Friday, June 18, 2010

More More Martin and Macao (Steam, Macao)

I've signed up to playtest some new Steam maps, and this week I brought a new three player map to the group. I also brought along Macao, since I'm finding that game quite intriguing at the moment.

In an email exchange prior to games night, I discovered that Kozure wasn't particularly enamoured with the game. Shemp also confessed that his enitial enthusiasm for the game had waned. I was pretty surprised, because I still love the game. It pushes many of the same buttons as El Grande (the puzzle aspect of most effectively pushing wooden cubes around) but it plays with a wider number of players and has lots of expansions to keep it fresh. Shemp mentioned he wasn't thrilled with all the quirky new rules that come along with each expansion board, and Kozure prefers Railroad Tycoon's more forgiving and less constrained feel. Both said they like it enough to play it, but there was definitely little actual enthusiasm.

Isn't it funny how differently players can feel about games. We've been playing together for over 6 years and although we all enjoy a broad section of games together, I wonder if we were to make top 10 lists how many games would end up on all three.

I won't dwell long on how the games played. The Steam map played very well for three players, which is not really the case with the boards included with the game. I consider it a success and would choose to play this one again if we were three. Macao was characterized by dice that rolled very high, all the time. I recovered from a shaky start and managed to come within ONE POINT of Shemp. So. Close.

Kozure does not appear to be terribly enamoured with Macao either (though he says he thinks it's a good game, just not one of his favorited). I'll certainly grant that the theme is rather weak in this one (though still better than some). Probably on par with Puerto Rico theme-wise. I continue to be very interested in the way you have to plan ahead, all the while behaving tactically every turn and trying to get combos going. Very engaging.

Wednesday, June 16, 2010

More Martin (Perikles, Bacchus Banquet x2)

A.K.A. or good games that are best with more than 3.

Perikles

Perikles was well loved when we first played it. That was a four player game, and we have sinced played it 5 player and 3 player. In my opinion, 4 player was the best.

With three players, there are too many cities to vie for. It's not a huge problem, because they are not all equal (some have better armies, others are worth more VPs). Still, there was definitely less tension.

I did very poorly. I was getting neither the nominations to rule, nor the victories in battle. On many occasions, I realized I should have spread my forces to be in a position to get the VPs as the prime attacker/ defender, but didn't. I don't know.

It was much closer between Shemp and Kozure, but I don't remember who won.

I still liked it, but I wish we had been four.

Bacchus' Banquet

We played two hands of this odd little game. I started out as Caligula and won by getting the food and wine necessary to fulfill my goal. I also won the second hand as one of the characters that require 3 daggers. We had some nice doublethink going on with the gifting, and a few good uses of special cards messing up people's plans.

One of the issues with this game, other than it is yet another game better with 4 than 3 (probably even better with 5) is that the game length varies wildly between plays. If you are looking for daggers, you might have to wait a while if all that comes out is food.

Fun enough. Definitely different.

Saturday, June 05, 2010

Cocktail Weenie! Pew Pew! (Way Out West, Small World)

Kozure picked an oldie this week, Way Out West, to accompany one of his trusty standbys... Small World.

Way Out West

Way Out West has the distinction of being one of the very few Worker Placement games that Shemp likes. I made a concerted effort to buy the stage coaches in all the towns as they were available (it mostly worked. Kozure got the one in Abylene). This gave me a substantial amount of income, and counterbalanced the fact that I have a tendency to overspend in this game. Early in the game, Shemp attacked me in Kansas City (shooting pretend guns in the air, yelling "Cocktail Weenie! Pew Pew!". He would go on to repeat this frequently over the course of the evening). He had good odds (5-3, I think). I crushed him, losing only a single cowboy. This, too, would be repeated frequently over the evening. I grabbed my first improbable wanted poster and Shemp licked his wounds.

It's not that I was invincible... against Kozure the odds generally dictated the outcome. With Shemp, however, my dice were ON FIRE. I had a lot of wanted posters.

Shemp did eventually lock down the entirety of Kansas City. In the last round, he stole the majority in San Antonio from me. Kozure held the majority in Abilene. I had a few buildings spread around and some cattle, but my ace in the hole was my majorities in wanted posters and money. When the dust settled, it was a tie between me and Shemp, with Kozure close behind. There is no tie-breaker in WOW, but we awarded the win to Shemp, since the luck I had against him should have put him dead last so he must have been playing "real well-like".

