Friday, July 27, 2007

Potluck! (Yspahan, Dungeon Twister, Louis XIV, Jungle Speed) 8169

I had everyone bring a game they owned tonight.

Yspahan

Yspahan is a game I'd heard much about recently, but what I heard hadn't intrigued me very much. Having played it, I'm happy Bharmer took the plunge... it's a very good game.

It's a game about trading in the middle east, but the theme is thinly applied. This falls squarely in the category of games where theme could be just about anything (not to imply that the theme isn't appropriate or welcome, just that it's somewhat irrelevant). Really, it's just one in a long line of euros where the goal is to get as many victory points as possible by managing your resources and making tough choices along the way. What sets this game apart for me (after one play, mind you) is that there seems to be several legitimate avenues to success and the level and type of confrontation feels just about perfect. All this, and the game is very short at 45min. to an hour!

Each turn. players must choose between claiming souks for points, building buildings (for points and special powers), claiming spots on the "camel track" and gaining money or camels (a form of currency in the game). One of the most interesting aspecs of the game is the dice mechanic which generates these choices: the starting player rolls eight dice. The dice are then spread on a board with 6 fields. All the dice showing the highest number rolled get placed in the "generate money" field. The dice showing the lowest value is placed in the "generate camels" field. The rest of the dice are spread out according to the value shown on the fields in between in ascending order. Example:

Roll=1,2,2,2,4,6,6,6.
Result=Place the die with the 1 on the camel field, the three dice with 2s on them on the second field, the die with the 4 on the third field and the three 6s on the highest field (because no 3s or 5s were rolled, this leaves the fourth and fifth field empty).

The fields with dice on them determine the choices available to the players. 3 dice on the camels would allow a player to take three camels. 3 dice on the second field allows a player to place three cubes on the sooks of a particular region (among other things). Etc, etc. In this way, the choices are constantly changing, and depending on the situation a player might want to choose something to advance his strategy, or to prevent another player from doing something advantageous to them.

My biggest complaint about the game would be that for such a quick and light game, there are a lot of rules. Once learned, it's easy to ignore this criticism, but I would consider it a barrier to teaching it to some people I think would otherwise enjoy this level of game. On the other hand, rules density shouldn't be a surprise considering one of the main strengths of the game is that many viable strategies are available.

Bharmer won. I came in a reasonably close second and Tilli was third.

Dungeon Twister

Luch arrived and we set up to play Dungeon Twister. Rather than attempt a four player game, we played two simultaneous 2 player games. I really enjoy the game for the balance it brings between strategy and chaos, and the theme helps releive it of some of the dryness it could have had otherwise. The rest of the group isn't enamoured with it, sadly, so I might not get to play much until I find someone who likes it as much as I do.

I won against Kozure 5-0, and Luch won against Bharmer 5-4.

Louis XIV

Another game I like very much, Louis XIV is another example of a very nice strategy game that packs a lot of punch in a short timeframe (and a small box). Now that I think about it, it's also pretty rules heavy. Goes with the territory, I suppose.

Things went very well for me. I was able to get almost all the goods I needed, when I needed them. I completed the mission which gives you a free cube where Louis is every turn... I think that one is very powerful. With it, I managed to fulfill 7 missions over the course of the game, giving me a victory (Bharmer was a close second). Very good game.

We finished off with two rounds of my favorite closer of all time, Jungle Speed . Good times.

Friday, July 20, 2007

The "War and Peace" of Eurogames (Die Macher) 8098

Die Macher has a certain notoriety at BoardGameGeek for a few reasons. It's the first game entered in the database, 20 years after it's release it's still in the top 10 highest rated games and it's one of the longest and most complicated eurogames ever. Despite it's high praise and legendary status, I was never under the impression I would actually PLAY it...

Well, Valley Games recently reprinted this classic as a very nice language independent version and Bharmer decided he wanted it. There you go.

Die Macher

The Idea

Each player represents a german political party trying to win a series of local elections in an effort to win the national one.

How it works

The game consists of 7 local elections played more or less sequentially. Each election consists of several short phases, where players engage in various activities meant to further their campaign. They will modify their party's platform to more closely match local opinion, purchase media support, plan local parties to drum up support, use special members of the party (termed the "shadow cabinet") to lock votes, create/ sway key issues, improve public opinion for their party or damage the reputation of others, etc, etc. Finally, Opinion Polls are commissioned and the results are manipulated by the commissioning party in order to achieve the desired effect (to boost their party or hurt others), or they simply do not publish the results if they can't be salvaged. When all is said and done, votes are tallied and a winner of the local election is declared. Players then move on to the next regional election, and the cycle begins again.

This being a game about politics, it only makes sense that the central concern revolves around opinions. Each player's party has a position on five issues (such as being "pro nuclear energy"). Each region, similarly, has a position on four issues. As the elections progress, the national opinion is slowly formed and/or changed. Parties with platforms which closely match the position of the region get more votes. Parties with platforms which closely match the national position gain party membership as the game progresses, and gain victory points at the endgame.

