{"id":3858,"date":"2003-02-12T12:00:00","date_gmt":"2003-02-12T11:00:00","guid":{"rendered":"https:\/\/www.westpark-gamers.de\/blog\/2003\/02\/12\/game-session-report-12-02-2003\/"},"modified":"2003-02-12T12:00:00","modified_gmt":"2003-02-12T11:00:00","slug":"game-session-report-12-02-2003","status":"publish","type":"post","link":"https:\/\/www.westpark-gamers.de\/blog\/2003\/02\/12\/game-session-report-12-02-2003\/","title":{"rendered":"Game Session Report 12.02.2003"},"content":{"rendered":"<h2>Game Session Report 12.02.2003<\/h2>\n<p><b>Authors<\/b>: Moritz, Walter, Hans<\/p>\n<p><b>at the table<\/b>: Andrea, Bj\u00f6rn, Hans, Moritz, Peter und Walter<\/p>\n<p><b>on the table<\/b>: Sticheln, Hare &amp; Tortoise, Bluff<\/p>\n<ol start=\"1\" type=\"1\">\n<li><a name=\"game1\"><\/a><b>How to win <a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/1157\" target=\"_blank\">Sticheln<\/a><\/b><br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/sticheln_t.jpg\" align=\"right\" width=\"273\" height=\"351\" border=\"0\" alt=\"Sticheln - box\"\/><\/p>\n<p> <b>Some tips for card management by Moritz Eggert<\/b><\/p>\n<p>\u201cSticheln\u201d is a simple but strangely addictive trick-taking card game. The<br \/>\nspecial trait of this game is that ALL card suits other than the one played are trumps,<br \/>\nthe highest valued trump will win the trick. Another, even more important trait is that<br \/>\neach player takes one of his cards (all players do this at the same time, secretly) and<br \/>\ndeclares this suit his \u201cpain\u201d colour. This means that all tricks that include<br \/>\ncards of his pain colour taken as a trick during the game count as negative point values<br \/>\n(in the value of the card, so a \u201cpain\u201d 14 will hurt you a lot! And yes, of<br \/>\ncourse there can be several of your pain cards in the trick!). The cards of other suits<br \/>\nin a trick count as only 1 positive point, regardless of the card value, so<br \/>\n<b>avoiding<\/b> tricks is the main issue here.<\/p>\n<p>It will be clear to everyone that earning negative points will be easier than making<br \/>\npositive points, so good card management and well-executed play make the day in this<br \/>\n\u201cmore-difficult-than-it-sounds\u201d game&#8230;<\/p>\n<p>Here are some approved strategic tips:<\/p>\n<ol start=\"1\" type=\"I\">\n<li><u>Selecting your pain-colour<\/u>\n<p>The rules state correctly that it is not good to select a \u201cshort\u201d colour<br \/>\nas your pain colour. I\u2019d say that 3 cards is the absolute minimum for your pain<br \/>\ncolour. Of course you want to take a suit that is rich in <b>low<\/b> cards (the lowest<br \/>\ncard you play at the beginning as the \u201cpain\u201d card will already count in<br \/>\nnegative points, so you don\u2019t want to select a set that has, say, a \u201c5\u201d<br \/>\nas the lowest card). And you DO want to have your pain colour available throughout the<br \/>\ngame. A mistake that players commonly do is getting rid of your pain cards as quickly as<br \/>\npossible. This will leave you in dire straits if your fellow players suddenly decide to<br \/>\nplay a round consisting only of your pain suit, where even the meekest card of another<br \/>\nsuit will take the trick with the \u201calways trump\u201d rule. You want to have a<br \/>\nlower card of your pain colour available in this case to \u201cundercut\u201d the suit,<br \/>\ndon\u2019t you think?<\/p>\n<p>Take the <u>longest<\/u> possible suit that has the <u>lowest<\/u> possible cards in<br \/>\naverage. One or two high cards won\u2019t hurt you, you might just be able to get away<br \/>\neven with a \u201c14\u201d late in the game, if you play carefully.\u00a0<\/p>\n<p>If the suit is too long, you might end up being the only one with that particilar pain<br \/>\nsuit, and that is not always good. Still, it has it\u2019s advantages, as the other<br \/>\nplayers might quickly use up your high pain suit cards to get tricks. I think it is good<br \/>\nto have the knowledge of at least one high card in your pain suit early on, this will<br \/>\nmake your end game easier (see below).