We thought we'd be five players this week, but then, before I knew it, we were back to three.
Pablo, Shemp and I gathered around a large bag of games. Our dictator was absent, but ordered us to play a very specific sequence of games in his absence. Then, the sequence was revoked. In our confusion, we ignored all instructions and chose to play a large number of short games so that Pablo could rip through his unplayed list that much faster.
We started with Vikings, which is a game I like very much. It packs a lot of game in a small package. Unlike a lot of games that try to insert a random factor in the hopes of making each game "different", Vikings succeeds at forcing you to consider each new round carefully once the tiles and Viking combinations are out. I was rocking this game, and built a very efficient set of manned islands. I started the evening with a win.
We followed with China. Another game that feels like a big game in a slim package, China never fails to conclude in approximately 1/2 hour and still provide a nice strategic experience. Shemp was gunning for me, and prevented me from completing any chains but a misunderstanding of the rules regarding emissaries caused him to fail his blocking strategies there. Pablo did manage a long chain, but ultimately I had enough majorities to pull win #2.
Clans followed. In my mind, anyone who enjoys China should also enjoy Clans. The games are completely different from a gameplay perspective, but they have a similar strategic weight, play length and semi-abstract nature. I goofed a few too many times during the game, and ultimately kept setting up the wrong colours. Shemp dominated this one.
Next up was King of Tokyo, the first repeat play for Pablo. I went first, and snagged the tentacles. Shemp stayed in Tokyo most of the game, but I was rolling lots of 3s and made it to 15 points without spending much time in the city. Shemp knocked us down with the -5 vp card but it wasn't enough... I used the tentacles to steal the jet pack from Shemp, forcing him to step down and I gathered the last few points required for the win. Pablo was yearning for hearts throughout the game but he couldn't roll them to save his life. On the other hand, he managed huge smack downs of 5 attacks on at let two occasions... This is a very fun game that achieves exactly was it's going for. Bravo.
Lastly, we played TransEuropa. In our first round, Pablo, in his first time ever playing the game, ended while Shemp still needed 8 links and I needed 5! Shemp managed to hang on a few rounds with his 3 lives before succumbing. In the last round, Pablo and I ended up tying so it was a shared victory for the final game of the evening.
Friday, September 30, 2011
Monday, September 26, 2011
The King with Wings (Roma/ Roma 2: The Arena x2, Lords of Vegas, King of Tokyo x2)
Kozure, Shemp and I gathered this week to play an evening of Vegas games. It didn't work out due to a lack of available time, but what can you do.
Roma/ Roma 2: The Arena
As Kozure was in charge of his lads that evening, Shemp and I played two rounds of Roma. We pitted the two decks against each other to see how that went. We'll certainly have to play several more times to really know if one is stronger than the other, but it certainly seems to me that the original Roma is a swingier deck, with more opportunity to score big points when things work and potential to get none at all if things don't. Roma 2 seems smoother, with better odds of getting useful cards but a slower overall pace.
In our first game, I was getting creamed because I couldn't get any VP generation going. I was down to one vp if i'm not mistaken. Luckily, Shemp lost all ability to roll the dice he needed, consistently failing rolls that had a 5 in 6 chance of working. I didn't lose that last point and in fact landed two forums and started reaping the rewards. A few short rounds later I bounced back and won the game. I did realize one thing, though... Once the opponent is close to winning, getting VPs can be a bad move if it ends the game before you have more than the othe player. It was necessary to bleed out VPs from Shemp before claiming them. Tricky.
Our second game was more even, and I don't remember who won.
Still enjoying this two player game. Long live Herr Feld!
Lords of Vegas
With the kids in bed, we started our game of Lords of Vegas. As the game developed, a few patterns emerged...
1) I once again started growing a large casino in the big center-left block. I seem to do this every game.
2) Kozure once again received a disproportionate amount of disjointed properties.
3) I got into a war over a casino with Kozure. Normally, this happens between me and Shemp. Although in the end I managed to wrest control from Kozure and end the game with two decent casinos, the constant re-rolling of the casino dice drained both our money and made it hard to stay competitive with Shemp.
There wasn't a huge amount of trading this game. Not sure why... The opportunities seemed harder to find (though Shemp tried his best!).
Shemp won by quite a large margin. Kozure and I were in a tight race for second.
