Saturday dawned bright and early, with all of the folks sleeping on couches (Tim and Ken) getting up about the same time as everyone else. After some friendly morning banter, the games began.
X.Net
Funny story – Dave asks if Rita would mind playing a game that involved providing internet porn as a theme, and Rita gave a resounding no. So it was with great glee that Matt, Dave, and myself found ourselves in a game of this title where Rita not only provided internet porn, she was a pioneer in the field! Go Rita!
X.Net is about starting and growing your own ISP, except with content. Sort of like AOL back when that seemed like a good idea. You build servers that allow you to provide content in a variety of areas (Art, Cooking... hey, I thought this was about the internet!), as well as build your user base and affect demand to some extent. All of this is done with cards, and the cards are also used to pay for improvements, like in San Juan.
X.Net is an interesting enough game, although with very weak components and poorly written/translated rules. However, I found it to have too much downtime, confusing to play the first time (I had one rules misunderstanding or dumb play after another), and a bit too much length. You are also somewhat beholden to whatever cards you draw, and I found myself with few options on more than one turn because my hand cards didn't match what was in high demand. I suspect it would play better with repeated play, although I would be astonished if it ever saw time with the same group again. Dave won walking away with over 120 points, while I came in second with 83 in a tight race for the bottom.
Power Grid
Despite Dave giving "the look" when someone suggested this game, we had a five player game with Matt, Dave, Rita, Alex, and myself. It was Alex's first game, but he had a slight advantage in being the only person building lines in the northern part of Germany. I started on the Western edge of the board that tends to get a bit crowded, but somehow I managed to get to seven cities without having to "jump" any cities. BTW, we didn't play the southernmost section of the board.
After what may have been the cleanest game of PG I've ever played, I was the only player to hit 17 powered cities, largely because I had a very good buy of a 2 oil plant that powered 5 cities fairly early on. Our game stalled a bit in the middle when all the “under” plants in the teens and low 20’s started showing up, but everyone took that time to get their networks caught up. At one point, Matt was the Garbage King, Rita had the nuke plants, Dave was the Coal Meister, and I was the Sheik of Oil. I did not have a single turn where I discovered I was short from what my plan at the start of the turn was, a huge surprise for me. I do have to give props to Rita, who kindly allowed me to take a seventh city at the end of the 1st phase for cheap, a difference that almost certainly gave me the win. Props also to Alex, who came in second with the tiebreaker over Matt and Dave in his first ever game, with Rita only one city behind.
Fury of Dracula
Saturdays at Sunriver tend to involve longer games, at least for me, and next up was a very long game of Scotland Yard, erm, Fury of Dracula. Or it would have been, but we agreed to play for a set amount of time (until the other table got done, mostly so that we could mix up the tables a bit). I got to be Dracula (my preferred role, as well as a good position to be in if you are the only person who has been Dracula before), while Dave, Rita, Matt, and Alex played the hunters. I was doing OK. I’d been “caught” once when I went after Lord Goshdarnit in the first night, although three continuations had foiled my evil plans. At the same time, Dave located my New Vampire who was on the second space of the hidden movement track, and he got bit. Sadly, no new vampire for me, even with Dave bitten. I chose to run to sea afterwards as the hunters were converging on my position, then went east to Varna, where I was again busted, unfortunately during the day, in Bucharest. I did escape, but by that time it was time to quit. This is a fun game, but it’s a bit on the long side and we spent quite a bit of time trying to figure out exactly what happened after our combat that ended with three continuations.
Atlantic Star
Trying to break up the monolithic gaming groupings of the day, KC, Rita, Matt, and myself took on Atlantic Star, the rethemed version of Show Manager (which I own). Biggest advantage of the new game: smaller box.
I have learned to begin with a mediocre cruise (or show) that you can later use for a loan, while KC and Rita didn’t. Still, I seemed to have trouble finding cards that were even passably acceptable early in the game, and ended up shifting from one cruise to another in mid-ocean, and finished every cruise with two cards in hand. Still, I managed to snag some great scores at the end, while KC’s last cruise, which had an incredible score, was so far ahead of everyone else that it seemed a huge waste. In fact, it was, as Rita’s big score on the 5-star cruise was enough to beat my second place showing.
This is such a great game, and we were able to play and answer rules questions even without having English rules and no German speakers! I was worried that this would not play well with fewer than six, and indeed the cards are not as tight, but I think that may make the game better with the “dummy” cruises.
Arkham Horror
Dave and I are very fond of this cooperative reprint, and we played with Ken, Alex, and Liz. Yog-Sothoth was the Horror Beyond, although we never saw it. We had quite the rough start when I was faced with an open gate in the very first space I moved to and faced a Shoggoth right off. I failed to evade until I’d gotten through all of my three clue tokens (and two extra dice per token!), and then got sucked into the gate and ended up with most of my sanity gone by the time I got through.
On the plus side, Alex was a very effective Professor, although he had trouble with anything with Magical Immunity. Liz ended up devoured when she was lost in time and space (one of Yog-Sothoth’s mutant powers), and later in the game Ken and I, double-teaming a gate and passing the clue tokens back and forth as we went, lost his sanity and had to restart as well. However, we kept drawing gate spaces where there were elder signs in place, and thus never really felt like we were in trouble other than when the experiment at Miskatonic U went terribly terribly wrong and there were a bunch of critters running around the streets (with a bonus appearance by the Shoggoth).
In the end, though, we only filled up half of Yog-Shothoth’s doom track, and the final hour of the game was largely anti-climactic. Liz kept things interesting by constantly drawing Other Worlds cards that gave her heart palpitations, but the real fun was to be had with those playing Guitar Hero, which Dave and I tried out after we finished. Dave now is seriously considering buying a PS2, the game, and a television (which he doesn’t own) just to play this game. Our favorite tune: YYZ. DAH-duh-DAHHHH-DAHHHH-DAHHHH-duh-DAHHHH-DAHHHH-duh-duh…
Games not played by me: Space Dealer, Yspahan, Sceptre of Zavandor, 6 Nimmt!, and Tichu to 1000 points. Dave also got in another test game of his game with some new blood.
All in all, a very good Saturday for pretty much everyone, although Dave might have preferred something other than Power Grid. Thanks to Matt for his retro iPod full o' great tunes!
Wednesday, November 15, 2006
Tuesday, November 14, 2006
Sunriver Retreat, Fall '06, Day 1
We arrived very late on Thursday – to be accurate, very early on Friday, since I had an accompanying gig until 8:30pm. I was very tired from travel and the resulting compressed schedule earlier that week, so I took KC up on his offer to drive, and the four of us (Dave and Rita included) headed out to Sunriver. Unfortunately, the iPod somehow disappeared between my car and Sunriver, so no tunes for now. Not quite sure where it is, perhaps it was taken by…
The Thief of Bagdad
Dave was taking a while to get up, so KC, Rita, and myself tried out this Essen release as a three player game first thing in the morning. This was to be only one of two Essen releases I played at the retreat, which was a bit of a suprise for me - I'd expected to see quite a few of these sorts of games, and while several people
The game is quite tactical, with the board changing so much between your turns that it makes almost no sense to plan ahead, even with three players. Even so, I found myself enjoying it quite a bit, with trying to figure out how best to stop other players from getting their thieves into the palaces on the cheap. A particularly popular move is to move a thief in a palace you aren’t going to win under the cloak of one of your guards.
