Thursday, June 26, 2008

The men who saved, and then sold, the world (Fairy Tale, Pandemic, Traders of Genoa)

Remember Fairy Tale? We played it almost exactly three years ago when Jaywowzer brought over his copy. I felt it was a good game, but nothing spectacular. I recently received it as part of my last math trade, so I figured I'd give it a whirl. Guess what? Nothing's changed. It's decent.

Next, we played Pandemic. Reinforcing my theory that the luck of the draw is a rather overwhelming factor in the game, we followed a two game losing streak (6 if you count Kozure and Tili's games at Tabscon) with a rather easy win tonight. It didn't start off well, as Bharmer's first player card was once again an epidemic card. Lucky for us, however, we had very little difficulty getting sets together for cures, and the pandemics never really got into chain reaction territory. It was great finally registering a win, though, so I'm not complaining. Lots of fun.

We finished the evening with a game of the venerable Traders of Genoa. Predictably, I went with an ownership marker strategy. I managed to get one on the cathedral (ownership markers), the post office (messages) and all four goods buildings. They paid off.

Thankfully, too, because other than delivering messages I wasn't accomplishing too much. As the game wore on, I felt that I was quickly losing the lead my marker business had given me. I decided to use a "start anywhere" marker to start in the middle of the board and therefore shorten the game by a round. I did win, but it was very close (795, 770, 720, 695). 

Luch has to win a prize for most complex turns. He managed to play the entire tower on a couple of occasions by playing a flurry of additional action chips.

Ironically, Glory to Rome was the game we had all picked as the carry-over game from last week. It didn't make it on the table this week, but maybe next week?

Thursday, June 19, 2008

Well. that's better. (Glory to Rome, Princes of Florence, Pandemic)

After last week's embarrassing session of Princes of Florence, we felt we needed to redeem ourselves by playing again correctly. However, I had just picked up Glory to Rome and Pandemic, so I wanted to play those as well. From what I had read, trying to learn Glory to Rome late at night can make your head explode... so we started with that instead.

Glory to Rome
San Juan should be pretty flattered. Race for the Galaxy and Glory to Rome are both very close cousins to the card game implementation of Puerto Rico. Whereas Race is pretty much a more complicated version of San Juan, Glory to Rome uses a similar basic system but strays a bit further in terms of gameplay.

Let's get some first impressions out of the way: the art on the cards is pretty bad. Really pretty bad. It's a kind of cartoony art that seems like something out of Munchkin. It's odd, too, because the actual layout of the cards is quite thoughtful, so someone was clearly thinking about presentation. Part of the problem with the art is that it gives the impression the game is going to be funny or light. It is isn't either. The only argument I can think of in favour of the comic style is the fact that the game features real, live, direct player interaction (sometimes referred to as "screwage"), which is often not welcome in the more serious euros.

Like San Juan, the basic system involves choosing from various roles in an effort to build various buildings, each of which confers special abilities to the player once built. Most VPs wins. The execution is pretty different, though. Whereas San Juan is balanced, elegant and peaceful, Glory to Rome is complex, unbalanced and interactive. That's neither good or bad, it's just different. An indication of the differences can be seen in the basic roles... There's gathering materials, there's building buildings. There's also stealing materials from other players and hiding goods meant for the reconstruction of Rome in your vault. The buildings add further chaos by providing different ways to mess with the other players' games and altering the rules in pretty powerful ways. The game also introduces a new kind of resource, "clients", which allow a player to do the action of the chosen role as many times as they have of the correct client. This means that a player could conceivably set themselves up to take many times more turns than the other players.

Our first game went remarkably well. Considering everything going on, the game plays smoothly and logically. Kozure built the Forum about mid-game, which gives him instant victory if he can manage to gather one of each type of client. All he needed was a merchant, but we all worked together to prevent one from coming up. In the meantime, Bharmer built a Basilica which allowed him to steal cards to his vault directly from his hand. Let's just say we were all so focussed on preventing Kozure's automatic win that we didn't notice how many points Bharmer was stowing away. He won the game by a significant margin.

Our initial reaction to the Forum was that it was too powerful. Turns out we might have been wrong after all. We've only played one game, but I suspect we will get to see many cards and combos that seem too powerful, only to then find the antidote. Glory to Rome manages to be fun, thematic and strategic despite it's appearance. It should be a fun ride getting to know this one.

Princes of Florence

We played correctly this week. It's such a wonderful game when things are working! It was quite a close finish. Luch was ahead for the entire game, but he had no Prestige cards. On the final round, Bharmer and I tied him. Unfortunately for them, I did have some prestige VPs left to score (though I only completed one of my two cards successfully). I won by a slim margin.

Pandemic

Pandemic was the second new game of the evening. I played a few rounds a couple of days before, and the whole thing seemed pretty easy to pick up. Seemed perfect for the final game of the evening.

Turns out "easy to pick up" doesn't equal "easy to win at".

Pandemic is a cooperative game where players work together to cure 4 major diseases spreading like wildfire across the globe. Each player takes on the role of a specialist (a medic, a scientist, etc). Cubes in four colours are seeded at the beginning of the game to start things off and right away the pressure is on to do some damage control. Each player's turn, the infection spreads (cubes are added to the board). When a cube would normally be added to a city that already has three, cubes are instead placed in each adjacent city. In the meantime, players try to accumulate 5 cards of each colour to find the cures and eradicate the diseases. One of the most innovative mechanics in the game is that the cards which are flipped to determine the spread of disease are shuffled and placed back on top of the deck everytime an "epidemic" card is drawn. In other words, the sick places get sicker. And fast.

