Hmm, having a hard time keeping up with the blog these days.
A few weeks ago we played Flashpoint. It was good, and would probably work well as a family or non-gamer group game due to the compelling theme. Based on the one play, which we won handily, I don't see myself suggesting it for WAGS though. Very similar to Pandemic, though without the clever mechanism that compounds the threat of disease (the infected cities discard gets added back on top of the deck).
More Bergen Von Burgund, though this time we tried the advanced boards. Still enjoying it, though unlike the others in the group I think I prefer Macao slightly. The different boards were fun, though.
This week we were supposed to be 5 but in a weird twist of fate Bearbomb, Perra and Kozure couldn't make it at the last minute! 2 player games it was.
We played Vikings, and that was fun though there seemed to be far more available money with only 2 players. Wether tried the advanced variant (which we had never played before). It adds a new series of special function tiles that you get if you take the most expensive tile in the rondel. In,our first round, we went a little crazy buying the expensive tiles to get the power tiles. Unfortunately, for several rounds afterwards we were broke and had to take the free tile all the way around. We both salvaged our positions and were able to finish the game with respectable boards, though, and both enjoyed the advanced rules quite a bit (though we opted to skip the auction variant). One thing I will say, this is truly and advanced variant. It's not just more complicated or different, as is the case with most expert variants. It's actually harder strategically. The bonus tiles can be very powerful, but you can go broke doing it. We were surprised how much more thinking power was required!
Finished up with 3 sessions of Roma. I won the last one and that might be a first.
Saturday, March 17, 2012
Wednesday, March 14, 2012
Easy Come, Easy Go
I continue to stalk Agent Easy's math trades.
EASY COME -
Lord Of The Rings: The Card Game
Kingdom Builder
Glen More
EASY GO -
Nexus Ops
Mission: Red Planet
Container
Lock n' Load: Band of Heroes
Junta
EASY COME -
Lord Of The Rings: The Card Game
Kingdom Builder
Glen More
EASY GO -
Nexus Ops
Mission: Red Planet
Container
Lock n' Load: Band of Heroes
Junta
Monday, February 20, 2012
Simple, but unintuitive (In the Year of the Dragon, Paris Connection, Kingdom Builder x4, Die Bergun von Burgund, Innovation)
Over the past two weeks, we've had a chance to play quite a few games... sme old, and some new.
Two weeks ago, Bearbomb, Kozure, Shemp, Dale and I had a chance to play In the Year of the Dragon. I was kicking myself for forgetting to bring along the expansion(s) from the Alea Treasure Chest! Regardless, this is always a fun and challenging game. I spent the first half concentrating on maintaining the lead in the turn order track and getting my "end of round" points up (courtisan, double dragon tablet). Although I am convinced there are multiple valid strategies in the game, this is the one that appeals to me and so I tend to fall back on it. You need very little money since you don't have to worry about paying for actions, and so it saves you actions accumulating wealth. This also means that I typically struggle with the offering to the emperor, but as long as I can take a turn to get to three huan it's not too painful. Although in the last third I lost the battle for turn order I did manage to conserve the lead in points for the win. One thing that seems to be essential, though, is to pick a couple of events to essentially disregard. If you are stuck with the pack always trying to build up against the event that is coming up next you will find yourself blocked out or paying.
We also played Paris Connection. There seems to be an endless variation of train themed stock manipulation games, which range the gamut from light to very heavy. It constantly surprises me that a new one can come along and still explore a new way to approach the topic. PAris Connection is a very light and fast game, which manages top play up to 6 in 30-45 minutes. There are similarities to Wabash Cannonball/ Chicago Express, but this is the more streamlined design. On a turn, you play up to 5 trains to the board or draw 1-2 trains from the supply. As the train routes develop, they touch areas that increase the worth of that colour. The trains a player has is therefore both the number of stocks a player has in a given company and the vehicle through which they can increase the value of a line. In other words, every time you play a train you are shrinking your shares in that same line. It's tricky. It leads to players dumping trains of a colour they don't want to perform well by extending the line to places that are worthless. It means that the best way to make money is for someone else to expand a line you are keeping shares in. As with many games like this, it means that you are best off trying to figure out what other players want, and investing in that, rather than trying to boost the value yourself. Anyway, as light as it is, the unusual thought process required to play the game means that I can't really see non-gamers enjoying it much. For me, I liked it.
We ended the night with two games of Kingdom Builder. This game came with a lot of hype, since it's from the designer of Dominion, but also a lot of backlash since it's pretty different. In fact, I'd say it gets most of it's flack because it's both quite simple and quite unintuitive, an unusual mix (I know I just said that about Paris Connection, I guess I mean it's unusual outside of the stock game genre).
There are a number of boards, from which 4 are selected at random, and a number of victory condition cards from which 3 are selected at random. Players take turns drawing 1 card and placing three pieces on that type of terrain. The victory condition cards say things like "units next to a mountain gain 1 VP", or "gain 1 VP for each connection between a city or special site". This means that you are trying to accomplish different things with your pieces each game, which is a simple change but it's interesting how different it makes each game feel. The biggest trick is the placement rule... the one card you play determines the terrain type you can play on, but you have to play on terrain adjacent to pieces you've already played if possible. That means that if you played earlier pieces next to many types of terrain the card you draw will largely determine what you can do. On the other hand, if you play your pieces in such a way that you are next to very few types of terrain there is a good chance that you will draw a card showing terrain you aren't adjacent to, allowing you to play ANYWHERE on the board on the correct type of terrain. In addition to that, each board comes shows a different special location (or two) that gives a player a special power if they place a token adjacent to it. The special powers allow a player to move pieces in special ways, build on water hexes, skip spaces during placement, etc. It all adds together to a very engaging, yet simple game. And boy is it fast! 30-40 minutes for 3-4 players. We've since played 2 more times and I enjoyed it just as much.