<\/p>\n<\/li>\n<li><u>Knowing your (pain) suit<\/u>\n<p>And we don\u2019t mean your tailor&#8230;Know your suit \u2013 at ALL costs. Memorize<br \/>\nall the cards that are missing, deducted from the info you have on your own pain cards.<br \/>\nYou might make a mental note like: \u201cok, I know 2,3,4,6,9,11,13 of my pain suit are<br \/>\nstill in the game\u201d. If the \u201c2\u201d is played, scratch it, and memorize the<br \/>\nrest, again! <b>Always momorize which cards are still left. Constantly know which cards<br \/>\nof your pain suit are still in the game!<\/b><\/p>\n<p>I leave it to you to devise your own memory tricks to achieve this, but believe me,<br \/>\nknowing the cards left <b>exactly<\/b> will improve your game 100%. Why? See \u201cThe<br \/>\nend game\u201d below&#8230;.<\/p>\n<p>And now to the tactics:<\/p>\n<p><u>If you have to play your pain card early in the game<\/u><\/p>\n<p>So your first, huh? What card do you play? If you have a long suit of your pain card,<br \/>\nyou might want to get rid of some (the constant challenge in \u201cSticheln\u201d is:<br \/>\nyou never want to have too many pain cards, but also not too few). It is clear that you<br \/>\nMUST play a low card, to avoid other players forcing awful pain cards on you immediately<br \/>\n(and believe me, they will have them readily available in abundance in the first rounds).<br \/>\nThe highest value you can play depends on the number of players. With 4 players you<br \/>\nshould play a \u201c2\u201d maximum, for example. A \u201c3\u201d might be dangerous<br \/>\nalready (imagine the other players playing a 1 and a 2 plus a zero, you will end up with<br \/>\nminus 2 points!).\u00a0 Of course your possibilities will improve when you know exactly<br \/>\nwhat cards are left of your pain suit. 5,4,3,1,0 are gone? Of course you can play a 6<br \/>\nthen!<\/p>\n<p>I have seen disastrous plays in which the players thought: hey, the chances are really<br \/>\nLOW that the others will play this and that card, so I can get away with playing this and<br \/>\nthat card&#8230;.DON\u2019T! Murphy\u2019s Law applies here throughout: always assume the<br \/>\nworst can happen and make the safest play possible!<\/p>\n<\/li>\n<li><u>The early game<\/u>\n<p>Again, again, and again: <b>Always make the safest play possible!<\/b> Make the play<br \/>\nthat has the least chance of earning you pain cards. You will most likely always have<br \/>\nthis choice. The game is not won by many tricks, but by one or two safe tricks during the<br \/>\nend of the game (and the occasional \u201cRound End\u201d trick taken by the player who<br \/>\ncomes last in the round, when one can fully judge what cards one will get and how).<br \/>\nFollow this rule until you know that all the pain cards of your suit are gone or in your<br \/>\nhand, period. If a trick comes along that is absolutely safe to take, take it of course,<br \/>\nbut with the least effort possible. Wait, wait, wait, and the win will be yours. <u>You<br \/>\nmight even push this end game in \u201cforcing\u201d a pain suit play<\/u>. For example:<br \/>\nyou play an 8 in your pain suit, and you know the only lower cards left in your pain suit<br \/>\nare 6 and 4. The other players will happily play these cards in an attempt to give you<br \/>\nnegative points, but one of them (if you play with at least 3 other players) will just<br \/>\nHAVE to play the trump card and gain the trick. Voil\u00e0 \u2013 problem solved. Now you<br \/>\nwill dominate!<\/p>\n<\/li>\n<li><u>What card do I play?<\/u>\n<p>Follow these guidelines:<\/p>\n<ol start=\"1\" type=\"a\">\n<li>\n<p><b>you want to have as many suits available as possible<\/b>, to be always able to<br \/>\n\u201cundercut\u201d and avoid taking tricks you don\u2019t want. Having as many suits<br \/>\nas possible in your hand means you can always avoid the nasty trick by playing the suit<br \/>\nof the first played card. So play all suits equally, always keeping them equally<br \/>\ndistributed in your hand. If you have only two cards left in a suit, play the higher card<br \/>\n\u2013 just to be on the safe side. Even if you don\u2019t take a single trick in the<br \/>\ngame, you will be on the winning side with 0 victory points, especially if you play a<br \/>\nseries of games.