King of Tokyo
Tom Vassel and Michael Barnes have both recently talked up King of Tokyo and so when I saw it I thought i'd give it a try. It's a very simple and mostly silly game about competing monsters trying to destroy Tokyo and each other. Although there aren't a ton of games with this theme, it's also not really particularly original. What sets this game apart is the simplicity and focus of the design. You are either a creature in Tokyo, dealing damage to all the monsters outside of Tokyo OR you are a creature outside of Tokyo dealing damage to the monster currently in Tokyo. Since the monster inside Tokyo cannot heal, it creates a natural cycle of monsters entering Tokyo, trying to stay as long as possible, and then leaving to lick it's wounds. The game is won by either accumulating 20vps or being last monster standing. It's a dice rolling game where you can either roll wounds, healing, VPs or victory points. Each player rolls three times, hoping to get dice in the combination they are trying to achieve, yada, yada, yada. A deck of cards representing upgrades spices things up as players can save up energy to purchase them and slowly transform their creature from, for example, a simple giant dinosaur to A GIANT DINOSAUR WITH TWO HEADS, WINGS AND ALIEN METABOLISM!!!. It's easy to teach, it's short and a lot of fun to play. Big thumbs up from me and easily the best boardgames Richard Garfield has done since Robo-rally.
In our first session, Shemp dominated Tokyo for nearly the whole game because he managed to snag the "wings" upgrade early, which allowed him to spend energy to ignore damage. I think Kozure won the second game, but I'm not sure.
Roma/ Roma 2: The Arena
As Kozure was in charge of his lads that evening, Shemp and I played two rounds of Roma. We pitted the two decks against each other to see how that went. We'll certainly have to play several more times to really know if one is stronger than the other, but it certainly seems to me that the original Roma is a swingier deck, with more opportunity to score big points when things work and potential to get none at all if things don't. Roma 2 seems smoother, with better odds of getting useful cards but a slower overall pace.
In our first game, I was getting creamed because I couldn't get any VP generation going. I was down to one vp if i'm not mistaken. Luckily, Shemp lost all ability to roll the dice he needed, consistently failing rolls that had a 5 in 6 chance of working. I didn't lose that last point and in fact landed two forums and started reaping the rewards. A few short rounds later I bounced back and won the game. I did realize one thing, though... Once the opponent is close to winning, getting VPs can be a bad move if it ends the game before you have more than the othe player. It was necessary to bleed out VPs from Shemp before claiming them. Tricky.
Our second game was more even, and I don't remember who won.
Still enjoying this two player game. Long live Herr Feld!
Lords of Vegas
With the kids in bed, we started our game of Lords of Vegas. As the game developed, a few patterns emerged...
1) I once again started growing a large casino in the big center-left block. I seem to do this every game.
2) Kozure once again received a disproportionate amount of disjointed properties.
3) I got into a war over a casino with Kozure. Normally, this happens between me and Shemp. Although in the end I managed to wrest control from Kozure and end the game with two decent casinos, the constant re-rolling of the casino dice drained both our money and made it hard to stay competitive with Shemp.
There wasn't a huge amount of trading this game. Not sure why... The opportunities seemed harder to find (though Shemp tried his best!).
Shemp won by quite a large margin. Kozure and I were in a tight race for second.
King of Tokyo
Tom Vassel and Michael Barnes have both recently talked up King of Tokyo and so when I saw it I thought i'd give it a try. It's a very simple and mostly silly game about competing monsters trying to destroy Tokyo and each other. Although there aren't a ton of games with this theme, it's also not really particularly original. What sets this game apart is the simplicity and focus of the design. You are either a creature in Tokyo, dealing damage to all the monsters outside of Tokyo OR you are a creature outside of Tokyo dealing damage to the monster currently in Tokyo. Since the monster inside Tokyo cannot heal, it creates a natural cycle of monsters entering Tokyo, trying to stay as long as possible, and then leaving to lick it's wounds. The game is won by either accumulating 20vps or being last monster standing. It's a dice rolling game where you can either roll wounds, healing, VPs or victory points. Each player rolls three times, hoping to get dice in the combination they are trying to achieve, yada, yada, yada. A deck of cards representing upgrades spices things up as players can save up energy to purchase them and slowly transform their creature from, for example, a simple giant dinosaur to A GIANT DINOSAUR WITH TWO HEADS, WINGS AND ALIEN METABOLISM!!!. It's easy to teach, it's short and a lot of fun to play. Big thumbs up from me and easily the best boardgames Richard Garfield has done since Robo-rally.
In our first session, Shemp dominated Tokyo for nearly the whole game because he managed to snag the "wings" upgrade early, which allowed him to spend energy to ignore damage. I think Kozure won the second game, but I'm not sure.