Let's start with the biggest similarity with Dominion... there is a lot of variability built into the game, but it's all defined at the time of setup. After that, there is neither randomness nor cardplay from decks of cards. I find this refreshing because these days it seems like many games are going that route (Summoner Wars, A Few Acres of Snow, Mage Knight, Kings of Tokyo, Yomi, etc). I guess a second similarity would be a complete and utter absence of theme. Even the title is beyond generic!
Anyway, that nitpick aside, I really enjoyed the game. It won't be as influential as Dominion, but I think I actually prefer it. It feels a little like advanced Through the Desert, with variable victory conditions and board. Good stuff.
Two weeks ago, Bearbomb, Kozure, Shemp, Dale and I had a chance to play In the Year of the Dragon. I was kicking myself for forgetting to bring along the expansion(s) from the Alea Treasure Chest! Regardless, this is always a fun and challenging game. I spent the first half concentrating on maintaining the lead in the turn order track and getting my "end of round" points up (courtisan, double dragon tablet). Although I am convinced there are multiple valid strategies in the game, this is the one that appeals to me and so I tend to fall back on it. You need very little money since you don't have to worry about paying for actions, and so it saves you actions accumulating wealth. This also means that I typically struggle with the offering to the emperor, but as long as I can take a turn to get to three huan it's not too painful. Although in the last third I lost the battle for turn order I did manage to conserve the lead in points for the win. One thing that seems to be essential, though, is to pick a couple of events to essentially disregard. If you are stuck with the pack always trying to build up against the event that is coming up next you will find yourself blocked out or paying.
We also played Paris Connection. There seems to be an endless variation of train themed stock manipulation games, which range the gamut from light to very heavy. It constantly surprises me that a new one can come along and still explore a new way to approach the topic. PAris Connection is a very light and fast game, which manages top play up to 6 in 30-45 minutes. There are similarities to Wabash Cannonball/ Chicago Express, but this is the more streamlined design. On a turn, you play up to 5 trains to the board or draw 1-2 trains from the supply. As the train routes develop, they touch areas that increase the worth of that colour. The trains a player has is therefore both the number of stocks a player has in a given company and the vehicle through which they can increase the value of a line. In other words, every time you play a train you are shrinking your shares in that same line. It's tricky. It leads to players dumping trains of a colour they don't want to perform well by extending the line to places that are worthless. It means that the best way to make money is for someone else to expand a line you are keeping shares in. As with many games like this, it means that you are best off trying to figure out what other players want, and investing in that, rather than trying to boost the value yourself. Anyway, as light as it is, the unusual thought process required to play the game means that I can't really see non-gamers enjoying it much. For me, I liked it.
We ended the night with two games of Kingdom Builder. This game came with a lot of hype, since it's from the designer of Dominion, but also a lot of backlash since it's pretty different. In fact, I'd say it gets most of it's flack because it's both quite simple and quite unintuitive, an unusual mix (I know I just said that about Paris Connection, I guess I mean it's unusual outside of the stock game genre).
There are a number of boards, from which 4 are selected at random, and a number of victory condition cards from which 3 are selected at random. Players take turns drawing 1 card and placing three pieces on that type of terrain. The victory condition cards say things like "units next to a mountain gain 1 VP", or "gain 1 VP for each connection between a city or special site". This means that you are trying to accomplish different things with your pieces each game, which is a simple change but it's interesting how different it makes each game feel. The biggest trick is the placement rule... the one card you play determines the terrain type you can play on, but you have to play on terrain adjacent to pieces you've already played if possible. That means that if you played earlier pieces next to many types of terrain the card you draw will largely determine what you can do. On the other hand, if you play your pieces in such a way that you are next to very few types of terrain there is a good chance that you will draw a card showing terrain you aren't adjacent to, allowing you to play ANYWHERE on the board on the correct type of terrain. In addition to that, each board comes shows a different special location (or two) that gives a player a special power if they place a token adjacent to it. The special powers allow a player to move pieces in special ways, build on water hexes, skip spaces during placement, etc. It all adds together to a very engaging, yet simple game. And boy is it fast! 30-40 minutes for 3-4 players. We've since played 2 more times and I enjoyed it just as much.
Let's start with the biggest similarity with Dominion... there is a lot of variability built into the game, but it's all defined at the time of setup. After that, there is neither randomness nor cardplay from decks of cards. I find this refreshing because these days it seems like many games are going that route (Summoner Wars, A Few Acres of Snow, Mage Knight, Kings of Tokyo, Yomi, etc). I guess a second similarity would be a complete and utter absence of theme. Even the title is beyond generic!
Anyway, that nitpick aside, I really enjoyed the game. It won't be as influential as Dominion, but I think I actually prefer it. It feels a little like advanced Through the Desert, with variable victory conditions and board. Good stuff.
Friday, January 27, 2012
Two weeks, three games (In the Shadow of the Emperor, Die Burgen Von Burgund, Power Grid: First Sparks)
Two weeks ago, we pulled out a game that has languished on the shelves for far too long: In the shadow of the Emperor. Before this, it had been 3.5 years since we last played it!