I suspect that a good strategy is to work on several palaces at once, giving you a much better chance of your cards being of use. We spent several turns passing to get the wild cards, but I think that if you are trying to get a lot of thieves on the board you can catch up very quickly. And, in fact, KC won in a surprise move, taking two treasures in three turns.
Res Publica
Dave finally got up, but was in need of caffeine, so KC, Rita, and I played Res Publica. This is a pretty basic trading and set collecting game with a development angle. You start out trying to collect sets of people cards, five of which at the end of your turn will get you a city. While you always get to draw a people card at the end of your turn, the cities allow you to draw technology cards as well. There are five suits in both people and technology decks, each with 12 cards (so at game end at least two of each will be unusable). Five tech cards gets you monuments, which are much more valuable than city cards, but that start decreasing in value as the game goes on.
The trading mechanism is interesting – you say what you want or what you have to offer, and the other players fill in the other half of the deal. If you agree, you trade cards. It’s possible to offer an “or” trade (I’ll give this or that, or I’ll take this or that), or even just offer a certain number of generic cards without revealing what they will be). The trading is actually kind of dull
I started out strong, but got stuck at the end of the game with four useless architecture cards and Rita came from behind to tie me. Of course, there was no tiebreaker (this is the lame Avalanche Games version) so we shared the win.
Zing
Next up was Zing as we waited for some of the early folks to start showing up. Also known as Die Sieben Siegal (Seventh Sign), this is a trick taking game where you try to predict what tricks you will take in what suits. You can also take the “Zing!” token instead and hope that people take tricks they didn’t expect.
I only lost three tricks the whole game, two on a hand where Dave’s singleton in blue totally screwed up my plan. Dave ended up winning with –4 points, Rita with –8, and me with –9 despite two “perfect” hands. Distribution will kill you in card games, and while I like this game quite a bit, I have to admit that I prefer to play more hands to get a more even distribution of wonky hands. On the other hand, Zing! does not punish you for having a weak hand, as Bridge or Pinochle does.
Plext
This is a Simply Fun game where you take a sequence of letters and form them into as few words as possible as quickly as possible. It might even be a fun game, had we not played with Dave who called the base number of words on every single round and went unchallenged. I consoled myself by trying to find the most interesting words that I could rather than even try to take on The Machine.
Thurn & Taxis
I’ve played this one a couple of times, and still manage to completely screw myself with my first route. I always go for the Lodz – Pilsen route, then follow up by moving down to Salzburg, but then try to build up routes in Baiern. As a result, while the other players are snapping up the points in the west, I end up working very hard to get anything in the east and failing. I like the game, but this last time out it has started to sour a bit for me. I will play a few more times, this time shooting for the western or southern points first to see if that will help - it's clear that you must concentrate early to do well and shoot for short routes when possible to maxmize getting the regional points.
In our game, Rita won rather handily, while I managed to sneak in for second by taking the first 7 carriage while getting the third place points for “one in every region but Baiern” and won the tiebreaker with KC by taking the “end the game” point.
Intrigue
We usually don’t play games that revolve around deal-making and screwage, and in fact I myself tend to not like these kinds of games. So it seems strange that I not only suggested this nasty little Stefan Dorra game, but it was one I had actually bought.
The basic idea is that you are sending your various professionals (two of each kind, and it matters not in the least what the actual types are) to the other players castles, where you spend time, money, and effort trying to convince that player that you should get the job over someone else. You can promise anything in the future, but any money you promise (other than future payouts) must be given up front, before the hiring player decides who to take.
I was doing OK on deals, but not so good on income, while Dave was doing just the opposite. In the end, it came down to whether Rita decided to give Dave my $6000 position and/or giving me Dave’s $10,000 position. Despite Dave being poised to earn nearly $20,000 more than me if things stood as they were, Rita swapped us both and sure enough, the difference of $12,000 was enough for me to win. Of course, that really put Rita in the role of kingmaker, and I have to admit I’d have done the same thing.
While I don’t know that this game will come out very often, it was more fun than I expected, and it certainly beats many of the other games of this type (Chinatown, Quo Vadis) in terms of elegance (plus the box is a lot smaller).
Dave's CAG
This is Dave’s computer-assisted party game, which I will avoid discussing on the off chance he chooses to publish it. Suffice it to say that I typically suck at word games, although I did better than the game we played at WBC West where I never won a single round. KC ended up winning when the color he needed to win kept coming up in the final round despite Matt trying to change it several times. I should note that Dave acted as MC, otherwise we clearly would have been toasted.
On the way home, it occurred to me that the reason this game doesn't sit well with me is that, unlike light games, it not only ignores extensive knowledge, it actually puts the person who has a broad knowledge of a field at a disadvantage. Sorry to be obtuse, but I don't want to give away how the game works. We discussed this issue over lunch, and Dave claimed it as a feature. Me, I don't see any point in a game that punishes me for being well rounded.
In The Underground
This is a new Essen release, published by Rio Grande in the US. Think Ticket to Ride, but in the London Underground, and you are trying to get a person from a small selection of starting points to ending points with as little walking and train changes as possible. We played with five, and I found it to be extremely tactical, with little chance to plan other than noticing which stations hadn’t been drawn yet. While I love the board (a stylized map of the Underground, apparently licensed from the authority that runs it), it was too long, required 18xx-like parsing of the board to determine shortest routes, and too tactical for the length. Not one I’ll buy.
Descent
I played Overlord to Alex, Matt, and Liz’s heroes. This was my first “real” playing, although I’d played Doom before – it was the first for everyone else as well. The older I get, the more interested I am in cooperative or semi-cooperative games, and less in games where it is every person for themselves, although there is certainly room for both.
We played the first scenario, which is supposed to be pretty easy. In fact, it was pretty much a cake walk for most of the dungeon. The only monsters up until the final room that made more than a temporary dent were those with piercing abilities. Every Undying critter died, and I rolled quite a few misses when I did have good creatures. Even so, I managed to take both Liz and Alex’s characters down once each, with a shot at Matt’s had I been smart enough to keep a Quick Shot card for the boss giant to use.
However, the real fun was the traps. Pits, falling rocks, forcing players to attack each other, exploding chests (all but two, in fact), and even turning Matt into a monkey. In fact, I very nearly killed the monkey had not one of the two spawned sorcerors’ whiffed a point blank attack. Sigh. Still, the power that made the traps extra deadly definitely made the game more fun for me and actually ended up adding a good amount of tension as to whether or not they would survive in the final room.
In the end, they won with seven conquest tokens, had I taken Matt out it would have been three, a single trip through the deck (probably had I also built the power that increased the Overlord card draw, I suspect that saving up points for powers early is a very good strategy). This is a scenario intended for players to win, there are three glyphs that allow them to get bonus conquest points and go back to town frequently. I did learn that it’s critical to go back and train, gain skill cards, and buy treasures (especially gold treasures, those things rock). Good fun, even if it did take five hours including teaching (which took less time than setting up the board, even with a Plano box organizing most of the pieces it still takes forever). I’m looking forward to the expansion.
By now it was 1am, and time for this guy to head for bed. Liz and Alex delighted the rest of the company with Guitar Hero 2, good fun for everyone who didn’t want to go to bed (about four people, I think).
There were several other games played in the other room, including the Cheapass titles Vegas and Big Idea, plus a Euphrate und Tigris game.