I said earlier that the elections are played more or less sequentially. In fact, while players are competing in the current local election, the next 3 are also visible and can be influenced by all the tools at the party's disposal in advance of those elections actually occuring. Certainly, a player who has layed the foundation for a successful election ahead of time stands to get greater rewards with less work. On the other hand, nothing is etched in stone, and effort/ money/ resources played too early can easily be reversed before that election starts.

In typical german game fashion, all this theme is represented rather dryly by hordes of wooden cubes being manipulated on a large abstract board (in this case, the board looks like a giant illustration of a circle divided into many little rings). Luckily (and also in typical german game fashion), the mechanics are quite interesting and work well together to make a very challenging and clever game with little or no downtime, despite it's length.

Thoughts

I actually didn't feel that Die Macher was the monster it's made out to be. Maybe it's because we've played lots of games, or maybe it's because I also play wargames on occasion (or maybe it's because I took the time to watch the introductory video by "Boardgames with Scott"). It's certainly the heaviest pure german game I've played, but despite the long playtime, many phases in the game and myriad interlocking mechanics, the end result did not feel overwhelming or overlong. In fact, our first game, including rules explanation, took only 4.5 hours! I suspect our next game would be roughly 3.5 hours. Die Macher remained engrossing throughout and was quite fun. My only (minor) gripe with the game as a system would be that no matter how cleverly the game mechanics represent real life politics the experience feels alot more like pushing cubes around for victory points that blazing the campaign trail. The theme is so strongly embodied in the rules that it's a bit of a shame that it comes off as abstracted as it does. From a components point of view, most things are quite functional and of high quality, but a few unfortunate icon choices has led to difficulty differentiating between certain political stances. It's really unfortunate, too, because you find yourself doing that quite commonly over the course of a game. Also, there is a mechanic for forming coalitions which doesn't seem to work that well. While coalitions are an integral part of german politics (I'm told), their impact on the game is a little underwhelming considering how many stars need to align to make it happen (congruent stances on at least 2 issues + the play of certain shadow cabinet cards in the current election). I won't pretend to have a good understanding of how all the scoring opportunities come together, though, so that comment might be very premature.

Kozure mentioned that he liked the fact that this was a german game which managed to combine passive-agressive play with aggressive-aggressive play successfully, a rare feat (most shy away from direct conflict). I agree with him. Off the top of my head, the only other one I can think of which tries to do the same is Kramer's Wildlife.

Session Report

This has been long enough, so I'll keep it short.

I came out strong at the beginning, locking a few high scoring media cubes and winning many votes in the local elections. Problem was, I pushed my shadow cabinet to hard at the beginning and was left without their support in the last few regions. The fact that the local and national position on most issues went from positive to negative over the course of the game without a similar shift in my party's ideals led me to a score of 0 in the final three regions!

I'll have to be more careful about that in the future.

The game was characterized by enormous bids for opinion polls (I beleive $26 000 was pegged as a "ridiculously high" price for those cards, but commonly surpassed none-the-less). In the first few rounds, I overbid drastically for turn order (though aside from the wasted money I think the turn order advantage was worth it). We were all quite aggressive on the media front, typically filling the 5 cube limit well in advance of any local elections.

Anyway, Luch was the decisive winner, with Bharmer and Kozure nearly tied for the 2nd prize. As for me, the three 0s put me out of the running to win. I was too absorbed trying to make things go my way to really notice what Luch did to come out ahead, but he DID have the largest national party at the end along with a couple of high scoring media cubes.

Next time, I will crush him.

Monday, July 09, 2007

Tide of Dice

Short break at work, so a short post about last week's games.

It was technically Brian's pick at my place - he couldn't think of anything he particularly wanted, so he said he'd decide once we got there.

We played Liar's Dice (a.k.a Bluff, Perudo, Bullsh*t, etc.) again - it's a quick filler. My parents were around until 8 PM, so we played something they could get into easily.

Afterwards, I left it up to Brian and he selected Tide of Iron, a recent wargame purchase I had made which was sitting off to the side on the kitchen table (only because I hadn't found time to stuff it into the downstairs closet, not because I was trying to push it on anyone.

Tide of Iron is a introductory/novice level wargame aimed at people who are interested in WWII tactical combat but don't want the complexity of Combat Commander: Europe, Advanced Squad Leader or the Advanced Tobruk System. That said, it's about two steps up in terms of complexity from Memoir '44.

It has a long set up time, necessitated by its interesting but somewhat flawed modular squad composition system and geomorphic terrain system. Components are excellent and rules are great. It's a very good low-medium (3-4 out of 10) complexity wargame, good for transitioning players between games like Memoir '44 and more grognardy offerings.

The tag-team of Bharmer and Ouch kept me hard pressed through the game and finally broke through with one turn remaining. I did handicap myself somewhat by giving myself fewer starting Strategy cards than is called for in the scenario, but it didn't make all that much of a difference, and they played well.

No time for a more detailed review save to say that Tide of Iron will be waiting for the day my eldest son turns 10 or 11 or so. I think he'll enjoy it quite a bit.