Obviously, a substantial refresher was in order (and Bearbomb had never played). Luckily, once it gets going it's not too difficult. This is a great example of how well themed an otherwise abstract and dry game can be.
Shemp started as emperor, but after a failed coup by Kozure, I succeeded in taking over the throne. A mid-game alliance with Bearbomb allowed me to survive the next coup and after that I managed to fortify my position considerably and hold on through an all out assault by all players to take me down. Being emperor for several turns does not guarantee victory, but it sure makes it easier. There is so much to manage in this game... How to get majorities in order to be elected, but not necessarily keeping them since points are gained by being newly elected somewhere, not staying elected? How to manage and position your nobles as they age, marry and have children? It's quite a good game, and a very interesting and tight design.
It's a shame it only plays well with 4, or it might come out more often.
This week, we played 2 new (to us) games: Die Burgen Von Burgund (The Castles of Burgundy)and Power Grid: First Sparks.
I have been eyeing DBvB for quite some time now. Stephan Feld, the designer of the game, is one of my favorites right now. He consistently puts out games that are mechanically solid and fun (though they typically suffer from being thematically weak).
Well, first off, I think Feld heard to complaints about the weak theming of his previous games and set out to disprove them. Unfortunately, he did so by designing a game SO WEAK thematically, that the previous ones would shine in comparison. Luckily, the game itself is quite good.
Ostensibly, the theme is establishing the estate around your castle. In practice, it's about rolling dice and using the values rolled to either select from an available pool of tiles, place tiles on your player mat, or ship goods. There is a huge variety of tiles, each color coded according to function, and each imparting a specific benefit to the player once placed in the estate. At first, I was very worried that with so much to take in the game would be a chore to play, but as it turns out it makes logical sense and we were able to internalize most of it pretty quickly.
In addition to the selecting and placing of tiles, players are trying to generate victory points by filling colored regions on the board, and trying to do so before other players. The game then becomes a puzzle, trying to maximize combos of tile powers in order to generate the most VPs.
Players are engaged throughout as turns go very quickly. The game itself is longish, though. Our first game took 1.5 - 2hrs for three players, including rules explanation.
I was ahead for much of the early game, then Shemp jumped to the lead, and then we traded first place for most of the second half of the game. Kozure was not far behind, but trailed. Unfortunately for me, once the end game bonus points were tallied, I placed last and Shemp and Kozure tied for first, 2 points ahead of me! (Kozure won the tie breaker, fewest empty spaces).
When I think about it, the bonuses for completing regions make up a large chunk of the points but in some ways they are misleading. If every player completes the same number of regions in the same rounds, and by the end of the game roughly fill in the same number of regions, the points total will Bethesda same (regardless of who scores which regions, when). That may sound self evident, but more than most games i suspect that this is LIKELY to happen. The difference is going to be a few points here and there, generated by shipping and building combos allowing that extra region to be completed. Of course, the yellow "end game bonus" tiles might also swing things, and generate some long term strategy opportunities we haven't taken advantage of yet, so there's that.
Anyway, I very much liked it and Shemp and Kozure seemed positive as well. Feld strikes again.
Last, we played Power Grid: First Sparks. This is a game that, according to the designer, is being released to celebrate the 10 year anniversary of the Funkenshlag (the original version of what is now known as Power Grid). Power Grid is a game I enjoy, but it's kind of overlong and extremely mathy. The stated goal of this redesign was to make it shorter and less mathy... How could I not give it a try?!!
In many ways, this is still very much Power Grid despite the re-theming to the stone age. There is still a power plant market, with an available market and a futures market, but now they are called tools and feature such seminal inventions as the basket and the spear. Their purpose is not to generate money but rather food, but in gameplay terms they are analogous. Over time, the baskets get bigger, and the spears pointier, and they allow players to gather food more effectively. To spice things up, "knowledge" cards are intermixed with the tools, giving the player that selects it an advantage in the game (such as fire, speech, etc). Many of the tools are tied to a specific food source, such as bear, fish or mammoth, so it is necessary to make sure that at least one of the player's clansmen are adjacent to the related source of food. The tools are auctioned in a weird, but much faster than regular Power Grid, reverse auction.
And that takes us to the board. This is the biggest change, in my opinion. Instead of having a preset map with various cities and costs to build between them, the board is made up of modular tiles. Spaces that are adjacent to each other can be built to, and the cost only calculated based on the total number of clansmen the player wants to play that turn + the number of clansmen already on the spaces to be occupied. This simplifies the math dramatically. There are no phases to the game limiting how many clansmen can be in which space at which time, it's strictly a function of expansion becoming more expensive as the board gets more crowded. Still, the blocking tactics found in Power Grid are still available here... It can definitely be a good move to build up against someone in an effort to make expansion for them more expensive.
I liked it. The wonderful animeeples, the humorous art on the tools and the addition of "knowledge cards" make the thematic shift work. It's much more accessible and plays in approximately an hour, which is huge. I found the gameplay quite good and still satisfying despite many othe simplifications. My only misgiving is that the modular board seemed less interesting that the various Power Grid maps... I'm hoping it won't get stale because of this. Also, I don't feel like the board positions mattered as much as they should (they did, as far as blocking, but long term positioning seemed somewhat irrelevant).
Obviously, a substantial refresher was in order (and Bearbomb had never played). Luckily, once it gets going it's not too difficult. This is a great example of how well themed an otherwise abstract and dry game can be.