All in all, a very good start. As I lay in bed falling asleep and listening to the laughter coming from those rockin' the house upstairs, a big smile slowly spread across my face.
The Thief of Bagdad
Dave was taking a while to get up, so KC, Rita, and myself tried out this Essen release as a three player game first thing in the morning. This was to be only one of two Essen releases I played at the retreat, which was a bit of a suprise for me - I'd expected to see quite a few of these sorts of games, and while several people
The game is quite tactical, with the board changing so much between your turns that it makes almost no sense to plan ahead, even with three players. Even so, I found myself enjoying it quite a bit, with trying to figure out how best to stop other players from getting their thieves into the palaces on the cheap. A particularly popular move is to move a thief in a palace you aren’t going to win under the cloak of one of your guards.
I suspect that a good strategy is to work on several palaces at once, giving you a much better chance of your cards being of use. We spent several turns passing to get the wild cards, but I think that if you are trying to get a lot of thieves on the board you can catch up very quickly. And, in fact, KC won in a surprise move, taking two treasures in three turns.
Res Publica
Dave finally got up, but was in need of caffeine, so KC, Rita, and I played Res Publica. This is a pretty basic trading and set collecting game with a development angle. You start out trying to collect sets of people cards, five of which at the end of your turn will get you a city. While you always get to draw a people card at the end of your turn, the cities allow you to draw technology cards as well. There are five suits in both people and technology decks, each with 12 cards (so at game end at least two of each will be unusable). Five tech cards gets you monuments, which are much more valuable than city cards, but that start decreasing in value as the game goes on.
The trading mechanism is interesting – you say what you want or what you have to offer, and the other players fill in the other half of the deal. If you agree, you trade cards. It’s possible to offer an “or” trade (I’ll give this or that, or I’ll take this or that), or even just offer a certain number of generic cards without revealing what they will be). The trading is actually kind of dull
I started out strong, but got stuck at the end of the game with four useless architecture cards and Rita came from behind to tie me. Of course, there was no tiebreaker (this is the lame Avalanche Games version) so we shared the win.
Zing
Next up was Zing as we waited for some of the early folks to start showing up. Also known as Die Sieben Siegal (Seventh Sign), this is a trick taking game where you try to predict what tricks you will take in what suits. You can also take the “Zing!” token instead and hope that people take tricks they didn’t expect.
I only lost three tricks the whole game, two on a hand where Dave’s singleton in blue totally screwed up my plan. Dave ended up winning with –4 points, Rita with –8, and me with –9 despite two “perfect” hands. Distribution will kill you in card games, and while I like this game quite a bit, I have to admit that I prefer to play more hands to get a more even distribution of wonky hands. On the other hand, Zing! does not punish you for having a weak hand, as Bridge or Pinochle does.
Plext
This is a Simply Fun game where you take a sequence of letters and form them into as few words as possible as quickly as possible. It might even be a fun game, had we not played with Dave who called the base number of words on every single round and went unchallenged. I consoled myself by trying to find the most interesting words that I could rather than even try to take on The Machine.
Thurn & Taxis
I’ve played this one a couple of times, and still manage to completely screw myself with my first route. I always go for the Lodz – Pilsen route, then follow up by moving down to Salzburg, but then try to build up routes in Baiern. As a result, while the other players are snapping up the points in the west, I end up working very hard to get anything in the east and failing. I like the game, but this last time out it has started to sour a bit for me. I will play a few more times, this time shooting for the western or southern points first to see if that will help - it's clear that you must concentrate early to do well and shoot for short routes when possible to maxmize getting the regional points.
In our game, Rita won rather handily, while I managed to sneak in for second by taking the first 7 carriage while getting the third place points for “one in every region but Baiern” and won the tiebreaker with KC by taking the “end the game” point.
Intrigue
We usually don’t play games that revolve around deal-making and screwage, and in fact I myself tend to not like these kinds of games. So it seems strange that I not only suggested this nasty little Stefan Dorra game, but it was one I had actually bought.
The basic idea is that you are sending your various professionals (two of each kind, and it matters not in the least what the actual types are) to the other players castles, where you spend time, money, and effort trying to convince that player that you should get the job over someone else. You can promise anything in the future, but any money you promise (other than future payouts) must be given up front, before the hiring player decides who to take.
I was doing OK on deals, but not so good on income, while Dave was doing just the opposite. In the end, it came down to whether Rita decided to give Dave my $6000 position and/or giving me Dave’s $10,000 position. Despite Dave being poised to earn nearly $20,000 more than me if things stood as they were, Rita swapped us both and sure enough, the difference of $12,000 was enough for me to win. Of course, that really put Rita in the role of kingmaker, and I have to admit I’d have done the same thing.
While I don’t know that this game will come out very often, it was more fun than I expected, and it certainly beats many of the other games of this type (Chinatown, Quo Vadis) in terms of elegance (plus the box is a lot smaller).
Dave's CAG
This is Dave’s computer-assisted party game, which I will avoid discussing on the off chance he chooses to publish it. Suffice it to say that I typically suck at word games, although I did better than the game we played at WBC West where I never won a single round. KC ended up winning when the color he needed to win kept coming up in the final round despite Matt trying to change it several times. I should note that Dave acted as MC, otherwise we clearly would have been toasted.
On the way home, it occurred to me that the reason this game doesn't sit well with me is that, unlike light games, it not only ignores extensive knowledge, it actually puts the person who has a broad knowledge of a field at a disadvantage. Sorry to be obtuse, but I don't want to give away how the game works. We discussed this issue over lunch, and Dave claimed it as a feature. Me, I don't see any point in a game that punishes me for being well rounded.
In The Underground
This is a new Essen release, published by Rio Grande in the US. Think Ticket to Ride, but in the London Underground, and you are trying to get a person from a small selection of starting points to ending points with as little walking and train changes as possible. We played with five, and I found it to be extremely tactical, with little chance to plan other than noticing which stations hadn’t been drawn yet. While I love the board (a stylized map of the Underground, apparently licensed from the authority that runs it), it was too long, required 18xx-like parsing of the board to determine shortest routes, and too tactical for the length. Not one I’ll buy.
Descent
I played Overlord to Alex, Matt, and Liz’s heroes. This was my first “real” playing, although I’d played Doom before – it was the first for everyone else as well. The older I get, the more interested I am in cooperative or semi-cooperative games, and less in games where it is every person for themselves, although there is certainly room for both.
We played the first scenario, which is supposed to be pretty easy. In fact, it was pretty much a cake walk for most of the dungeon. The only monsters up until the final room that made more than a temporary dent were those with piercing abilities. Every Undying critter died, and I rolled quite a few misses when I did have good creatures. Even so, I managed to take both Liz and Alex’s characters down once each, with a shot at Matt’s had I been smart enough to keep a Quick Shot card for the boss giant to use.
However, the real fun was the traps. Pits, falling rocks, forcing players to attack each other, exploding chests (all but two, in fact), and even turning Matt into a monkey. In fact, I very nearly killed the monkey had not one of the two spawned sorcerors’ whiffed a point blank attack. Sigh. Still, the power that made the traps extra deadly definitely made the game more fun for me and actually ended up adding a good amount of tension as to whether or not they would survive in the final room.