<\/p>\n<\/li>\n<li>\n<p><b>play<\/b> <b>the middle card<\/b> of a suit, after deciding which suit to play. Why?<br \/>\nYou win the game by playing either low cards (avoiding tricks), or high cards (taking<br \/>\ntricks when it\u2019s safe). So you want high and low cards, not medium cards.<br \/>\nTherefore, if you have a 5, a 7, and an 11 to play, play the 7. Always follow this rule<br \/>\nand you will win the end game.<\/p>\n<\/li>\n<li>\n<p><b>always keep some cards of your pain suit for the end game<\/b>. Of course the<br \/>\ndifference with the pain suit is that you don\u2019t want to keep the high cards, so if<br \/>\nyou have many of them, get rid of them early on. But the high cards can be handy in<br \/>\nplaying destructively (if another player has the same pain suit), so this is not always a<br \/>\nclear decision. But with the pain suit, you want to have only low cards in the end game.<br \/>\nWhy is it not dangerous to have pain cards left at the end of the game? It is extremely<br \/>\nunlikely that the last tricks played will only contain one suit, because it would involve<br \/>\na mutual secret pact by all players to reserve only one and only this one suit for the<br \/>\nend game. Extremely unlikely&#8230;.Chances are that many colours will be depleted, and<br \/>\ntherefore cannot be played by everybody anymore. I could write a long statistical essay<br \/>\non this, but I guess you can trust me that normal stochastic laws apply. If you start a<br \/>\nround, and you know your trick suit is depleted, you can always play <b>any<\/b> card of<br \/>\nyour pain suit, even the highest ones This is usually the best way to get rid of them,<br \/>\nespecially when you can \u201cforce\u201d a play (see above). The other players will<br \/>\n<b>not<\/b> keep track of your pain suit as well as you do, so they will always try in<br \/>\nvain to force their pain cards on you, when you smugly know that they can\u2019t hurt<br \/>\nyou in fact because of the value of the card you played (=\u201dhaha, there are only 2<br \/>\nlower cards than this left, and you <b>have<\/b> to play the trump card, if you want it or<br \/>\nnot because you are <b>three<\/b> other players&#8230;\u201d)<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<li><u>When to begin the end game?<\/u>\n<p>The perfect end game begins with you having only high cards in many different suits<br \/>\nwith your pain suit either completely depleted or in your hand. Now you try to take<br \/>\n<b>every<\/b> trick possible. When you then begin a round, your own pain suit cards, now<br \/>\nsafe, come in handy, as taking a trick is easier when you react, not when you begin a<br \/>\nround. So switch: Gain a trick, let somebody else take the next trick, gain a trick<br \/>\nagain. 1 or 2 tricks will suffice \u2013 you\u2019ll win!<\/p>\n<p>Of course there is rarely a perfect end game with only high and low cards, but you<br \/>\ncan, as described already, force the end game for you with playing your pain suit cards<br \/>\ntauntingly. If there is still a \u201c15\u201d out there in your pain suit, don\u2019t<br \/>\nfret. You can go pretty high in attempting a trick then, just be carefully not to play a<br \/>\n\u201c15\u201d card yourself, so the pain \u201c15\u201d can be used to undercut your<br \/>\nown trick.<\/p>\n<p>Full knowledge of the depletion of your pain suit is, as you can imagine, absolute<br \/>\nparamount, so I state it again here.<\/p>\n<\/li>\n<li><u>Make life hard for other players<\/u>\n<p>If you can give negative points to <b>any<\/b> player \u2013 do it! Even if you waste<br \/>\ncards you think are valuable later on. Always go for maximum damage, give them the<br \/>\nhighest card in their pain suit you have! The only difference is when you\u2019re the<br \/>\nlast one to play a card and could gain a trick with only positive points for you. The<br \/>\nother players might groan when you foil their plans, but taking four positive points for<br \/>\nyourself means giving ALL the other players negative 4 points (in comparison to you), so<br \/>\nthat\u2019s ok.