Labels:
King of Tokyo,
Lords of Vegas,
Roma,
Roma 2: Arena
Saturday, September 10, 2011
Bilkis' sacks of sand (Roma 2: Arena, Macao, 7 Wonders + Leaders expansion x2)
Roma 2: Arena
When I purchased Roma, I actually thought I was purchasing Roma 2: Arena. I remembered reading that one had text instead of icons, and that the same one had more paths to victory, but I didn't know which was which. When I saw Roma at j&j cards in Waterloo, I looked at the back and saw that the cards were text based, not icons, and purchased it. Unfortunately, the picture on the back of the box is of the German version, which uses text, but the north American version of Roma 1 uses icons. I purchased the wrong one. Anyway, figuring it couldn't matter that much, I opened it and we played it anyway. As it turns out, me and Shemp liked it quite a bit. Sure, many games are lopsided and the only likely path to victory is having Forums, but it was quick and enjoyable. Shemp decided to purchase Roma 2, figuring that at the very least we could try the variant where the decks from both games are pitted against each other. This week, we got a chance to fruit out (the base game, not pitting the decks against each other). It's good. There are definitely more paths to victory, and the game seems less fragile (less games will end because they couldn't get their engine going before they went broke), but the tradeoff seems to be a significantly longer game. I'd say I did like it better than Roma 1, but not by a wide margin.
Shemp won the game by emptying the vp pile, scoring one "phantom point" (I.e. The vp pile was exhausted, but the bank owed him one more vp). The phantom point broke the tie, making the game 19 to 18. Well played.
Macao
I was in the mood to play Macao again, just to see if Shemp's streak is truly over. In short, it is. The game was very close, between me and Kozure, though. A miscalculation left Shemp 1 cube short of scoring big,leaving him behind. Between me andKozure, it came down to the bonus end game points, and I had more.
About 4 rounds in, I activated the artisan. This card allows you to activate one card per turn without spending the cubes (as long as you have the necessary cubes in your supply). Between that card and the various mistressesthatgaveme a free cube in their co our every turn, I was flush with goods cubes. I either played very poorly or Kozure played extremely well, because I should have killed the other two with that combo so early in the game.
7 Wonders: Leaders expansion
We capped of the evening with 2 sessions of 7 Wonders with the Leaders expansion. It's a simple expansion that introduces a new deck of cards representing famous leaders throughout history. There is a pre game draft to deal each player 4 leader cards and before each age players choose which leader, if any, players want to pay to put in play.
The end result is not terribly different from the base game. The leaders allow a little more long term strategy, which is nice, that's pretty much it. Shemp commented that the downside to having these leaders is that it predetermines a strategy for you and reduces the interaction as players concentrate on their cards instead of blocking opponents.
The art continues to be very nice, and the game remains a very fun and fluid despite the additions. I'll probably keep playing with the addition in future sessions but I'm sure I won't really miss it if I play someone else's copy.
I won the first game using a combination military and science victory (as Rome, led by Ceasar, the guy from 300 and Alexandre the Great). Kozure won the second with a more focussed military strategy that apparently also involved burying all the brick in order to prevent others from building.
When I purchased Roma, I actually thought I was purchasing Roma 2: Arena. I remembered reading that one had text instead of icons, and that the same one had more paths to victory, but I didn't know which was which. When I saw Roma at j&j cards in Waterloo, I looked at the back and saw that the cards were text based, not icons, and purchased it. Unfortunately, the picture on the back of the box is of the German version, which uses text, but the north American version of Roma 1 uses icons. I purchased the wrong one. Anyway, figuring it couldn't matter that much, I opened it and we played it anyway. As it turns out, me and Shemp liked it quite a bit. Sure, many games are lopsided and the only likely path to victory is having Forums, but it was quick and enjoyable. Shemp decided to purchase Roma 2, figuring that at the very least we could try the variant where the decks from both games are pitted against each other. This week, we got a chance to fruit out (the base game, not pitting the decks against each other). It's good. There are definitely more paths to victory, and the game seems less fragile (less games will end because they couldn't get their engine going before they went broke), but the tradeoff seems to be a significantly longer game. I'd say I did like it better than Roma 1, but not by a wide margin.
Shemp won the game by emptying the vp pile, scoring one "phantom point" (I.e. The vp pile was exhausted, but the bank owed him one more vp). The phantom point broke the tie, making the game 19 to 18. Well played.