Shemp started as emperor, but after a failed coup by Kozure, I succeeded in taking over the throne. A mid-game alliance with Bearbomb allowed me to survive the next coup and after that I managed to fortify my position considerably and hold on through an all out assault by all players to take me down. Being emperor for several turns does not guarantee victory, but it sure makes it easier. There is so much to manage in this game... How to get majorities in order to be elected, but not necessarily keeping them since points are gained by being newly elected somewhere, not staying elected? How to manage and position your nobles as they age, marry and have children? It's quite a good game, and a very interesting and tight design.
It's a shame it only plays well with 4, or it might come out more often.
This week, we played 2 new (to us) games: Die Burgen Von Burgund (The Castles of Burgundy)and Power Grid: First Sparks.
I have been eyeing DBvB for quite some time now. Stephan Feld, the designer of the game, is one of my favorites right now. He consistently puts out games that are mechanically solid and fun (though they typically suffer from being thematically weak).
Well, first off, I think Feld heard to complaints about the weak theming of his previous games and set out to disprove them. Unfortunately, he did so by designing a game SO WEAK thematically, that the previous ones would shine in comparison. Luckily, the game itself is quite good.
Ostensibly, the theme is establishing the estate around your castle. In practice, it's about rolling dice and using the values rolled to either select from an available pool of tiles, place tiles on your player mat, or ship goods. There is a huge variety of tiles, each color coded according to function, and each imparting a specific benefit to the player once placed in the estate. At first, I was very worried that with so much to take in the game would be a chore to play, but as it turns out it makes logical sense and we were able to internalize most of it pretty quickly.
In addition to the selecting and placing of tiles, players are trying to generate victory points by filling colored regions on the board, and trying to do so before other players. The game then becomes a puzzle, trying to maximize combos of tile powers in order to generate the most VPs.
Players are engaged throughout as turns go very quickly. The game itself is longish, though. Our first game took 1.5 - 2hrs for three players, including rules explanation.
I was ahead for much of the early game, then Shemp jumped to the lead, and then we traded first place for most of the second half of the game. Kozure was not far behind, but trailed. Unfortunately for me, once the end game bonus points were tallied, I placed last and Shemp and Kozure tied for first, 2 points ahead of me! (Kozure won the tie breaker, fewest empty spaces).
When I think about it, the bonuses for completing regions make up a large chunk of the points but in some ways they are misleading. If every player completes the same number of regions in the same rounds, and by the end of the game roughly fill in the same number of regions, the points total will Bethesda same (regardless of who scores which regions, when). That may sound self evident, but more than most games i suspect that this is LIKELY to happen. The difference is going to be a few points here and there, generated by shipping and building combos allowing that extra region to be completed. Of course, the yellow "end game bonus" tiles might also swing things, and generate some long term strategy opportunities we haven't taken advantage of yet, so there's that.
Anyway, I very much liked it and Shemp and Kozure seemed positive as well. Feld strikes again.
Last, we played Power Grid: First Sparks. This is a game that, according to the designer, is being released to celebrate the 10 year anniversary of the Funkenshlag (the original version of what is now known as Power Grid). Power Grid is a game I enjoy, but it's kind of overlong and extremely mathy. The stated goal of this redesign was to make it shorter and less mathy... How could I not give it a try?!!
In many ways, this is still very much Power Grid despite the re-theming to the stone age. There is still a power plant market, with an available market and a futures market, but now they are called tools and feature such seminal inventions as the basket and the spear. Their purpose is not to generate money but rather food, but in gameplay terms they are analogous. Over time, the baskets get bigger, and the spears pointier, and they allow players to gather food more effectively. To spice things up, "knowledge" cards are intermixed with the tools, giving the player that selects it an advantage in the game (such as fire, speech, etc). Many of the tools are tied to a specific food source, such as bear, fish or mammoth, so it is necessary to make sure that at least one of the player's clansmen are adjacent to the related source of food. The tools are auctioned in a weird, but much faster than regular Power Grid, reverse auction.
And that takes us to the board. This is the biggest change, in my opinion. Instead of having a preset map with various cities and costs to build between them, the board is made up of modular tiles. Spaces that are adjacent to each other can be built to, and the cost only calculated based on the total number of clansmen the player wants to play that turn + the number of clansmen already on the spaces to be occupied. This simplifies the math dramatically. There are no phases to the game limiting how many clansmen can be in which space at which time, it's strictly a function of expansion becoming more expensive as the board gets more crowded. Still, the blocking tactics found in Power Grid are still available here... It can definitely be a good move to build up against someone in an effort to make expansion for them more expensive.
I liked it. The wonderful animeeples, the humorous art on the tools and the addition of "knowledge cards" make the thematic shift work. It's much more accessible and plays in approximately an hour, which is huge. I found the gameplay quite good and still satisfying despite many othe simplifications. My only misgiving is that the modular board seemed less interesting that the various Power Grid maps... I'm hoping it won't get stale because of this. Also, I don't feel like the board positions mattered as much as they should (they did, as far as blocking, but long term positioning seemed somewhat irrelevant).
Sunday, January 15, 2012
Falling behind (7 wonders, Robo-rally, I'm the boss!, King of Tokyo, Diamant, El Grande, Cosmic Encounter)
I haven't been updating this regularly, but for the sake of posterity I'm going to record the games played in the last two weeks.
Honestly, it kills me to let the triumphant return of El Grande to the WAGS table pass without more comment, but so it goes. For the record, Shemp and I tied.