In the end, they won with seven conquest tokens, had I taken Matt out it would have been three, a single trip through the deck (probably had I also built the power that increased the Overlord card draw, I suspect that saving up points for powers early is a very good strategy). This is a scenario intended for players to win, there are three glyphs that allow them to get bonus conquest points and go back to town frequently. I did learn that it’s critical to go back and train, gain skill cards, and buy treasures (especially gold treasures, those things rock). Good fun, even if it did take five hours including teaching (which took less time than setting up the board, even with a Plano box organizing most of the pieces it still takes forever). I’m looking forward to the expansion.
By now it was 1am, and time for this guy to head for bed. Liz and Alex delighted the rest of the company with Guitar Hero 2, good fun for everyone who didn’t want to go to bed (about four people, I think).
There were several other games played in the other room, including the Cheapass titles Vegas and Big Idea, plus a Euphrate und Tigris game.
All in all, a very good start. As I lay in bed falling asleep and listening to the laughter coming from those rockin' the house upstairs, a big smile slowly spread across my face.
Wednesday, October 25, 2006
CenTues Session, 10/24/06
Eleven gamers and a reporter! It's clear that I'm going to need a new house if this many people keep showing up.
A freelance reporter from the Oregonian showed up to speak with Carey and KC about their Essen experience and Carey's newly published 24/7 game, as did KC's father who accompanied them on their trip. We played a lot of games and fun was had.
I'm not quite sure what happened in the Temple of Conspicuous Consumerism, but in our dining room we played Vegas Showdown, a couple of games of the unfortunately titled Gemblo, and Balance Duels.
First up was Vegas Showdown, with Liz, Alex, Chuck, Tim, and myself as the would be casino owners. I have to admit that even though this game got decent buzz, I nearly refused to buy a copy after the insult to gamers that was Rocketville (both from the Hasborg'ed AH), but since it was on sale for $20 recently, I decided to invest. As it turns out, there's a pretty good game here.
The components are a mixed bag. You get what is now the standard AH "build your own partitions" box, nice heavy attraction tiles in three sizes, clever transparent minimum bid markers for the premium attractions, wooden scoring markers, a mounted board for the fame track and attraction bidding, pretty cheap poker chips, and ... the flimsiest paper player mats I may have ever seen. I can only imagine that someone somewhere saw what the components were going to cost and made a last minute decision to cut back on the player mats. To be fair, I didn't really notice that the mats were that bad once we started playing, but considering how meaty almost everything else was, the contrast is a bit jarring.
The idea is to get more fame points than anyone else. At the same time, you are trying to generate revenue and population (the people that come to your operation and how much they spend), which determine how much money you have to work with every turn. To generate these three metrics of success, you have to build various elements of your casino and hotel. Many of the attractions require that you have other attractions built before you can put them on your play mat, such as having a Slots room before you can put in a Fancy Slots room.
There are three basic types of attractions in three different sizes. First is the hotel operation, which is mostly food service. These are blue, and you can almost always try to get a standard restaurant, the others being premium that show up as the game progresses. Second are the yellow games, which include slots (again, always available), and thirdly the green bar service, starting with lounges. Attractions can take one, two or four squares of your operation, with blue rooms having to connect to the hotel entrance (each attraction has a varying number of doors to other rooms), yellow having to connect to the casino entrance, and green working either side. There are bonuses at game end for covering the 10 spaces near both the hotel and casino entrances, and for managing to connect both entrances. Each attraction improves your revenue, fame, population, or some combination of the three. For example, slots increase revenue by one, restaurants improve population by 2, and lounges increase fame by 2.
The gameplay is very quick, and easy to learn. First, any premium attractions unpurchased from the previous turn have their minimum bids dropped. Second, a wacky event card is turned over for each of the four premium attraction slots that is empty. The events range from prohibiting bidding on certain types of attractions to bonus income to opportunities to spend money. Each card also has a symbol that describes what size of premium attraction goes in the open slot. Each premium attraction has it's starting minimum bid printed on it, and the marker is set accordingly. Everyone then collects income based on your revenue or population, whichever is smaller, and then it's off to the meat of the game.
The bidding phase is the interesting part of the game. The mechanism is a bit like Evo in that if you are outbid, you must move your marker to a higher bid on the same item or to a different item. Slots, Lounges, and Restaurants are always available (until they run out), and there are two Slots bidding tracks if you are playing with five. Minimum bids for each of these is set throughout the game, and go up by some set value. For example, the minimum bid for Slots is 5, with spaces for 7, 9, 12, and 15. Lounges start at 9, Restaurants at 15. The three "basics" are one, two, and four squares in size, so the price corresponds to how much space each will take up.
The premiums change as the game goes on, and it is deciding when to get these and how much to pay that makes things interesting. Since the price of an unpurchased premium (which start their life with minimum bids from 18 to 52) drops every turn, choosing to wait is sometimes a good strategy. You can always buy a premium, but you must have the correct prerequisite attractions in your operation to place it. Some of the premiums also have partial diamonds in their corners, if you can build such that you form three-quarter or full diamonds, you will get extra points at game end.
Beginning with the starting player, you place your bid marker on the attraction and price you want to start at, as does each player in turn. Money is public, so placing a bid to prevent a competitor from even getting a shot is allowed. After everyone has placed their marker, you continue around the table. If no one has outbid you, you must then pass for now. If you have been outbid, you must either outbid on that attraction in turn, or change your bid to another item. Unlike Evo, you do not respond to being outbid immediately, although in practice that is exactly what happens unless you have two contests going (as often happened with the two Slots tracks, but only in a five player game). Once everyone is on their own track, the bidding ends and everyone pays for their attraction and places it on their mat (or to the side if they need a prerequisite attraction that isn't on their mat yet).
If you are shut out of doing anything, or simply wish to save up your money, you have two options. The first allows you to remove up to two attractions from your mat, then place up to two attractions on your mat. This is mostly helpful when you want to fill up the hotel or casino areas, connect the two areas, take advantage of attractions with diamond parts, or play an attraction that required a prerequisite. The second option, Publicity, simply gives you a fame point. Neither costs any money, just time.
After the bidding and any reorganization, players check their revenue, population, and fame totals and reset their scoring markers. Population and revenue are easy to keep track of, but because of events and publicity, it is more difficult to keep track of your fame. We used extra markers, not included in the game, to track non-attraction fame on the player mats along with population and revenue, and I recommend doing this as it is easy to forget where you are in the scoring and fame is what wins you the game.
The game ends when one of the three stacks of premiums runs out and you need to draw from that stack. This is a great mechanism that adds a lot of tension to the game. The game can also end if someone fills up their entire play mat, but this is unlikely in a five player game. In any event, play stops immediately and final scoring is carried out. You get five points for filling up your hotel area, five for filling the casino, three for connecting the two, one for 3/4ths diamonds, three for full diamonds, one for every $10 you have at game end (ignoring fractions), and 5/3/1 points for most population (ties split points for positions, so a three way tie for first means 3 points each), and the same for highest revenue.
I was able to finish the hotel and casino areas, but couldn't get the two connected. I did manage to get a couple of partial diamonds finished, and had $20 left at the end of the game, but I simply couldn't compete with Liz's Sports Book attractions or Chuck's huge wad o' cash early in the game. They ended up a point apart, with the edge going to Liz, and far ahead of Tim, Alex, and myself. Including 'splaining, our game took about 105 minutes, a little longer than the 75 minutes on the box. I actually think 5 players moves along quicker than with fewer as more people will buy premiums.