<\/p>\n<\/li>\n<\/ol>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comment<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Sticheln&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Sticheln&amp;l=en\"><br \/>\nView\/add comment<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p>And that\u2019s it. Follow these simple rules, and you\u2019ll be much more<br \/>\nsuccessful in playing this sometimes very confusing game.<\/p>\n<p>Have fun!<\/p>\n<p><\/p>\n<p align=\"right\"><a href=\"bericht53.html#game2\"><b>Deutsche Version<\/b><\/a><\/p>\n<\/li>\n<li><a name=\"game2\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/105\" target=\"_blank\">Hare &amp; Tortoise<\/a><\/b><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/haseigel_t.jpg\" align=\"right\" width=\"310\" height=\"236\" border=\"0\" alt=\"Hase und Igel - box\"\/><br \/>\n<br \/>\nThis game has made history &#8211; in my own family as well. We played it as long ago as<br \/>\nChristmas 1978, that was even before it had won the title &#8220;game of the year&#8221; &#8211;<br \/>\nthe first winner of this newly instituted award. As evidence of this prehistoric<br \/>\nacquaintance you can examine the lid of the box, where the famous Logo is missing.<\/p>\n<p> At that time my 8 year old niece Kerstin had been given the game as a present and had to<br \/>\nfight with her hands and her feet (and tears as well) to convince her mother to let her<br \/>\nbring the game along to the Christmas visit at her grandparents&#8217;. This was the first<br \/>\ntime that our family circle played the game &#8230; every day &#8230; with ever increasing<br \/>\nenthusiasm &#8230; and the game always took new a course &#8230; and was good for surprises &#8230;<br \/>\nright up until today.<\/p>\n<p> The game is a race which must be run along a given course from a common starting point<br \/>\nwith the objective of becoming the first to reach the finish. It all takes place without<br \/>\ndice &#8211; this was in its time a complete novelty in the structure of a game. At his or her<br \/>\nturn each player can move as far forward as he wishes, provided that he can afford such a<br \/>\nmove: each move towards the finish must be paid for in carrots, and these are strictly<br \/>\nlimited in number. At the same time the price does not increase linearly with the<br \/>\ndistance, but relates to the square of the number of squares one jumps. The exact formula<br \/>\nis:<\/p>\n<p>Price = number of squares times (number of squares + 1) \/ 2.<\/p>\n<p>Using this formula it can be seen that to move forward one square costs just 1 carrot,<br \/>\nbut 20 squares cost as many as 210 carrots.<\/p>\n<p> When there are 5 or 6 players each one is issued with 98 carrots as starting capital.<br \/>\nNo-one can make much progress under these conditions, so everyone is always on the<br \/>\nlook-out for new sources of carrots.<\/p>\n<p> Wasn&#8217;t it &#8211; in those days of Monopoly millionaires &#8211; very daring to try to introduce<br \/>\na game in which trifling numbers of carrots formed the currency? Nor was the underlying<br \/>\necological principle at all in line with the predominant public opinion of the time. Such<br \/>\nviews were subscribed to then by at the most an intellectual elite consisting of freaks<br \/>\nand anarchists. Even today &#8220;old Europe&#8221; is fortunately still capable of<br \/>\nproviding new impulses which can further the cause of humanity, whether this a matter of<br \/>\nmoderation, or lack of arrogance or in the appropriateness of the means &#8230;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/haseigel_b.jpg\" align=\"left\" width=\"310\" height=\"235\" border=\"0\" alt=\"Hase und Igel - board\"\/>I don&#8217;t want to describe the rules of the game in<br \/>\n     any further detail. I will assume that the reader knows what this game is all about.<br \/>\n     There is in addition enough literature on the subject. And anyone who does want to<br \/>\n     know more should simply buy a copy of the game. I am prepared to guarantee that this<br \/>\n     will be a very wise decision.<\/p>\n<p>The outward presentation of the game suggests an image of &#8220;child&#8217;s play&#8221;.