Macao
I was in the mood to play Macao again, just to see if Shemp's streak is truly over. In short, it is. The game was very close, between me and Kozure, though. A miscalculation left Shemp 1 cube short of scoring big,leaving him behind. Between me andKozure, it came down to the bonus end game points, and I had more.
About 4 rounds in, I activated the artisan. This card allows you to activate one card per turn without spending the cubes (as long as you have the necessary cubes in your supply). Between that card and the various mistressesthatgaveme a free cube in their co our every turn, I was flush with goods cubes. I either played very poorly or Kozure played extremely well, because I should have killed the other two with that combo so early in the game.
7 Wonders: Leaders expansion
We capped of the evening with 2 sessions of 7 Wonders with the Leaders expansion. It's a simple expansion that introduces a new deck of cards representing famous leaders throughout history. There is a pre game draft to deal each player 4 leader cards and before each age players choose which leader, if any, players want to pay to put in play.
The end result is not terribly different from the base game. The leaders allow a little more long term strategy, which is nice, that's pretty much it. Shemp commented that the downside to having these leaders is that it predetermines a strategy for you and reduces the interaction as players concentrate on their cards instead of blocking opponents.
The art continues to be very nice, and the game remains a very fun and fluid despite the additions. I'll probably keep playing with the addition in future sessions but I'm sure I won't really miss it if I play someone else's copy.
I won the first game using a combination military and science victory (as Rome, led by Ceasar, the guy from 300 and Alexandre the Great). Kozure won the second with a more focussed military strategy that apparently also involved burying all the brick in order to prevent others from building.
Labels:
7 Wonders,
7 Wonders: Leaders,
Macao,
Roma 2: Arena
Tuesday, September 06, 2011
Spite upon spite (High Frontier, Quarriors x2)
The four of us (Kozure, Shemp, Pablo and I) started with an intro game of High Frontier. Knowing that it's a difficult game, Kozure thought a learning game involving just trying to build a factory on mars would be a good idea to ease Pablo into the system (although, as Shemp aptly pointed out in our email correspondence leading up to the game, "not good" is a very generous description of our skill level with High Frontier). What is it about this game that is so challenging? Every time I play, I spin around in circles accumulating fuel endlessly only to realize that I could have launched much earlier. This game was no exception... I had forgotten how the air break leading to Mars worked, so I was trying to come up with a rocket that could get to the planet and still pay the landing costs. Anyway, Kozure got off to an early lead with a mission to drop of the robonaut he needed to build the factory. I was behind him ( once again wasting my time refueling at a nearby planet, not realizing it would be unnecessary due to the air breaking). Kozure essentially lost his lead by blowing up while going through a danger zone.
Then, out of nowhere comes Shemp with all the parts required for the refinery and successfully lands. Shemp for the win!
Pablo seemed willing to play again. We'll see.
Next up, we played 2 games of Quarriors, the new dice building game from Wiz-Kids.
Quarriors is a game that follows much of the Dominion model... Draw a hand (of dice, in this case), see what you can play from your hand and purchase one die from the center. The fact that the dice represent creatures and that there is much inherent randomness gives the game a very distinctly chaotic and light feel, but for a 1/2 hour game it's fun. I've personally been playing this quite a lot with my eight year old son and having a great time of it. The variety of creatures is very good because they very cleverly include several variant creatures and spells for use with each dice. There are synergies to be found between the dice, which is fun, but since it's a dice game you never know whether the combinations you are shooting for will really pan out.
Anyway, for the record Pablo won one of the games. He was very proud, because it was his first win at WAGS. I think I shed a tear of pride.
Then, out of nowhere comes Shemp with all the parts required for the refinery and successfully lands. Shemp for the win!
Pablo seemed willing to play again. We'll see.
Next up, we played 2 games of Quarriors, the new dice building game from Wiz-Kids.
Quarriors is a game that follows much of the Dominion model... Draw a hand (of dice, in this case), see what you can play from your hand and purchase one die from the center. The fact that the dice represent creatures and that there is much inherent randomness gives the game a very distinctly chaotic and light feel, but for a 1/2 hour game it's fun. I've personally been playing this quite a lot with my eight year old son and having a great time of it. The variety of creatures is very good because they very cleverly include several variant creatures and spells for use with each dice. There are synergies to be found between the dice, which is fun, but since it's a dice game you never know whether the combinations you are shooting for will really pan out.
Anyway, for the record Pablo won one of the games. He was very proud, because it was his first win at WAGS. I think I shed a tear of pride.
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