Small World

This session of Small World was characterized by frequent declines. I started with Wealthy Halflings, grabbed the 7 gold and put them in decline in round 2. Shemp had the Stout Dwarves, which also went into decline in round 2 (since he keeps their bonus in decline). Kozure played the Merchant Ghouls(?), and as usual the merchant ability proved lucrative. My Tritons stayed in the West, fearing the spreading horde of Kozure's Commando Skeletons. Shemp had the Flying Giants, but they did not prove as fearsome as when Luch had played them last. I spent my last two turns with the Swamp Sorcerers, but I Shemp went into decline and so I was unable to convert man of his tokens (Kozure came along with his Diplomat Ratmen, but he made the truce with me so no dice there either). I only managed one conversion. Bah.

Small World is a game of maximizing small differences. Kozure made good use of the Merchant ability and also went into decline once less than me and Shemp, and I think this was the recipe for his success. Hard to say for sure, but if there was one power I'd say was slightly out of balance, it would be Merchant. Still, fun game.

Friday, June 04, 2010

Popular opinion wins (Mare Nostrum: Mythlogy expansion, Galaxy Trucker)

Last week, there was a brief exchange in the comments section about other games that might be better points of comparison for Cyclades than RISK. Although the commenter suggested Antike, I felt that ultimately it was Mare Nostrum w/ mythology expansion. Mare Nostrum is a game that was well liked when we played it a few times in the fall, but now with only three players it wasn’t getting any table time. For the sake of comparison and contrast, I suggested we try it out despite BGG’s unanimous warnings against it.
Mare Nostrum: Mythology expansion
On the surface, Mare Nostrum with the Mythology expansion is extremely similar to Cyclades. They are both wargame and euro hybrids, both set in the Mediterranean and both concerning themselves with the gods and mythological creatures of that era. The similarities end there, however… the ways the games are treated make quite a difference (of course, I could list many games set in renaissance Italy about trading goods and managing resources too).
We had never actually played the mythlogy expansion, so even though I was aware the game might not work that well with three players, I WAS looking forward to giving the new stuff a test drive. The mythology expansion adds four main things to the game:
1) The Atlantis faction for a 6th player, along with an add-on board to accommodate it (not used in our game).
2) A new Role card, the Priest, and +/- 8 gods. The Priest adds a new step to each round where players can choose to make an offering to a single god that will give them a one time use power that round. The cost is a 3 card set.
3) New military units: Mythological creatures. Each faction has a specific mythological creature that can be purchased and placed on the board like any other military unit. It always rolls 6s in combat, and grants an additional ability depending on the creature. The cost is a 6 card set.
4) New heroes. There is a huge variety of heroes in this expansion. In fact, there are so many that I ignored them because it was too much reading to know what they all did.
I liked the mythological creatures. They are a simple addition that further differentiates the factions. I hope that the game doesn’t become too focused on them, but that’s just a worry… I have no specific reason to think they would.
I liked the Priest role and the associated gods as well, but as Kozure pointed out there is a very real possibility that they would grind the game to a halt. They have abilities like “destroy any City on the Board” , which seems quite powerful considering the effort that needs to be expended to do the same thing using the military route. Although it’s true that there is a god that exists solely to defend yourself against the other gods, it means spending a 3 card set every time and that would extend the game as well.
The session we played demonstrated why Mare Nostrum is not recommended with 3 players. Without the crowded board, it’s too easy for all three players to just keep exploring until one of them wins the game. Trading is wonky, too.
I was Carthage, Shemp was Greece and Kozure was Babylon. As we explored and grew our empires, it became clear that Shemp’s engine was winding up faster than ours. I purchased a behemoth and went after him just as he was about to win. Although he made my life difficult crossing the sea, I did get to Athens and took his richest province. Problem was, going after Shemp in this way simultaneously weakened me and therefore the victory was handed to Kozure (who had spread out to form a monstrously large empire in the meantime). Unfortunately, I don’t think this was an isolated incident… it’s just not meant to be played with three players.

Galaxy Trucker
We finished the evening with Galalxy Trucker. We tried the “Evil Machinations” expansion for the first time. The idea is that each player is dealt four cards at the start of the game. Each card is a particularly nasty/powerful event , and players must choose one to go into each event deck. In other words, each player knows about one of the bad things that is going to happen, and can therefore plan for it. I had been holding back on this one because it sounded particularly nasty, but having played it now… it seems easier than the Rough Road expansion.
One thing that happened: Shemp’s ship got hit by large cannon fire in such a way that the ship broke into three pieces!
Maybe next time, we’ll try with Rough Roads AND Evil Machinations… Galaxy Trucker is more fun when things go wrong anyway! This game has legs. Lots of fun.