<br \/>\nThe German name &#8220;Hase und Igel&#8221;, or &#8220;Hare and Hedgehog&#8221;, comes from<br \/>\none of the well loved tales of the Grimm brothers, while the original English title<br \/>\n&#8220;Hare and Tortoise&#8221; refers to one of Aesop&#8217;s fables. This is less well<br \/>\nknown in Germany but the story corresponds better to the idea of the game: the course of<br \/>\nthe race must be run once only, the winner reaches the goal with his own efforts alone<br \/>\nand without the aid of trickery; instead he wins by applying his speed to the appropriate<br \/>\nextent.<\/p>\n<p>The underlying principle of this game is absolutely a matter of strategy, which requires<br \/>\nmore planning and foresight than is apparent at the first glance. Brian Bankler writes in<br \/>\nhis review:<br \/>\n&#8220;<i>With good players, the game is tense, but predictable.<\/i>&#8221; I can not in<br \/>\nany way confirm this predictability. Of course there are situations in which the right<br \/>\nmove is self-evident, and of course there are sequences of moves which are inevitably<br \/>\nfavourable or unfavourable and call for certain defined tactical measures. What however<br \/>\nBankler recommends as strategic tips, such as:<\/p>\n<ul>\n<li>use every opportunity to get rid of a lettuce<\/li>\n<li>pay attention to the order of play ahead of lettuce squares<\/li>\n<li>your profit in carrots whenever possible<\/li>\n<li>never let carrots fall into the lap of your rivals<\/li>\n<\/ul>\n<p>\nseem to me rather trivial, and following them is a matter of course.<\/p>\n<p> I consider the right choice of speed in the various phases of the game to be much more<br \/>\ndecisive and strategic. The sequence in which the players begin the game plays an<br \/>\nimportant part here. As the starting player I have no choice but to go straight to the<br \/>\nfirst lettuce square, sit out one round there and, when it&#8217;s my turn again, to<br \/>\nevaluate the moves of the other players. I don&#8217;t like being the starting player,<br \/>\nwhatever the number of players. One doesn&#8217;t earn enough on the first lettuce square,<br \/>\nand there also aren&#8217;t enough lucrative regeneration squares until the second lettuce<br \/>\nsquare and one stays hungry for the duration of the game.<\/p>\n<p>Even as the second player one obtains at least 10 more carrots for the first lettuce<br \/>\nsquare, usually as many as 30 or 40 (I am now assuming there are 6 players), as several<br \/>\ncompetitors &#8211; very reasonably &#8211; are not going to wait until the lettuce square is free<br \/>\nagain and move on into the &#8220;area of no return&#8221;, that is, beyond the first<br \/>\ntortoise square, from where one can not get back to the first lettuce square.<\/p>\n<p> Starting third is my favourite position. Here I move to one of the first lettuce squares<br \/>\nand sit it out there of my own free will until the first and second players have reached<br \/>\nand then left the first lettuce square. While waiting I pick up 10 carrots for each<br \/>\nmissed turn, and when I then give up my lettuce I usually get another 50 or 60 carrots. I<br \/>\nhave thus more than doubled my original number of carrots, when I hurry after the pack<br \/>\nwhich has pulled ahead by four moves.<\/p>\n<p> Those players who start fourth, fifth or even sixth have to weigh up carefully whether<br \/>\nthey should still wait for the first lettuce square or whether they should head at once<br \/>\nfor the second lettuce square by taking advantage of other profitable squares &#8211; but there<br \/>\naren&#8217;t very many of these. Should this succeed, you are now almost broke, and<br \/>\nyou&#8217;ve got to fall backwards. You gain on the relatively long stretches up to the<br \/>\nrespective tortoise squares, and while doing this should naturally consider the suitable<br \/>\nnumbered squares when you are next moving forwards. Above all however you must keep an<br \/>\neye on the second lettuce square which has been left behind, in order to enter this<br \/>\nsquare once more when the order of the players is more favourable, with a considerably<br \/>\nhigher profit in carrots this time. By this time the other players are scattered more<br \/>\nwidely around the board, and it is now perhaps possible to get through the back straight<br \/>\nfairly economically by exploiting the 2 and 3 squares.