Showing posts with label Chaos in the Old World. Show all posts
Showing posts with label Chaos in the Old World. Show all posts

Thursday, May 19, 2011

Pus is a harsh mistress (Chaos in the Old World, Steam)

Pablo joined us and made it a foursome, allowing me to select Chaos in the Old World... a game I like a lot but only ever want to play with the full complement. We followed with another game that doesn't play well with three: Steam.

Oddly, despite both game being typically 1/1.5 hour affairs, both took 2 hours each.

Chaos in the Old World

I played Slaanesh, Shemp was Nurgle, Kozure was Tzeentch, and Pablo was Khorne. I had never played Slaanesh, the "prince of pleasure and pain", so it was fun to explore. Speaking of which, as much as I enjoy the game, I still can't get past the corny theme. I'm sure there are people out there that think it's the coolest thing ever, but I have to say that I personally wish they could retheme this game.

Oh well, whatever.

The old world cards that came up where definitely favoring me because quite a few heroes were popping up around the land. Since heroes and nobility give me bonuses, i had a much easier time than I otherwise would have getting my dial ticks. Pablo was doing his best to knock us around but I think Khorne becomes more difficult to use as players get to know the other gods... it seems like getting away or neutralizing the attacks is relatively easy. Anyway, Kozure and Shemp were running away with the VP track so I had to try to get there with a dial victory. On the last turn, three players satisfied a win condition. Lucky for me, dial victories take precedence so I took it.

This game, mechanically, is really good. There is some chaos, and the cards and dice can be swingy, but the better player probably wins most games. Still, I am at a loss for the terrible board layout. Huge expanses of available cardboard real estate are used for nothing while two provinces get crammed into a tiny little space in the corner. This is a fictional landscape, there is no reason why the final layout should have been this impractical!

Steam

This was Pablo's first game of Steam. We played on the USA map and it was a tense game as usual. As with Chaos in the Old World, scores were incredibly close: Kozure in first with me and Shemp tied one point behind the leader. Amazingly, PAblo was just a few points behind us (I say amazingly because in a first game of Steam against experienced players it would be easy to end up in a tailspin and go bankrupt or be way behind). It all boiled down to who had the 6 point deliveries on the last round, and Kozure had 1 and Shemp and I did not. Very close.

Thursday, July 29, 2010

Pus n' brains! (Chaos in the Old World, Unpublished Prototype)

Pablo joined us once more, so we took advantage of the occasion to play our first four player game of Chaos in the Old World. We also played another of Kozure's game creations... this one being a zombie dice game (which, as usual, I won't describe here in any detail).

Chaos in the Old World

Finally! A four player game. We gave Pablo Khorne since he is, on the surface, the easiest to play (and so best for newbies). I drew Nurgle, Shemp Tzeentch and Kozure Slaanesh.

I decided to concentrate on ruining one or two of the populous regions on the Board. Since warpstones were seeded to the north at the start, Shemp spent most of the game there (magicking and such). Khorne started in the high value central regions and Kozure's Slaanesh was busy sexing it up in the south. This arrangement squeezed me between Khorne's axe and Tzeetch's spells.
The Empire and Kislev were my targets and I focussed on getting lots of cultists there in order to rapidly corrupt them. I also added a single token to Troll Country and Bretonnia. Kozure looked like he was running away with it in VPs, but Shemp was doing quite well in the "Dial ticks" category. I was a close third, but I was banking on the ruination points putting me in front. On the fourth or fifth turn, three regions corrupted at the same time. Since I was in first place for two of them, I netted over 30 points and won the game.

I hadn't really realized how powerful ruining regions could be as a strategy. We haven't done much of this in the past, but after this game I expect to see it again. Pablo had difficulty keeping up with us since it was his first time, but by the second half he was doing quite well (with Khorne, it's almost a waste of time trying to win on VPs... better to get dial ticks and beat others down). The game play is a great mix of the euro and american style. The placement rules and action points make for a very strategic game, but the card effects and dice rolls keep things interesting. I look forward to playing this again with four experienced players.

Saturday, February 20, 2010

Battles: With and without Pus (The End of the Triumvirate, Chaos in the Old World)

No new games this week (shocking, I know). We played The End of the Triumvirate and Chaos in the Old World (me, Kozure and Shemp). Curiously, these are all games that I was impressed with the last time I played them, but felt a little less satisfying this time. Maybe it was the games, maybe it was my mood. Who knows?

The End of the Triumvirate

This system is a very successful three way tug of war. In order to succeed, you have to make sure you are moving towards one of the three possible victory conditions without allowing another player to get ahead of you in another track. Alas, this is what happened.

I was Caesar, and decided I would try for the political victory. I focussed on gold, and political competency. The idea was that I would stay ahead in that track, buy votes as often as I could and either get elected twice or do it once and corner the vote. I thought that if I made myself an easy target I would benefit from people attacking me and move ahead on the political competency track for free (due to the compensation given to the vanquished in battle). Unfortunately, Shemp and I skirmished too much and allowed Kozure to get too strong. Although I was one turn short of winning myself, we weren't able to stop Kozure from winning a military victory. To Crassus go the spoils.

As I said, it's a fun game but for some reason it felt a little "off" for me. There was some downtime between turns, we had to look up the rules a lot, etc. Not sure why, just seemed less polished than I remembered.

