trading commodities with other players, and illustrates the importance of cooperative trade. Any player trying to become an island will be allowed to do so, but is guaranteed to lose rather badly. Of course, any player that could play two countries at the same time would have an unbeatable advantage over the other players - a fact that was hammered home to us by Granny and Short Round.
Then there was the man playing across from me.
In addition to commodities, you also trade disasters. Flood, civil uprising, plague, pestilence, and famine are just a few of the myriad calamities that happen. If you draw a calamity, you trade it away as soon as possible, and it's no big deal. It's part of the game.
So when I drew the civil uprising card, I surreptitiously slipped it into a shipment of iron ore destined for the player across from me, and he went into a snit. He endured the calamity, then refused to trade with me the rest of the game, unless he had a calamity he could inflict on me - which he did. Twice. Then he still sulked and pouted like a 10 year old girl that desperately needs a very sharp swat across her rear. What do you say to an adult, over 40, who behaves like a child? I'm just glad I don't work with him.
| Adv. Civ. |
| Freebie Glass |
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