<\/p>\n<p> The back straight demands a very well considered approach. Whoever is the first one to<br \/>\npass along it is simply paving the way for the others. There are hardly any squares on<br \/>\nwhich the leader can collect carrots. The pioneer &#8211; someone must after all make a start &#8211;<br \/>\nought in any case consider dropping back again from the leading position, above all when<br \/>\nby doing this he can spoil the chances of the others&#8217; picking up the appropriate<br \/>\namounts from the numbered squares.<\/p>\n<p> The third lettuce square marks the beginning of the end-game. If you arrive here soon<br \/>\nenough &#8211; even with no carrots in your wallet &#8211; you can attempt to reach the finish from<br \/>\nhere by means of short but steady forward moves. Should this lettuce square however be<br \/>\noccupied, and some other competitors who are interested in the lettuce have their turns<br \/>\nbefore you, you should not stand around here too long missing turns. It&#8217;s then better<br \/>\nto fall back again to pick up more swing, in order to aim after that at a slightly higher<br \/>\nspeed for one of the two lettuce squares near the finish. But you must take careful aim:<br \/>\nyou must have the right number of carrots remaining in your hand! Im Vorfeld sind<br \/>\nZwischenfelder viel besser kalkulierbar als am Ende. Anyone who makes a mistake here and<br \/>\nis forced to move to a hare square as an emergency case is in for a nasty surprise.<br \/>\nEither with &#8220;Your last move cost nothing&#8221; or with &#8220;You must fall back one<br \/>\nposition immediately&#8221; you have at a stroke lost the lead that you had built up with<br \/>\nso much concentrated effort.<\/p>\n<p> There is also a major difficulty with the last lettuce squares: ones competitors can &#8211;<br \/>\neither by overtaking or by not doing so &#8211; alter ones expected reward of carrots. The<br \/>\neffect is either that one has either too many carrots and must sit out to get rid of<br \/>\nthem, or that one has too few and must obtain some more by moving backwards. In both<br \/>\ncases one loses 3-4 moves on the way to winning.<\/p>\n<p> In the history of the Westpark-Gamers we have played this game only once, and then<br \/>\nwithout any great sense of purpose. At the time &#8211; about one year ago &#8211; I had to promote<br \/>\nit vigorously. This time it was an emergency solution, as Moritz had brought games with<br \/>\nhim only for the expected 5 players, but Bj\u00f6rn was there as a surprise guest to make 6.<br \/>\nSo we went through my repertoire of 6 person games and finished up with &#8220;Hare and<br \/>\nTortoise&#8221; again.<\/p>\n<p> Not exactly to my delight I was the starting player. Naturally I went immediately to the<br \/>\nfirst lettuce square; none of my competitors overtook me and I was not very happy with<br \/>\nthe 10 carrot reward. By now four players had overtaken me, just enough to make the<br \/>\nfollowing free numbered squares hold out little chance of success. The 2 to 4 positions<br \/>\nwere hopeless and the questionable 1\/5\/6 flag square a long way off. I moved to a hare<br \/>\nsquare and promptly drew &#8220;Miss a turn&#8221;. In this phase this card is almost<br \/>\nfatal: I could say goodbye to the lettuce squares, and goodbye to the main bunch of the<br \/>\ncompetitors.<\/p>\n<p> I let myself drop back to the last tortoise square, improved my finances again a couple<br \/>\nof times on the flag squares in the back area of the board, was able to get rid of a<br \/>\nlettuce at a good profit on each of the second and third lettuce squares and reached<br \/>\nthird place without any further setbacks.<\/p>\n<p> Peter was the last player to start. He was also the only one who remained behind me when<br \/>\nI ate my first lettuce. (To my dear fellow competitors, in particular to the dear players<br \/>\nwho started second and third: that was a big mistake on your part, the bitter effects of<br \/>\nwhich you came to feel later!) In this way he earned 60 carrots with his first lettuce,<br \/>\ncould then leave the next flag square for 50 carrots (missing a turn, I was the only one<br \/>\nremaining behind him), had to struggle a bit to dispose of his remaining two lettuce, and<br \/>\nwas the pioneer on the back straight, for which he got little thanks. Perhaps it was here<br \/>\nthat he lost his advantage in carrots again &#8211; but not completely, for he managed to come<br \/>\nin second.