Apologies for the delay in sending this. It took a while to write, and then I sent it to the Haven game I am GMing. By accident of course, although I think it serves as a great example of how to write an EOG.
Rogue EOG (DC394 Haven)
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[I am writing this over a period of days, and am NOT reading other EOGs as they come in]
As
soon as the players were announced, I looked through my Dip history
(thanks Google for ALL the space!) to review past Haven games and judge
experience. A lot of newbies to Haven here, with some very good
experienced players as well. After the crushing turn of events in the
last Haven game -- I arranged an "experience v.s rookie" alliance, only
to have it fall apart halfway through by one player spilling the beans
-- I decided to play this game straight and true. I'd talk to everyone,
bring no prejudices forward, and just work the system.
I reached out to everyone and began judging my first path based on communication and strategy-sharing:
if you responded positively to an alliance, great
if you were wishy-washy, fence
if you ignored me, target
if you discussed strategy, great
if you told me about everything other people were saying, fence
No
real targets were apparant to me, and as Rogues, I am surrounded by
close neighbors, so "tread carefully" was my motto. That being said,
Knights and I began discussing an alliance from Day 1, and before the
first Spring moves were finished, we'd come to an agreement on sharing
info at least.
On the other hand, Penner/Faeries were designated for elimination -- I
know how good a player he is, and I wanted someone weaker than me as my
close neighbor. When I heard that Penner was calling me "tricky", his
fate was sealed. Rogue/Fairy alliances are fantastic when they work, but
they require ultimate trust and that's hard when we start out calling
each other "tricky".
Centaurs, the unlucky ones, offered alliances to both Knights and
myself, which we accepted immediately with private messages describing
how we'd carve him up. But first, we get him running point against the
Barbs and causing unrest anywhere he could reach. As Centaurs pressed
forward, Brian would take out his backside.
Magicians were targetted first for being on the peninsula. Trolls/Mags,
coin flip, but Mags weren't as talkative as Trolls, so he goes first.
Also, first to admit inexperience with the board, and no one to use him
against, so his use to we was position and centers.
Trolls were designated for elimination also, based on sharing the
peninsula, and sealed when he talked about keeping an eye on Nomads and
their interesting position. Nomads are notoriously first out of Haven,
unless they find several friendly benefactors. Greg had shown his
inexperience with Haven, so I'd use him to hold off surprise attacks
from the Gnome while I take out the Magicians.
Pirates have usually shown themselves to be strong if given the chance
to expand, so I tried to organize people against him. Just passing info
along to Gnomes, Archers, anyone who would listen.
Ogres, I so looked forward to joining with them at some point, but alas, they were wiped out before that could take place.
Undead, Matthias and I have played against each other several times, but
with enough space between us, I thought we'd make a good team here.
The
Nomads, as weak as they are, still held a problem for me, being in TGR.
So I decided to make them an ally against non-existent enemies: Trolls
and Gnomes. If I kept Nomads focused and busy over there, then I'd be
able to neutralize the threat over here. Maybe even get them all
fighting, and clean up the remains.
And that was my strategy for most of the game: make one strong
alliance, and keep every other neighbor in different alliances against
one another. That strategy worked right up until the end, when I became a
bit too distracted/tired and gave in to Brian's request to reform the
KR alliance.
But even the one alliance (Knights) was pressured by
others from my hand -- starting with Faeries in 02, when I broke the
news to Penner that Knights were arranging with Archers to take him out.
I just couldn't let Brian grow that much faster than me. Hobbits fell
into that same maneuver later on. Pirates too, until they went AWOL on
me.
There were several times early on when I felt on the
brink of elimination, even through 02 & 03 while the Mags and Cents
fell. The turning point for me was 05 & 06, the attacks on Faeries
and Trolls. I was in talks with Gnomes and Knights, but also stirring
the pot between Trolls and Gnomes. Finally got to the point where they
both seemingly trusted me and might join forces, so I pushed Trolls
towards Undead to split his force and attacked. To Greg's credit, he
fought valiantly!
A bit of a Grand Alliance began with Knights, Hobbits, Pirates, and
Rogues. But from the K/R side, we were only pulling info. Then Pirates
got greedy, which allowed me to work with Gnomes, while planning with
Knights to take him out.
07 saw the disintegration of the Grand Alliance, and the Gnomes
cracked. Knights were expanding, so I began stirring up "Knight Solo"
talk, just in case. It was funny that I had several players convinced
that "26 or 30" was the magic number to Solo. But then "The Telethon to
Hand the Game to Knights" started, and Brian and I solidified our
alliance.
Things went smoothly from then until 12. We orchestrated a lot of
strife between Elves, Hobbits and Dwarves to keep them from growing. In
the meantime, we moved south together and kept our center counts close
to even. Hobbits and Dwarves expressed concern about Chris' movements,
so we slated him for demolition next.
There was a point, in 10 after getting 5 builds to his none, that I
considered stabbing Brian. I drew up a map and everything. At the same
time, I polled the group and discovered that everyone would vote YES to a
KR draw, providing certain other players were eliminated. Brian and I
could have forced a DIAS probably, but we decided to have some fun and
clean the board. For whatever reason, I chickened out of the stab --
possibly the stress in my life played a part, possibly the lack of any
other true allies. Whatever it was, THAT was probably my biggest
mistake.
Because then the Pirates disappeared and 3 turns later, Brian grabbed the centers and stabbed me!And
the rest of the game was a matter of gathering up everyone else to head
off the Knight Solo, while also trying to keep an opening for MY run to
either Solo or force Brian back into the 2-way. We eliminated Elves
easily enough. Hobbits were large enough to be standing up to some
ideas, so Dwarves and I worked to destabilize or eliminate him... at
least knock him down a peg or two -- and we succeeded without even
giving up much ground to Brian.
I don't know why Brian approached me about the
reforming the 2-way, but I took the bait. I tried hard to maneuver a
turn-over of centers to keep the board in balance, but I did make the
mistake of grabbing Dwarf centers before taking more of the Knight's.
Hobbits pulled straight back from Brian, and Jim moved right into my
centers, causing a great disparity between the center counts again. So
Brian broke ranks and ran for the crown.
Truth be told, I was simply waiting for my chance and would have done the same.
Fantastic
game everyone! Jim, you are correct -- I jumped the gun with my stab.
After playing so cautiously and pessimistically all game, I got antsy
and wanted to bring it to a quick end. I should have bided my time, 2
more years or so, and then I might have had a nice run for glory.
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"Sit Long, Talk Much, Laugh Often" -- anon
"Shared Pain is lessened, Shared Joy is increased" --- Spider Robinson