(stealth update)
Just wanted to comment on El Grande. If El Grande shows it's age at all, it's in downtime. Between turns, players are not involved in any way and this is something that more recent games have largely eliminated. Still, the gameplay remains extremely engaging for me. There's a simplicity to the process. Many of today's games,as fun as they are, appear to me to be a) variations on "cards with text that breaks rules" or "creatures with powers", or b) "games with so much going on that optimal play is not possible without AP". In the first case, the gameplay itself is usually not particularly interesting... The fun is in finding and creating combos between cards. In b) for many sessions there is no knowing whether the challenge is just doing better than the other guy at understanding the system. You're not necessarily just playing against other players, you are also just struggling to understand the games space. Many games appear interesting, but it's only an illusion because once you become familiar with what is going on and understand the good and bad moves are, you realize the choices are actually pretty obvious and it becomes dull. Anyway, in my mind El Grande is not one of those games. The interface is easy but the choices are always difficult. Great game.
Honestly, it kills me to let the triumphant return of El Grande to the WAGS table pass without more comment, but so it goes. For the record, Shemp and I tied.
(stealth update)
Just wanted to comment on El Grande. If El Grande shows it's age at all, it's in downtime. Between turns, players are not involved in any way and this is something that more recent games have largely eliminated. Still, the gameplay remains extremely engaging for me. There's a simplicity to the process. Many of today's games,as fun as they are, appear to me to be a) variations on "cards with text that breaks rules" or "creatures with powers", or b) "games with so much going on that optimal play is not possible without AP". In the first case, the gameplay itself is usually not particularly interesting... The fun is in finding and creating combos between cards. In b) for many sessions there is no knowing whether the challenge is just doing better than the other guy at understanding the system. You're not necessarily just playing against other players, you are also just struggling to understand the games space. Many games appear interesting, but it's only an illusion because once you become familiar with what is going on and understand the good and bad moves are, you realize the choices are actually pretty obvious and it becomes dull. Anyway, in my mind El Grande is not one of those games. The interface is easy but the choices are always difficult. Great game.
Labels:
7 Wonders,
Cosmic Encounter,
Diamant,
El Grande,
I'm the Boss,
King of Tokyo,
Robo-Rally
Monday, January 09, 2012
In Soviet Russia Magic cards look at you!
So, you remember Magic: The Gathering, right? You've seen the cards? Have you seen the cards with googly eyes?
If you clicked that link, you have now.
If you clicked that link, you have now.
Labels:
Magic: The Gathering,
Silly
Wednesday, January 04, 2012
2011 in review
2011 is now history. Here's what we played:
7 plays
7 Wonders
6 plays
Roma/ Roma 2: the arena
5 plays
King of Tokyo
Clans
4 plays
Dominion
Innovation
3 plays
Troyes
Tribune
Panic Station
Civilization (2010 version)
Vikings
Lords of Vegas
High Frontiers
Nightfall
Defenders of the Realm
2 plays
High Society
Maria
Power Grid
Macao
Quarriors
Frag
Go
Alien Frontiers
Ra
Dominant Species
1960: The Making of a President
Yomi
Ra: the dice game
1 play
Urban Sprawl
Last Night on Earth
Galaxy Trucker
China
TransEuropa
Duel of Ages
Android
Power Struggle
Junta: Vive El Presidente
Nexus Ops
Scrabble Slam!
Chaos in the Old World
Steam
Dungeon Twister
Dvonn
Survive!
Acquire
Dixit
Cyclades
Earth Reborn
So, that's 104 plays of 48 different games.
2011 was a lot of fun at WAGS, Perra joined us semi-regularly and Bearbomb looks like he might become a regular as well. We did spend a lot of time with just three players, though, and that has really impacted the choice of games this year. Unlike last year, I acquired quite a few games as the stream of interesting looking games (mostly on the war gaming and American style game side of things) seemed nearly endless. As is often the case with Wargames, I haven't played them much of them if at all (conflict of heroes: price of honor, Sekigahara, A few Acres of Snow), and with the American style games I find them fun but rarely great (Wrath of Ashardalon, Quarriors, Summoner Wars). This has been a really weak year for pure euros in my opinion, or maybe we've played enough that they all look too samey now. Stephan Feld seems to be one of the few designers still able to pique my interest in that field, but due to lack of availability I haven't tried any of his latest games. A few hybrid or otherwise "oddball" titles proved fun, and I think this is the direction the euros will have to go if I'm going to be interested these days (innovation, High Frontier, Nightfall, etc)
Game of the Year
Hard to pick this year. Nothing stands out as a really great, innovative strategy game... Which is the type of game I usually prefer to choose for this slot. I'm going to to pick King of Tokyo, since it does what it sets out to do about as well as it could have. It's not aiming very high, as far as that goes, but the gameplay is fun and the production is great.
I quite enjoyed Tribune, which was new to us this year, but it's actually a few years old. Troyes would likely be the top contender for strategy games, but it's not quite there as a game (not sure... Needs editing I think). Nightfall I also quite enjoyed, but the art and card design bothers me enough that it's not a contender (but that chaining mechanic is quite cool!).
Most innovative/ Interesting game of the Year
Hear I'm going to give it to Innovation. Sure, it's just a card game but it's weird in a wonderful sort of way. I like that the powers become so powerful if certain combos come out, just like Glory to Rome but the games are quite different.
Catacombs became more widely available this year, and I picked it up along with both expansions. We have had lots of fun playing this at home. This is clearly a very innovative game, meshing the dungeon crawl with crokinole... And it works! Not a game for WAGS, but If my oldest son was picking a game of the year, I'm convinced it would be this (well, Summoner Wars might give it a run for it's money I guess).