Our first game started poorly. The first card drawn was an "epidemic" card, so the board got ugly pretty quick. Our inexperience led to an out of control epidemic within a few turns and we lost pretty decisively. We immediately wanted to play a second game, however (good sign), so we tried again. Although the second game also felt pretty rocky, we seemed to be holding our own (though the experience quickly and frequently careens from cautiously optimistic to nearly hopeless). Coming down to the wire, we had cured the red, yellow and blue disease. Black was left but we were one turn away from curing it as well, for the win. It came down to the draw of Bharmer's last card. There were only three left, and one was an epidemic. He drew the epidemic. If memory serves, Moscow was the last city to pop, ending the game.

Playing Pandemic felt a little like playing an old 80s video game, like Arkanoid or Berserk. You try to act fast, try to respond to what is being thrown at you. It doesn't feel terribly deep and there's lots of luck, but you can definitely hone your skills and improve. Also, it's fun.

I like that players truly have to work together to succeed. I like that it's not easy to win (we were playing on the normal difficulty with 4 players. I'm told it's easier with fewer players, and obviously if we had played the introductory difficulty we might have won in our first games). I also like that it's pretty short and simple to teach. Another good game.

Thursday, June 12, 2008

Princes of *Teh Suck* (Goa, Princes of Florence)

It all started innocently enough...

Goa was the carry-over game from last week. I had mentioned last time that I would try to see what could be done by advancing the money and ships track, since I never seemed to use them much. With the extra money, I was able to make a couple of very strong bids. Of course, the money goes to another player, so I'm not convinced it's a good strategy in the long term.

It was a ridiculously close game. 35, 35, 35, 34. Kozure won the game with the most money as the tie-breaker.

Next we played Princes of Florence. Well, it may be more accurate to say we played some game using PoF game pieces. What it was we actually played is anyone's guess.

You see, we couldn't find the rulebook. PoF is one of m favorite games, and we've played it quite a few times as a group, so it shouldn't have been such an obstacle. Little details were hazy, though. We weren't sure what the starting money was. We figured it must have been roughly 1800 florin. We were wrong (it's 3500). Things went downhill from there.

In the first auction, everyone felt poor and Luch picked up his Jester for 200 florin. We should have packed up then and there, but we didn't.

During his second turn, Kozure realized he had made a mistake. He and I spent a considerable amount of time trying to reconstruct his previous turns, though in the end neither of us were really sure our conclusions were correct. Again, we should have just started over, but we didn't. Incidentally, we discovered later that our calculations were entirely off.

I normally do very well at PoF. This night I sucked. I was constantly having to spend prestige points to be able to afford my actions. I couldn't set myself for future actions to save my life. On the 5th round, I won a jester in an auction on purpose, just before I remembered that what I NEEDED was a park. That move meant I couldn't satisfy one of my prestige cards and couldn't complete more than one work over the next 2 rounds. I briefly calculated I lost 22 points.

Lastly, Bharmer realized (in a weird flurry of activity) that he was both miscalculating his prestige score AND scoring works as though he had features he didn't. It was at this point we came to the conclusion that the results of this session were entirely fictional and that it was impossible to determine the real winner. There was a fit of slightly maniacal laughter amongst the group as we tried to understand what had gone so wrong.

I *think* Luch played the whole game correctly, and so we declared his second place finish as the win.

We will be playing Princes again next week, if only to redeem ourselves.

Oh, and just to rub salt in the wounds we found the rules as we were putting away the game...

Friday, June 06, 2008

Cards, Cards, Cards

First games night at my new house was a bit of an understated affair; Bharmer arrived late, Agent Easy was taking care of his sick wife and Shemp Duchamp is still taking time off to be with his wife and newborn child. Ouch, however, managed to both find the new location and show up on time. No matter, we killed time by eating leisurely and watching "Bender's Big Score" - the first Futurama TV movie.

Since we didn't have a quorum until around 8:15 PM, the night got off to a late start. We played two games of Race for the Galaxy, followed by starting (and almost finishing) a game of Plunder.

I'm still enjoying RftG, despite its reputation as a sort of auto-pilot solitaire game among some detractors. I do think that it will benefit from the additional player interaction promised in the expansion. One of the things I enjoy about it is the double-think aspect of role card selection, combined with trying to time your scout/develop/produce/trade/consume phasing to give yourself maximum advantage and -ahem- "screwing" your opponent.

If you don't pay attention, there's definitely a sense of auto-pilot in the game, but the random card draw also sometimes forces you to adapt or wholly discard strategies, especially if you aren't drawing the cards you need. Alternatively, you can go for the "deep search" seven (or eight with some exploration modifier) draws to try to get exactly what you want.

For a quick playing and well-themed game, there's also a decent amount of strategy, I feel, so I quite like this one.

I won the first game with a military strategy for Alpha Centauri - 37 points. Bharmer took the second with a pretty descent market economy strategy and 35 points. I came in a close second with 33. Ouch is still getting used to the game and is consequently not scoring quite as high as the rest of us.

I dragged out Plunder for the third (and final) game of the night. I'm certain there's a decent game in there somewhere, and this - if I recall correctly - third or fourth session of this game seems to have gone fairly well. I did modify the starting set-up somewhat, adding two additional open sea cards NW and SE of Tortuga. After this play, I think that this is a average-decent game that needed one more pass to make it good. It's still the best Pirate themed game I own/know of, unfortunately, that doesn't really say much. My friend Captain Physics has acquired a copy of Blackbeard, but I think that level of semi-wargame complexity is probably beyond the realm of preference for this WAGS group.

A good night, if a little abbreviated. Also, we ate a lot of Japanese themed food - yakitori chicken skewers, miso-basted salmon, Japanese white rice and green beans, as well as yummy PC wasabi-honey rice chips.