Ex-lease laptops are hard to find in Christchurch, the disc lock arrives, and Werewolf: Inquisition is enjoyed at Sams.

Ex-lease laptops

Today I was asked for some help in finding some ex-lease computers, which seemed to be more difficult than it should be.

The Computer Centre claimed to have some via their website, but when visiting they had only a single 11 inch netbook. Syntech seems to have a good range available, but they’re not open on Fridays, and Molten Media tends to deal with machines that are of a lower performance than are required here.

Are there any decent brick&mortar places in Christchurch for finding ex-lease laptops? Or are we pretty much restricted to web-based resources for such things now?

Disc lock

After the trouble at the start of the week with trying to receive a disc lock via TradeMe, I turned to an online supplier on Tuesday, and today the Keeper Disc 5-S2 arrived from a local supplier in what seems to be record time.

The lock itself is so heavy that it feels like it’s made from milled steel, and the reminder cable that comes with it will certainly help to reduce the number times that the lock is forgotten about as I try to take off with it still attached.

Board games

Tonight it was board games at Sams in Ilam, and we tried out some different games that I haven’t tried before.

Ultimate Werewolf: Inquisition

Ultimate Werewolf: Inquisition uses a different mechanism than the other usual Werewolf games. Instead of accusing someone in the group of being a werewolf the game is played with a grid of cards on the table. One grid of 12 hut cards determine the types of actions that we can perform, and the other grid of 12 resident cards are unseen, known only a few such as the seer, or when werewolves are arranging a column at night.

With eight players there are three werewolves among us, and the aim of the game is for the villagers to kill all of the werewolves, or for the werewolves to kill off enough players until the werewolves are in the majority.

The game has three phases throughout a round, where players choose and perform an action from a hut, vote on a resident to lynch, and lastly during the night phase a column of three resident cards is passed around the group where werewolves can choose to reorder them so that when they’re put back, the bottom-most card gets lynched too.

The huts normally let you take two vote tokens and apply one of them to a resident card, but other special huts are available too such as a seer who can look at a resident card, or a bodyguard that protects a resident card, or a troublemaker that can reorder a row or column of resident cards.

After the special actions from the huts, the voting phase takes place where each person can place a vote token on your choice of a resident card. The resident with the most votes on it gets lynched and removed from the game, along with the associated hut card.

Finally in phase three of the round, the inquisitor (leader of the round) chooses a column of three resident cards, which are passed around to players with their eyes closed. This allows the werewolves the opportunity to reorder that column so that their chosen victim can be placed at the bottom of it. The inquisitor puts the resident cards back in place and the bottom one gets killed, after which the inquisitor token is moved to the next player, and a new round starts.

Over a couple of games I ended up being a villager on both occasions, so didn’t get to experience the werewolf side of things. In the first game the villagers won, and during the second game the werewolves managed to team up more successfully resulting in a win for the werewolves.

The design of this game has resulted in a reduction of player-based accusations, and turns it in to more of a strategic game instead. It’s certainly a departure from the standard Werewolf game but while retaining the same interesting range of characters within it. I doubt though that it’s going to supplant the existing range of Werewolf games though in terms of popularity.