Wrath of Ashardalon, although not really a great game, is also quite innovative in how it manages to capture a fun dungeon crawl in roughly 1 hour. I doubt this category of game, the short thematic dungeon crawl, is likely to see a better entry.
Lastly, RISK Legacy appears to be a very innovative game but we haven't played it yet, so we'll have to wait until next year to see if it works in practice. Who would of thought that a game that asked you to write on the board and tear up cards would be seen as a good thing?
On an even more personal note, gaming with the kids continues to be great fun. Catacombs, Wrath of Ashardalon, Quarriors!, King of Tokyo, Summoner Wars, Fauna, Zooloretto, Jamaica, Dice Town, Agricola, etc, are all games that have seen much table time with my oldest son even if they don't always show up at WAGS. Although my second son shows much less interest, he will still occasionally play Dice Town, Jamaica or Sorry Sliders. My third appears to have more in common with the oldest. Haba games such as Animal upon Animal, Gold Donkey and Orchard get played a lot (alongside other trusty favorites, such as Chicken Cha Cha Cha, Gulo Gulo, etc, etc).
Being the father of three awesome boys is a really fantastic privilege!
7 plays
7 Wonders
6 plays
Roma/ Roma 2: the arena
5 plays
King of Tokyo
Clans
4 plays
Dominion
Innovation
3 plays
Troyes
Tribune
Panic Station
Civilization (2010 version)
Vikings
Lords of Vegas
High Frontiers
Nightfall
Defenders of the Realm
2 plays
High Society
Maria
Power Grid
Macao
Quarriors
Frag
Go
Alien Frontiers
Ra
Dominant Species
1960: The Making of a President
Yomi
Ra: the dice game
1 play
Urban Sprawl
Last Night on Earth
Galaxy Trucker
China
TransEuropa
Duel of Ages
Android
Power Struggle
Junta: Vive El Presidente
Nexus Ops
Scrabble Slam!
Chaos in the Old World
Steam
Dungeon Twister
Dvonn
Survive!
Acquire
Dixit
Cyclades
Earth Reborn
So, that's 104 plays of 48 different games.
2011 was a lot of fun at WAGS, Perra joined us semi-regularly and Bearbomb looks like he might become a regular as well. We did spend a lot of time with just three players, though, and that has really impacted the choice of games this year. Unlike last year, I acquired quite a few games as the stream of interesting looking games (mostly on the war gaming and American style game side of things) seemed nearly endless. As is often the case with Wargames, I haven't played them much of them if at all (conflict of heroes: price of honor, Sekigahara, A few Acres of Snow), and with the American style games I find them fun but rarely great (Wrath of Ashardalon, Quarriors, Summoner Wars). This has been a really weak year for pure euros in my opinion, or maybe we've played enough that they all look too samey now. Stephan Feld seems to be one of the few designers still able to pique my interest in that field, but due to lack of availability I haven't tried any of his latest games. A few hybrid or otherwise "oddball" titles proved fun, and I think this is the direction the euros will have to go if I'm going to be interested these days (innovation, High Frontier, Nightfall, etc)
Game of the Year
Hard to pick this year. Nothing stands out as a really great, innovative strategy game... Which is the type of game I usually prefer to choose for this slot. I'm going to to pick King of Tokyo, since it does what it sets out to do about as well as it could have. It's not aiming very high, as far as that goes, but the gameplay is fun and the production is great.
I quite enjoyed Tribune, which was new to us this year, but it's actually a few years old. Troyes would likely be the top contender for strategy games, but it's not quite there as a game (not sure... Needs editing I think). Nightfall I also quite enjoyed, but the art and card design bothers me enough that it's not a contender (but that chaining mechanic is quite cool!).
Most innovative/ Interesting game of the Year
Hear I'm going to give it to Innovation. Sure, it's just a card game but it's weird in a wonderful sort of way. I like that the powers become so powerful if certain combos come out, just like Glory to Rome but the games are quite different.
Catacombs became more widely available this year, and I picked it up along with both expansions. We have had lots of fun playing this at home. This is clearly a very innovative game, meshing the dungeon crawl with crokinole... And it works! Not a game for WAGS, but If my oldest son was picking a game of the year, I'm convinced it would be this (well, Summoner Wars might give it a run for it's money I guess).
Wrath of Ashardalon, although not really a great game, is also quite innovative in how it manages to capture a fun dungeon crawl in roughly 1 hour. I doubt this category of game, the short thematic dungeon crawl, is likely to see a better entry.
Lastly, RISK Legacy appears to be a very innovative game but we haven't played it yet, so we'll have to wait until next year to see if it works in practice. Who would of thought that a game that asked you to write on the board and tear up cards would be seen as a good thing?
On an even more personal note, gaming with the kids continues to be great fun. Catacombs, Wrath of Ashardalon, Quarriors!, King of Tokyo, Summoner Wars, Fauna, Zooloretto, Jamaica, Dice Town, Agricola, etc, are all games that have seen much table time with my oldest son even if they don't always show up at WAGS. Although my second son shows much less interest, he will still occasionally play Dice Town, Jamaica or Sorry Sliders. My third appears to have more in common with the oldest. Haba games such as Animal upon Animal, Gold Donkey and Orchard get played a lot (alongside other trusty favorites, such as Chicken Cha Cha Cha, Gulo Gulo, etc, etc).
Being the father of three awesome boys is a really fantastic privilege!