The game moves along very quickly, with little downtime. Because of the bidding mechanism, it feels quite a bit like Evo, but without all of the fiddliness and heavy play sequence that slightly mars that game. Also, no pink dinosaurs. If you think of it as a somewhat less competition-heavy and stripped down version of Evo, you wouldn't be far off. I also like the "Civ-building" aspect of needing certain attractions to build others. Since each premium deck requires half to be sold first (an A and a B deck), sequencing isn't a problem but will change from game to game, making a "perfect" strategy nearly impossible. Component issues aside, this one is a winner, and a steal at $20 if you can find it at that price.
Next up was Gemblo, a hexagonal relation of Blokus, and in my opinion a superior game. Instead of connecting via diagonals, you connect via hex "spines" (a term familiar to wargamers), and it is somewhat easier to find plays for your pieces. The board scales depending upon the number of players, although it is a bit difficult to see exactly which parts of the board are playable at first. However, with a little study, it became very clear where you could play and couldn't. Our first game was with four (Tim, Chuck, Martin, and myself), and there was a bit of rules confusion in that one hex on the side of the spine must be free in order to connect to another piece of your color (Chuck and I were both under the assumption that you could play "through" another piece, which was incorrect). I won the game, but had at least one play that was illegal, so we called it a bogey. The second game, with just Chuck and Martin and I, felt a lot more interesting as there was less chance that your next play space would be taken by someone, and I suspect this is a very good three-player game (good news for Blokus fans). I won handily in this game as well, placing all but two pieces consisting of a total of seven gems. This one is a winner and will go on my to buy list for sure.
Finally, Martin wanted to try out Balance Duels, a new game he'd gotten in Essen, while the rest of the folks were finishing up a game in the other room. Duels is very similar to backgammon, but adds in a physical balancing element that is really fun. The "board" is a teeter-totter with seven "points" on each end, each of which has two slots for pieces with the exception of the fourth point at the very end, each of which has only one. There are extra pieces that look to reduce some points to only one slot, but the rules didn't really cover these. I will note that the game does handle up to four players, but I was quite satisfied with this as a two player game.
Like backgammon, you bring on your pieces by rolling a die and placing them on the corresponding point. Also like backgammon, you want to get your pieces from your side to your opponent's side. However, there are only seven points per side, and you only roll a single die, with which you can move a piece already on or bring on a new one. Unlike backgammon, while you can "capture" a single piece of your opponent's, you can only do so while they are in their home area, and since most points only have two slots, having multiple pieces in a home slot makes them safe. The four spot on both sides is also safe because there is only one slot. Also unlike backgammon, you start with no pieces on the board, they are all brought in as though they were captured.
The best part of the game, though, is the balancing act. If, after your move, the teeter-totter has hit the ground firmly on one side or the other (if there is any give at all, you are ok), the game is over and the moving player loses. In our game, Martin did make a move that resulted in this happening, but we called it a mulligan and moved on. The game was quite close, with both of us having only one piece that needed to get home, although mine was on my four point and thus safe. I needed to roll a four or six to win, and in fact did roll a six. I moved my piece to that slot, which was my only move (while I had a piece on the one point, the seven was full), and sure enough that proved to be the straw that put the board out of balance, giving the game to Martin.
I'm sure someone out there will say that this is a broken game if your last dieroll can kill you, but I found it delightful. I played quite a bit of backgammon going through high school and college (in one particularly drunken game with the woman who later became student body president of my university, we kept forgetting which direction and even what color we were!), and so this is a very fresh and welcome take on an old favorite. I could even see serious players bringing in a doubling cube (which can, obviously, be used in a wide variety of games, although it helps to be playing for money). The game plays fast, every move is a bit of a thrill to see if the balance is thrown off by too much, and it's relatively small when the game is broken down. Definitely going on my buy list. If I could get one that was build from wood, I'd pay Crokinole board prices for one. I'd also be interested to see how it worked with three or four...
Another great night of gaming, and gratifying to have so many people show up after three weeks of relatively small turnouts, even if I do have to consider buying a house with a bonus room just to fit everyone in! Thanks for coming, everyone, and I'm looking forward to the article on Carey's game and his trip to Essen.
A freelance reporter from the Oregonian showed up to speak with Carey and KC about their Essen experience and Carey's newly published 24/7 game, as did KC's father who accompanied them on their trip. We played a lot of games and fun was had.
I'm not quite sure what happened in the Temple of Conspicuous Consumerism, but in our dining room we played Vegas Showdown, a couple of games of the unfortunately titled Gemblo, and Balance Duels.
First up was Vegas Showdown, with Liz, Alex, Chuck, Tim, and myself as the would be casino owners. I have to admit that even though this game got decent buzz, I nearly refused to buy a copy after the insult to gamers that was Rocketville (both from the Hasborg'ed AH), but since it was on sale for $20 recently, I decided to invest. As it turns out, there's a pretty good game here.
The components are a mixed bag. You get what is now the standard AH "build your own partitions" box, nice heavy attraction tiles in three sizes, clever transparent minimum bid markers for the premium attractions, wooden scoring markers, a mounted board for the fame track and attraction bidding, pretty cheap poker chips, and ... the flimsiest paper player mats I may have ever seen. I can only imagine that someone somewhere saw what the components were going to cost and made a last minute decision to cut back on the player mats. To be fair, I didn't really notice that the mats were that bad once we started playing, but considering how meaty almost everything else was, the contrast is a bit jarring.
The idea is to get more fame points than anyone else. At the same time, you are trying to generate revenue and population (the people that come to your operation and how much they spend), which determine how much money you have to work with every turn. To generate these three metrics of success, you have to build various elements of your casino and hotel. Many of the attractions require that you have other attractions built before you can put them on your play mat, such as having a Slots room before you can put in a Fancy Slots room.
There are three basic types of attractions in three different sizes. First is the hotel operation, which is mostly food service. These are blue, and you can almost always try to get a standard restaurant, the others being premium that show up as the game progresses. Second are the yellow games, which include slots (again, always available), and thirdly the green bar service, starting with lounges. Attractions can take one, two or four squares of your operation, with blue rooms having to connect to the hotel entrance (each attraction has a varying number of doors to other rooms), yellow having to connect to the casino entrance, and green working either side. There are bonuses at game end for covering the 10 spaces near both the hotel and casino entrances, and for managing to connect both entrances. Each attraction improves your revenue, fame, population, or some combination of the three. For example, slots increase revenue by one, restaurants improve population by 2, and lounges increase fame by 2.
The gameplay is very quick, and easy to learn. First, any premium attractions unpurchased from the previous turn have their minimum bids dropped. Second, a wacky event card is turned over for each of the four premium attraction slots that is empty. The events range from prohibiting bidding on certain types of attractions to bonus income to opportunities to spend money. Each card also has a symbol that describes what size of premium attraction goes in the open slot. Each premium attraction has it's starting minimum bid printed on it, and the marker is set accordingly. Everyone then collects income based on your revenue or population, whichever is smaller, and then it's off to the meat of the game.