<\/p>\n<p> Moritz was the fourth player to enter the race. He somehow chose a deliberately<br \/>\ninconspicuous role &#8211; but one entirely appropriate to the game. He ate his first lettuce<br \/>\non the second lettuce square He was able to dispose of the second one by drawing the card<br \/>\n&#8220;Eat a lettuce at once&#8221;. (This is &#8211; regrettably &#8211; almost the winning card!) In<br \/>\nPeter&#8217;s wind-shadow &#8211; that means cashing in on the 2-squares &#8211; he was able to<br \/>\nnegotiate the back straight. He calculated his run-in exactly and thus won the game.<\/p>\n<p> Deservedly so? Well, to some extent! Suppose for once we exchange your<br \/>\n&#8220;lettuce&#8221; card with my &#8220;miss a turn&#8221; card. But that is just the envy<br \/>\nof the dispossessed &#8230;<\/p>\n<p> One word to the other three also-rans (or better, also-hopped): you also had the honour<br \/>\nof taking part! I don&#8217;t want to add anything else.<\/p>\n<table border=\"1\" bordercolorlight=\"gray\" bordercolordark=\"blue\" cellspacing=\"0\" cellpadding=\"3\" align=\"right\">\n<tr>\n<td align=\"center\">View\/add comment<img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.westpark-gamers.de\/Ressourcen\/ARRW_167.gif\" align=\"absmiddle\" width=\"70\" height=\"29\" border=\"0\" alt=\"\"\/><script type=\"text\/javascript\" src=\"http:\/\/westpark-gamers.de\/feedback.php?type=code&amp;user=westparkgamers&amp;msgid=Hase%20und%20Igel&amp;l=en\" language=\"JavaScript\">\n<\/script> <noscript>[<a href=\"http:\/\/westpark-gamers.de\/feedback.php?user=westparkgamers&amp;msgid=Hase%20und%20Igel&amp;l=en\"><br \/>\nView\/add comment<\/a>]<\/noscript><\/td>\n<\/tr>\n<\/table>\n<p> Bankler puts the game in the category of those &#8220;that are better remembered than<br \/>\nplayed&#8221;. Here again I can not agree with him. I will sit down to play the game over<br \/>\nand over again and I will enjoy playing it each time anew, not just reminisce over great<br \/>\ngames in the past. I am looking forward to playing the game with my grandchildren some<br \/>\nday soon &#8211; they aren&#8217;t born yet. And should I ever turn up in Paradise, then I will<br \/>\nhave a copy of this game under my arm there as well. (see Westpark-Gamers <a href=\"https:\/\/www.westpark-gamers.de\/en\/dig.html\">Desert Island Games<\/a>).<\/p>\n<\/li>\n<li><a name=\"game3\"><\/a><b><a href=\"http:\/\/luding.org\/Skripte\/GameData.py\/DEgameid\/1134\" target=\"_blank\">Bluff<\/a><\/b><br \/>\n<br \/>\nNothing to report this time.<\/p>\n<\/li>\n<\/ol>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Game Session Report 12.02.2003 Authors: Moritz, Walter, Hans at the table: Andrea, Bj\u00f6rn, Hans, Moritz, Peter und Walter on the table: Sticheln, Hare &amp; Tortoise, Bluff How to win Sticheln Some tips for card management by Moritz Eggert \u201cSticheln\u201d is a simple but strangely addictive trick-taking card game. The special trait of this game is &hellip; <a href=\"https:\/\/www.westpark-gamers.de\/blog\/2003\/02\/12\/game-session-report-12-02-2003\/\" class=\"more-link\"><span class=\"screen-reader-text\">Game Session Report 12.02.2003<\/span> weiterlesen <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-3858","post","type-post","status-publish","format-standard","hentry","category-spieleabende"],"views":3,"_links":{"self":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3858","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/comments?post=3858"}],"version-history":[{"count":0,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/posts\/3858\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/media?parent=3858"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/categories?post=3858"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.westpark-gamers.de\/blog\/wp-json\/wp\/v2\/tags?post=3858"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}