Monday, December 19, 2011
It takes a village (Urban Sprawl)
Chad Jensen is a designer of many games that lots of people like. Mostly, the Combat Commander series and Dominant Species. Although Kozure and Bearbomb are fans of CC, I prefer Conflict of Heroes. We've played Dominant Species a few times, and although I recognize that it's a good game it seems too long by a turn or two, and in my opinion El Grande does a very similar thing in a much tighter package. Anyway, this is a long winded way of saying that although I looked forward to playing Urban Sprawl, i didn't expect to love it.
Kozure and I were once again accompanied by Bearbomb, but this time he brought along a friend. 4 is the maximum number of players for US, so I was a little worried that a long game would go even longer.
Let's start at the beginning. Urban Sprawl is a game about city building. The board is a grid representing a town, and it starts with some buildings built. Over the course of the game, players will take out permits to allow them to build buildings in different parts of the city. Various buildings are randomly made available for construction, depending on the stage of the game. A host of random events come up throughout, giving bonuses or allowing a player to change the landscape in some way. Finally, in the second stage of the game onwards, certain roles are handed out, such as mayor or union boss, based on specific criteria (such as the player controlling the most valuable factory building).
The placement scoring rules encourage players to play similar buildings adjacent to each other, but other rules will motivate players to play elsewhere. The end result is that the city organically grows with some semblance of zoning intact (industrial zones, residential zones, etc), but it's not at all rigid so the final city is realistically diverse and quirky in it's layout... Just like real cities are. That part was pretty cool and well realized. The various building powers are interesting and working out good combos of buildings to play and clever placements of said buildings is definitely fun.
But. But.
Wow, it's long. and the events are really frequent and random. And don't even think that your money or board position will look anything like it does now on your next turn, because it won't.
The main decision a player will have to make revolves around working out the best placement for the buildings he wants to build. It isn't a simple or easy decision, as it requires some calculation and analysis of a fairly busy board, but it's not bad and certainly reasonable and enjoyable. Unfortunately, for me, the sheer number of random events that happen at the end of each turn felt excessive. They often have a significant impact on the game, but more than anything they just added too much time.
From his earlier designs, I know that the designer likes a heavy dose of chaos in his games. Similarly, length almost seems likes a preference. In my opinion, what worked in combat commander didn't really work here as well. It was a fun game, but after nearly 4 hours we still had over an hour to go... That kind of play time isn't justified by the mechanics. I realize that removing the events entirely would kill some of the flavor that the designer intended but a reduction would certainly help.
Anyway, there was quite a bit of movement in points throughout the game, though generally Bearbomb and I exchanged first and second place throughout most of the game. I had concentrated on civic buildings, And gathered the media marker early after Bearbomb had said a number of events gave bonuses for it. He wasn't kidding! It seemed like I was getting an endless supply of 1 dollar + 1 vp awards from all the events.
Bearbomb and Dale seemed to be very good judges of how to place on the board to reap majority bonuses.
At the end of the game, the roles give bonuses to the players that happen to have them. Like Dominant Species, these felt too large to me. I had the mayor and the lawyer, which netted me and absurd amount of points, stealing the game from Bearbomb.
So, I liked it. Some parts were really fun, and quite innovative. However the length, and particularly the wild randomness in relation to the length, bring it down a notch for me.
Kozure and I were once again accompanied by Bearbomb, but this time he brought along a friend. 4 is the maximum number of players for US, so I was a little worried that a long game would go even longer.
Let's start at the beginning. Urban Sprawl is a game about city building. The board is a grid representing a town, and it starts with some buildings built. Over the course of the game, players will take out permits to allow them to build buildings in different parts of the city. Various buildings are randomly made available for construction, depending on the stage of the game. A host of random events come up throughout, giving bonuses or allowing a player to change the landscape in some way. Finally, in the second stage of the game onwards, certain roles are handed out, such as mayor or union boss, based on specific criteria (such as the player controlling the most valuable factory building).
The placement scoring rules encourage players to play similar buildings adjacent to each other, but other rules will motivate players to play elsewhere. The end result is that the city organically grows with some semblance of zoning intact (industrial zones, residential zones, etc), but it's not at all rigid so the final city is realistically diverse and quirky in it's layout... Just like real cities are. That part was pretty cool and well realized. The various building powers are interesting and working out good combos of buildings to play and clever placements of said buildings is definitely fun.
But. But.
Wow, it's long. and the events are really frequent and random. And don't even think that your money or board position will look anything like it does now on your next turn, because it won't.
The main decision a player will have to make revolves around working out the best placement for the buildings he wants to build. It isn't a simple or easy decision, as it requires some calculation and analysis of a fairly busy board, but it's not bad and certainly reasonable and enjoyable. Unfortunately, for me, the sheer number of random events that happen at the end of each turn felt excessive. They often have a significant impact on the game, but more than anything they just added too much time.
From his earlier designs, I know that the designer likes a heavy dose of chaos in his games. Similarly, length almost seems likes a preference. In my opinion, what worked in combat commander didn't really work here as well. It was a fun game, but after nearly 4 hours we still had over an hour to go... That kind of play time isn't justified by the mechanics. I realize that removing the events entirely would kill some of the flavor that the designer intended but a reduction would certainly help.
Anyway, there was quite a bit of movement in points throughout the game, though generally Bearbomb and I exchanged first and second place throughout most of the game. I had concentrated on civic buildings, And gathered the media marker early after Bearbomb had said a number of events gave bonuses for it. He wasn't kidding! It seemed like I was getting an endless supply of 1 dollar + 1 vp awards from all the events.
Bearbomb and Dale seemed to be very good judges of how to place on the board to reap majority bonuses.