The bidding phase is the interesting part of the game. The mechanism is a bit like Evo in that if you are outbid, you must move your marker to a higher bid on the same item or to a different item. Slots, Lounges, and Restaurants are always available (until they run out), and there are two Slots bidding tracks if you are playing with five. Minimum bids for each of these is set throughout the game, and go up by some set value. For example, the minimum bid for Slots is 5, with spaces for 7, 9, 12, and 15. Lounges start at 9, Restaurants at 15. The three "basics" are one, two, and four squares in size, so the price corresponds to how much space each will take up.
The premiums change as the game goes on, and it is deciding when to get these and how much to pay that makes things interesting. Since the price of an unpurchased premium (which start their life with minimum bids from 18 to 52) drops every turn, choosing to wait is sometimes a good strategy. You can always buy a premium, but you must have the correct prerequisite attractions in your operation to place it. Some of the premiums also have partial diamonds in their corners, if you can build such that you form three-quarter or full diamonds, you will get extra points at game end.
Beginning with the starting player, you place your bid marker on the attraction and price you want to start at, as does each player in turn. Money is public, so placing a bid to prevent a competitor from even getting a shot is allowed. After everyone has placed their marker, you continue around the table. If no one has outbid you, you must then pass for now. If you have been outbid, you must either outbid on that attraction in turn, or change your bid to another item. Unlike Evo, you do not respond to being outbid immediately, although in practice that is exactly what happens unless you have two contests going (as often happened with the two Slots tracks, but only in a five player game). Once everyone is on their own track, the bidding ends and everyone pays for their attraction and places it on their mat (or to the side if they need a prerequisite attraction that isn't on their mat yet).
If you are shut out of doing anything, or simply wish to save up your money, you have two options. The first allows you to remove up to two attractions from your mat, then place up to two attractions on your mat. This is mostly helpful when you want to fill up the hotel or casino areas, connect the two areas, take advantage of attractions with diamond parts, or play an attraction that required a prerequisite. The second option, Publicity, simply gives you a fame point. Neither costs any money, just time.
After the bidding and any reorganization, players check their revenue, population, and fame totals and reset their scoring markers. Population and revenue are easy to keep track of, but because of events and publicity, it is more difficult to keep track of your fame. We used extra markers, not included in the game, to track non-attraction fame on the player mats along with population and revenue, and I recommend doing this as it is easy to forget where you are in the scoring and fame is what wins you the game.
The game ends when one of the three stacks of premiums runs out and you need to draw from that stack. This is a great mechanism that adds a lot of tension to the game. The game can also end if someone fills up their entire play mat, but this is unlikely in a five player game. In any event, play stops immediately and final scoring is carried out. You get five points for filling up your hotel area, five for filling the casino, three for connecting the two, one for 3/4ths diamonds, three for full diamonds, one for every $10 you have at game end (ignoring fractions), and 5/3/1 points for most population (ties split points for positions, so a three way tie for first means 3 points each), and the same for highest revenue.
I was able to finish the hotel and casino areas, but couldn't get the two connected. I did manage to get a couple of partial diamonds finished, and had $20 left at the end of the game, but I simply couldn't compete with Liz's Sports Book attractions or Chuck's huge wad o' cash early in the game. They ended up a point apart, with the edge going to Liz, and far ahead of Tim, Alex, and myself. Including 'splaining, our game took about 105 minutes, a little longer than the 75 minutes on the box. I actually think 5 players moves along quicker than with fewer as more people will buy premiums.
The game moves along very quickly, with little downtime. Because of the bidding mechanism, it feels quite a bit like Evo, but without all of the fiddliness and heavy play sequence that slightly mars that game. Also, no pink dinosaurs. If you think of it as a somewhat less competition-heavy and stripped down version of Evo, you wouldn't be far off. I also like the "Civ-building" aspect of needing certain attractions to build others. Since each premium deck requires half to be sold first (an A and a B deck), sequencing isn't a problem but will change from game to game, making a "perfect" strategy nearly impossible. Component issues aside, this one is a winner, and a steal at $20 if you can find it at that price.
Next up was Gemblo, a hexagonal relation of Blokus, and in my opinion a superior game. Instead of connecting via diagonals, you connect via hex "spines" (a term familiar to wargamers), and it is somewhat easier to find plays for your pieces. The board scales depending upon the number of players, although it is a bit difficult to see exactly which parts of the board are playable at first. However, with a little study, it became very clear where you could play and couldn't. Our first game was with four (Tim, Chuck, Martin, and myself), and there was a bit of rules confusion in that one hex on the side of the spine must be free in order to connect to another piece of your color (Chuck and I were both under the assumption that you could play "through" another piece, which was incorrect). I won the game, but had at least one play that was illegal, so we called it a bogey. The second game, with just Chuck and Martin and I, felt a lot more interesting as there was less chance that your next play space would be taken by someone, and I suspect this is a very good three-player game (good news for Blokus fans). I won handily in this game as well, placing all but two pieces consisting of a total of seven gems. This one is a winner and will go on my to buy list for sure.
Finally, Martin wanted to try out Balance Duels, a new game he'd gotten in Essen, while the rest of the folks were finishing up a game in the other room. Duels is very similar to backgammon, but adds in a physical balancing element that is really fun. The "board" is a teeter-totter with seven "points" on each end, each of which has two slots for pieces with the exception of the fourth point at the very end, each of which has only one. There are extra pieces that look to reduce some points to only one slot, but the rules didn't really cover these. I will note that the game does handle up to four players, but I was quite satisfied with this as a two player game.
Like backgammon, you bring on your pieces by rolling a die and placing them on the corresponding point. Also like backgammon, you want to get your pieces from your side to your opponent's side. However, there are only seven points per side, and you only roll a single die, with which you can move a piece already on or bring on a new one. Unlike backgammon, while you can "capture" a single piece of your opponent's, you can only do so while they are in their home area, and since most points only have two slots, having multiple pieces in a home slot makes them safe. The four spot on both sides is also safe because there is only one slot. Also unlike backgammon, you start with no pieces on the board, they are all brought in as though they were captured.
The best part of the game, though, is the balancing act. If, after your move, the teeter-totter has hit the ground firmly on one side or the other (if there is any give at all, you are ok), the game is over and the moving player loses. In our game, Martin did make a move that resulted in this happening, but we called it a mulligan and moved on. The game was quite close, with both of us having only one piece that needed to get home, although mine was on my four point and thus safe. I needed to roll a four or six to win, and in fact did roll a six. I moved my piece to that slot, which was my only move (while I had a piece on the one point, the seven was full), and sure enough that proved to be the straw that put the board out of balance, giving the game to Martin.
I'm sure someone out there will say that this is a broken game if your last dieroll can kill you, but I found it delightful. I played quite a bit of backgammon going through high school and college (in one particularly drunken game with the woman who later became student body president of my university, we kept forgetting which direction and even what color we were!), and so this is a very fresh and welcome take on an old favorite. I could even see serious players bringing in a doubling cube (which can, obviously, be used in a wide variety of games, although it helps to be playing for money). The game plays fast, every move is a bit of a thrill to see if the balance is thrown off by too much, and it's relatively small when the game is broken down. Definitely going on my buy list. If I could get one that was build from wood, I'd pay Crokinole board prices for one. I'd also be interested to see how it worked with three or four...
Another great night of gaming, and gratifying to have so many people show up after three weeks of relatively small turnouts, even if I do have to consider buying a house with a bonus room just to fit everyone in! Thanks for coming, everyone, and I'm looking forward to the article on Carey's game and his trip to Essen.
Saturday, October 21, 2006
Look! Look! A Prompt Recap!