At the end of the game, the roles give bonuses to the players that happen to have them. Like Dominant Species, these felt too large to me. I had the mayor and the lawyer, which netted me and absurd amount of points, stealing the game from Bearbomb.
So, I liked it. Some parts were really fun, and quite innovative. However the length, and particularly the wild randomness in relation to the length, bring it down a notch for me.
Thursday, December 15, 2011
Keeping Track
Last week we played Troyes, followed by Tribune. I asked if we could give End of the Triumvirate a miss because I was fighting a cold and wasn't up to the requirements of deep strategery.
We had close games in both cases, though in both games the people who were tied or close to tied were Agent Easy and Shemp. My head was not in it that night.
I believe that Easy squeaked the win in both cases (Troyes - tie?, Tribune, tied for victory conditions, but one point difference on score?) but I am uncertain.
My recollection is hazy but I plead illness-induced head-fog.
We had close games in both cases, though in both games the people who were tied or close to tied were Agent Easy and Shemp. My head was not in it that night.
I believe that Easy squeaked the win in both cases (Troyes - tie?, Tribune, tied for victory conditions, but one point difference on score?) but I am uncertain.
My recollection is hazy but I plead illness-induced head-fog.
Labels:
The End of the Triumvirate,
Tribune,
Troyes
Sunday, November 27, 2011
Another kick at the can (Dominion x2, Panic Station, King of Tokyo)
The Wags group welcomed this week a new player, ececec. Unfortunately I arrived late and missed the two opening games of Dominion (with various expansions thrown in). All I know is that ececec beat Kozure bay single point in the last game.
We set up Panic Station. Ececec wanted to give it a try and I think we all wanted to give it another shot as well. Since last week's game, I realized a few things... First, the game DOES have a backstory that makes sense of a few of the game's odd mechanics. Apparently, the aliens are immune to traditional bullets so the players are searching for bullets specially developed by the decimated inhabitants of the ship to combat the aliens. Secondly, the androids are linked to the human's psychi so that's why they both get infected simultaneously. Whatever.
This session was not like the earlier sessions. Shemp was the infected one, but he decided to lay low for a while. So much so that I literally had no idea who I couldn't trust and just one turn before I thought I could win the game for the humans no one else was infected (and as far as I could tell, no attempts had been made either). I started looking around the table in case the host card has been accidentally left out of the game.
I then committed a grave error. I ended my turn in the hive, with all the gas cans I needed, but without any actions left to actually burn the hive. In swoops Shemp. I deflect the infection with a gas can, but then have only two left. Over in the other corner of the map, ececec does a heat scan and it's revealed that I am still human. He then trades a gas can with my android. On his turn, Kozure does the same. My turn again, oops! Let's move the critters and sure enough 4 of them come into the hive (1 in 4 chance of that happening!) and my human is pulverized. We then spend a few rounds coordinating a run by Kozure and Ececec to get my gas cans and burn the hive while avoiding the swarms and Shemp. A well placed grenade thinned the swarm nicely, and Kozure succeeded in putting the hive to the torch.
Again, I had fun,despite the somewhat clunky rules and thematic oddness/ blandness. It does keep you guessing, and it's pretty challenging for both the humans and the infected. I think it would play better with more players, and I look forward to trying it again.
We then finished with a session of Kings of Tokyo. Ececec picked up on it quickly, and luckily didn't seem too bothered when he was eliminated mid game. Kozure's mekadragon, equipped with those damned Wings and Acid breath destroyed us all.
It's just about a perfect game for what it is.
We set up Panic Station. Ececec wanted to give it a try and I think we all wanted to give it another shot as well. Since last week's game, I realized a few things... First, the game DOES have a backstory that makes sense of a few of the game's odd mechanics. Apparently, the aliens are immune to traditional bullets so the players are searching for bullets specially developed by the decimated inhabitants of the ship to combat the aliens. Secondly, the androids are linked to the human's psychi so that's why they both get infected simultaneously. Whatever.
This session was not like the earlier sessions. Shemp was the infected one, but he decided to lay low for a while. So much so that I literally had no idea who I couldn't trust and just one turn before I thought I could win the game for the humans no one else was infected (and as far as I could tell, no attempts had been made either). I started looking around the table in case the host card has been accidentally left out of the game.
I then committed a grave error. I ended my turn in the hive, with all the gas cans I needed, but without any actions left to actually burn the hive. In swoops Shemp. I deflect the infection with a gas can, but then have only two left. Over in the other corner of the map, ececec does a heat scan and it's revealed that I am still human. He then trades a gas can with my android. On his turn, Kozure does the same. My turn again, oops! Let's move the critters and sure enough 4 of them come into the hive (1 in 4 chance of that happening!) and my human is pulverized. We then spend a few rounds coordinating a run by Kozure and Ececec to get my gas cans and burn the hive while avoiding the swarms and Shemp. A well placed grenade thinned the swarm nicely, and Kozure succeeded in putting the hive to the torch.
Again, I had fun,despite the somewhat clunky rules and thematic oddness/ blandness. It does keep you guessing, and it's pretty challenging for both the humans and the infected. I think it would play better with more players, and I look forward to trying it again.
We then finished with a session of Kings of Tokyo. Ececec picked up on it quickly, and luckily didn't seem too bothered when he was eliminated mid game. Kozure's mekadragon, equipped with those damned Wings and Acid breath destroyed us all.
It's just about a perfect game for what it is.
Labels:
Dominion,
King of Tokyo,
Panic Station
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