SouTues was at Mike's this week, and Wes, Ben The Taller, Mike, and myself got some good gaming in.
First up was a pyramid building game that Ben has been designing for some time. I won't go into detail other than to note that it uses Lego(tm) blocks and is very close to being a real winner. There are some great design elements here, I hope Ben continues to refine the system. The game was fairly close, a surprise as I stalled badly in the mid-game and was having trouble getting going again until the end. I really like the "pipeline" effect the game has, similar to Antiquity, etc. I can't really recall who won, but I think it was Mike.
Second up was Shear Panic, a fun game of manipulating the formation of a flock of sheep. In the early part of the game, you begin by trying to get your two sheep next to each other during your move, then you try to get them as close to the "front" of the flock as possible at two key points, then you try to play tag with the black sheep, and finally attempt to avoid getting sheared near the game end. The sheep themselves are these great cartoony ceramic models that have considerable heft and add to the fun. Mike's copy is a pre-production copy from Essen 2005, I picked up the production copy a few weeks ago and they have improved some of the elements (nicer scoring boards, move trackers, "mutton buttons") but kept the great sheep.
In our game, I was forced to make a decision early on to hurt Ben's chances (as the leader) but in the process help out Wes. I took the chance and from them I knew I was playing for second. In the end, Wes won by a few points, with me edging Ben for third. Mike never really got going, and he was in last place the entire game, although I think he had fun as well.
Maybe I'll get a chance to play Vegas Showdown next week...
In solitaire news, I've continued my Silent War game, although I stopped keeping extensive records of how I was doing as it just took too much time. I managed to get to WS3 in April of '43, which gave me a Dramatic Victory (one level up from a Historical result, modified by sinking over a million tons). I'm continuing the game to at least WS4 - the game changes dramatically when you change war status, suddenly you have a shot at more sub tenders and lots of Gatos which you need because the ASW level goes up to 2. Thank goodness for Vassal.
I've also tried playing Hornet Leader 2, an update of the old GMT title that Dan Verssen sells as a Java-based or PDF game. It has some differences with the original, and unfortunately the Java interface doesn't completely mesh up wih the rules manual that comes with the game (what is the Mess Deck for?), although these are subtle differences. If you always wanted to try the system but couldn't because the game wasn't availalble, I recommend this one. Strangely, I'm unable to save games, perhaps there is a problem with the registration (I'm playing on a newer laptop than what I had when I bought it a year or so ago).
Finally, I've been trying to learn Republic of Rome as a solitaire game. I am out of my mind. I did download the "living rules" some kind soul has put on the web (the "official" rules are all over the place because of poor errata AH sent out after publication, occasionally contradictory in nature). However, the living rules don't include any info on the solitaire game, so it's slow going. Also, I've managed to pull the first and second Punic Wars and the Syrian War in the first turn, which I hear pretty much kills the game as the Romans have no fleets to start and the solo rules don't do any lookahead to determine if maybe that money you spent on an extra Forum phase might not have been better spent on a few ships. I'm going to struggle through the rest of the first turn (I'm currently reading the Senate phase rules), but it's pretty clear that this game is a tough nut to crack, even with the solitaire rules and not many decision points for me to make so far. Still, it's got a pretty good reputation and it's something I'd like to at least play once, if only a single pass through the Early Republic.
That's all for now. The next CenTues is at my place, maybe we'll finally get Vegas Showdown in then.
First up was a pyramid building game that Ben has been designing for some time. I won't go into detail other than to note that it uses Lego(tm) blocks and is very close to being a real winner. There are some great design elements here, I hope Ben continues to refine the system. The game was fairly close, a surprise as I stalled badly in the mid-game and was having trouble getting going again until the end. I really like the "pipeline" effect the game has, similar to Antiquity, etc. I can't really recall who won, but I think it was Mike.
Second up was Shear Panic, a fun game of manipulating the formation of a flock of sheep. In the early part of the game, you begin by trying to get your two sheep next to each other during your move, then you try to get them as close to the "front" of the flock as possible at two key points, then you try to play tag with the black sheep, and finally attempt to avoid getting sheared near the game end. The sheep themselves are these great cartoony ceramic models that have considerable heft and add to the fun. Mike's copy is a pre-production copy from Essen 2005, I picked up the production copy a few weeks ago and they have improved some of the elements (nicer scoring boards, move trackers, "mutton buttons") but kept the great sheep.
In our game, I was forced to make a decision early on to hurt Ben's chances (as the leader) but in the process help out Wes. I took the chance and from them I knew I was playing for second. In the end, Wes won by a few points, with me edging Ben for third. Mike never really got going, and he was in last place the entire game, although I think he had fun as well.
Maybe I'll get a chance to play Vegas Showdown next week...
In solitaire news, I've continued my Silent War game, although I stopped keeping extensive records of how I was doing as it just took too much time. I managed to get to WS3 in April of '43, which gave me a Dramatic Victory (one level up from a Historical result, modified by sinking over a million tons). I'm continuing the game to at least WS4 - the game changes dramatically when you change war status, suddenly you have a shot at more sub tenders and lots of Gatos which you need because the ASW level goes up to 2. Thank goodness for Vassal.
I've also tried playing Hornet Leader 2, an update of the old GMT title that Dan Verssen sells as a Java-based or PDF game. It has some differences with the original, and unfortunately the Java interface doesn't completely mesh up wih the rules manual that comes with the game (what is the Mess Deck for?), although these are subtle differences. If you always wanted to try the system but couldn't because the game wasn't availalble, I recommend this one. Strangely, I'm unable to save games, perhaps there is a problem with the registration (I'm playing on a newer laptop than what I had when I bought it a year or so ago).
Finally, I've been trying to learn Republic of Rome as a solitaire game. I am out of my mind. I did download the "living rules" some kind soul has put on the web (the "official" rules are all over the place because of poor errata AH sent out after publication, occasionally contradictory in nature). However, the living rules don't include any info on the solitaire game, so it's slow going. Also, I've managed to pull the first and second Punic Wars and the Syrian War in the first turn, which I hear pretty much kills the game as the Romans have no fleets to start and the solo rules don't do any lookahead to determine if maybe that money you spent on an extra Forum phase might not have been better spent on a few ships. I'm going to struggle through the rest of the first turn (I'm currently reading the Senate phase rules), but it's pretty clear that this game is a tough nut to crack, even with the solitaire rules and not many decision points for me to make so far. Still, it's got a pretty good reputation and it's something I'd like to at least play once, if only a single pass through the Early Republic.
That's all for now. The next CenTues is at my place, maybe we'll finally get Vegas Showdown in then.
Wednesday, October 11, 2006
More Catching Up
Boy, I've been a very bad blogger. September got very busy for me with a new choir I'm singing with, and I just never seemed to get around to making entries. Lots of games played, but I'm not sure how many of them I can remember. Here's a sampling of what's happened in the last couple of weeks...
Dungeoneer - Played this card-based dungeon crawl twice, once with my friend Connor and again with Chuck when he was here this past Saturday. This might be more fun with three, as there's a bit of a tendency for whoever goes up a level to run away with the game and two opponents might help put the smacky-smacky on the leader. I've got Tomb of the LIch Lord and Whatever Den We're Calling It This Week Of The Wererats, although we only played with Tomb in both cases. I was using the 2.1 rules, the 2.2 rules online look to be better organized (which would help). I may buy one more module and give it a try with three or four players at the Sunriver retreat in a month.
Twilight Struggle - The continuing struggle to like this game continues. Like Shifting Sands, it seems to have a lot of positive support, yet my game with Chuck was another blowout, this time in less than three turns. Every roll I needed for VP I got as the Sovs, while Chuck had to play scoring card after scoring card, and I was two spaces up on the Space Race and able to blow two of Chuck's events every turn on it. When Chuck played the Europe scoring card after I played one that allowed me to remove his control markers in Western Europe, giving me something like 28 points, he conceded. I've now played something like eight games of this, and half have had bizarre statistics (great rolls, awful rolls, a preponderance of scoring cards to one hand, etc), and I can't imagine that these are all flukes. When the best game we had was using the wrong Dominance scoring rules (the ones on the reference card), I have to think that the game has serious problems.
Roma - My first outing with this two-player game. Again, luck played a huge roll in me wiping Chuck out in about 20 minutes. There's a good game here, but again the luck factor is a problem. At least it's short.
Command and Colors Ancients - Our Central Tuesday session had very low attendance (me and Matt), at least partly due to the fact that we have some members going to Essen in the coming days. Matt had expressed interest in this game, and I had loaned him my copy to try out (he's never played any of the Borg variations on this theme, of which Ancients is head and shoulders above the rest), so we gave it a try. We played Crimmosis River (or however it's spelled), which is between Carthage and the Syracusans. Carthage has a problem in that there is a river to be forded for about half of their troops, including two elements of medium infantry, two warrior bands, medium cavalry, and three or four elements of light troops, while the balance of the troops (two heavy inf, chariots, and three light troop elements (are positioned for immediate combat. The Syracusans have four heavy inf elements lined up with two leaders, with light troops to either side and one element of medium cavalry, and have a bit of an advantage so I had Matt take them.
And what an advantage. Matt was rather quickly up to four of the five VP he needed for a win within a few turns. Both Medium Infantry I brought across the river got wiped out quickly, as did the medium cavalry and an element of auxilia (light infantry with strong close combat strength, but with fewer special abilities such as Evade). He even managed to wipe one of my heavy inf elements, the one with the leader, down to a single unit. However, nothing is ever over until it's over in C&C games, and when I got my heavy infantry and chariots going, his units started taking a real pounding and I ended up wiping out his slingers, three units of heavy infantry, a unit of auxilia, and a leader before he could finish me off and I was able to grab victory from the jaws of defeat. A very exciting game, I'm a big fan of this particular title which is a bit surprising considering I sold Memoir '44 at auction and am in the process of dumping Battle Cry as well. The two things that make this game, as I've said before, are the battle back, evasion, and line cohesion rules. While there is still no element of facing, making flank attacks perhaps less effective than they were in the period, and the game is still a dice-fest, I definitely feel like I have more control over my fate than in the other titles.
Matt and I ended with my first two-player game of Attika, which I'd only played three-player before and disliked when one player built up a ton of amphorae and won easily. Two player is much more fun, although I have to admit that I ran roughshod over Matt from the mid-game on, and there was little danger of me losing for the last handful of turns. Still, it's a very interesting puzzle on how to manage your structures and when to draw cards and when to put buildings on the map. Like St. Petersburg, this one is better suited to two than three or more.
I will make more of an attempt to keep up to date with the recaps in the future. Thanks to Matt for hosting CenTu, and here's hoping a few more make it to Mike's next week.
Dungeoneer - Played this card-based dungeon crawl twice, once with my friend Connor and again with Chuck when he was here this past Saturday. This might be more fun with three, as there's a bit of a tendency for whoever goes up a level to run away with the game and two opponents might help put the smacky-smacky on the leader. I've got Tomb of the LIch Lord and Whatever Den We're Calling It This Week Of The Wererats, although we only played with Tomb in both cases. I was using the 2.1 rules, the 2.2 rules online look to be better organized (which would help). I may buy one more module and give it a try with three or four players at the Sunriver retreat in a month.
Twilight Struggle - The continuing struggle to like this game continues. Like Shifting Sands, it seems to have a lot of positive support, yet my game with Chuck was another blowout, this time in less than three turns. Every roll I needed for VP I got as the Sovs, while Chuck had to play scoring card after scoring card, and I was two spaces up on the Space Race and able to blow two of Chuck's events every turn on it. When Chuck played the Europe scoring card after I played one that allowed me to remove his control markers in Western Europe, giving me something like 28 points, he conceded. I've now played something like eight games of this, and half have had bizarre statistics (great rolls, awful rolls, a preponderance of scoring cards to one hand, etc), and I can't imagine that these are all flukes. When the best game we had was using the wrong Dominance scoring rules (the ones on the reference card), I have to think that the game has serious problems.
Roma - My first outing with this two-player game. Again, luck played a huge roll in me wiping Chuck out in about 20 minutes. There's a good game here, but again the luck factor is a problem. At least it's short.
Command and Colors Ancients - Our Central Tuesday session had very low attendance (me and Matt), at least partly due to the fact that we have some members going to Essen in the coming days. Matt had expressed interest in this game, and I had loaned him my copy to try out (he's never played any of the Borg variations on this theme, of which Ancients is head and shoulders above the rest), so we gave it a try. We played Crimmosis River (or however it's spelled), which is between Carthage and the Syracusans. Carthage has a problem in that there is a river to be forded for about half of their troops, including two elements of medium infantry, two warrior bands, medium cavalry, and three or four elements of light troops, while the balance of the troops (two heavy inf, chariots, and three light troop elements (are positioned for immediate combat. The Syracusans have four heavy inf elements lined up with two leaders, with light troops to either side and one element of medium cavalry, and have a bit of an advantage so I had Matt take them.
And what an advantage. Matt was rather quickly up to four of the five VP he needed for a win within a few turns. Both Medium Infantry I brought across the river got wiped out quickly, as did the medium cavalry and an element of auxilia (light infantry with strong close combat strength, but with fewer special abilities such as Evade). He even managed to wipe one of my heavy inf elements, the one with the leader, down to a single unit. However, nothing is ever over until it's over in C&C games, and when I got my heavy infantry and chariots going, his units started taking a real pounding and I ended up wiping out his slingers, three units of heavy infantry, a unit of auxilia, and a leader before he could finish me off and I was able to grab victory from the jaws of defeat. A very exciting game, I'm a big fan of this particular title which is a bit surprising considering I sold Memoir '44 at auction and am in the process of dumping Battle Cry as well. The two things that make this game, as I've said before, are the battle back, evasion, and line cohesion rules. While there is still no element of facing, making flank attacks perhaps less effective than they were in the period, and the game is still a dice-fest, I definitely feel like I have more control over my fate than in the other titles.
Matt and I ended with my first two-player game of Attika, which I'd only played three-player before and disliked when one player built up a ton of amphorae and won easily. Two player is much more fun, although I have to admit that I ran roughshod over Matt from the mid-game on, and there was little danger of me losing for the last handful of turns. Still, it's a very interesting puzzle on how to manage your structures and when to draw cards and when to put buildings on the map. Like St. Petersburg, this one is better suited to two than three or more.
I will make more of an attempt to keep up to date with the recaps in the future. Thanks to Matt for hosting CenTu, and here's hoping a few more make it to Mike's next week.
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