Chaos in the Old World

Having finally figured out the correct rules to the game, I was anxious to give this potentially great game another spin (the game ships with a couple of game-breaking errors which made our last games interesting but incredibly lopsided). We drew randomly, and I ended up being the same character as last time... Khorne, the red. Kozure played Slanesh and Shemp was Tzeentch.

Playing correctly, it becomes extremely easy to gain dial "ticks" as Khorne. Khorne is such a force militarily that overcoming the other's minions is a simple task if they don't run away. I was gaining two ticks nearly every turn.

I'm told that it's very easy to play and win as Khorne at first, but experienced players make it very difficult for him to win. I can only extrapolate that seasoned players know how to retreat and make Khorne waste actions. I'll really try to play a different god next time in order to broaden my horizons...

Anyway, it was still a good game and I did enjoy it, but there is something about the gameflow I find clunkier than it should be. Particularly, the multiple housekeeping phases required before ending a turn is annoying. Similarly, having to go through all the provinces sequentially three times in order to resolve combat, then domination and then again to do corruption seems like a bit much. We ended up doing many of the steps simultaneously, but also often forgetting a step here or there.

Not a deal breaker. As the others said at the end of the game, by the end it was starting to feel pretty smooth. I feel there is probably a very good game there, we just need to internalize the steps a bit better.

Regardless, here are a few additional thoughts on the game:

1) One of the characteristics that often separate a euro from and american game is the presence of a spacial element and the representation of physical movement. The euros will frequently go with a more logistical approach which presents choices in an abstracted way, while the american game will often have a map and units moving from one space to another. In this respect, Chaos in the Old World feels much more like a euro than an american game. Although the units occupy a map that represents a fantasy world, units do not really travel from place to place in any meaningful way. Every game turn, players summon creatures to one or more regions, they battle and/or corrupt and then that's it. Adjacency is only meaningful because of a few placement limitations (units need to be placed in contiguous provinces). It's much more similar to El Grande or China than Risk, for example.
2) Another defining characteristic of american games is that at the end of a session there is usually a story to tell, whereas with euros it's pretty hard to describe what happened thematically. CitOW doesn't lend itself very well to storytelling in my opinion.
3) The game effects that the random "Old World" cards have on the game give the system an ameritrash feel, but not nearly as pronounced as I expected. The effects are all known at the start of each turn, and although they will certainly favour one player over another it hasn't yet felt like it was overpowering. More than anything, it transforms the landscape over the course of the game and forces players to keep on their toes.
4) The player's cards and factions work together very well to make each god play differently. The powers of the cards in particular are just powerful enough that playing well requires using them effectively, and playing them effectively means doing things differently than the other players. It is also quite obvious that each faction has cards designed to nullify the powers of others, so there is a definite tug-of-war going on in this game as well.

All in all, despite the heavily applied theme and the presence of dice based combat, the game mechanics feel more euro to me than american. Given my personal preferences, that's a plus.

Saturday, January 16, 2010

Corn is red ! (Chaos in the Old World x2)

I'm often on the lookout for games that manage to blend the elegance of euro games with the thematic gameplay of american style games. Although I like the clever mechanics, the streamlined gameplay, etc of the euros there is also a part of me that likes the miniatures and cards and *fun* that the thematically superior american games offer. Unfortunately, I've tried lots of the themey games and have usually been disappointed. They are either too long, too random, too fiddly or they have too much downtime (even some I like, like Fury of Dracula, have these problems).

Chaos in the Old World is a game that was getting a good amount of buzz because it apparently did a great job of providing a thematic experience within the framework of a solid and compelling game system. The length of the game was apparently just 90 minutes, the mechanics were supposed to be a blend of area control and combat. Sounded interesting.

The theme. Players play evil gods (from the Warhammer universe, apparently. I know nothing of it), bent on the ruination of the world. Each represents a specific vice, and uses a combination of magical powers and a variety of demonic creatures to bring about their personal brand of corruption into the world. The game goes to great lengths to bring out the theme in the art (the board is a depiction of stretched skin, for example). The cards back it up with explicit names and illustrations, like the disease god's "Rain of Pus" for example. Kozure wrote a separate post about how some aspects of the theme bothers him, how impersonating a character engaging in acts of such depravity felt wrong to him. Personally, I just find it corny. The surface theme of evils gods doing evil things doesn't strike me as better or worse than any other theme, but I find the specific references to pus, torture, disease and depravity very adolescent (comparable to teenage vampire movies, or just about anything else goth). It almost put me off buying it, but with Christmas gift certificate in hand and many people at BGG talking about it as game of the year, I decided to go for it.

The game does get points for naming one of the gods Khorne (Corn!), and making that god the red one.

Mechanically, the gameplay works with the theme but isn't particularly suggestive of it. Turns start with the revelation of an event card which has an effect on the game for that turn (such as announcing the arrival of elvish corsairs that will do battle with units present in certain spaces). Following this, the turn consists mostly of placing influence on the board (cards and units) and resolving combat between the creatures that have been unleashed there. After the combat has been resolved, VPs are awarded and "ruination" tokens are added to the board based on a kind of area control mechanic.

One of the defining characteristics of the game is that each god has the potential to improve his position by fulfilling a certain condition. Khorne does it by killing opposing creatures, Nurgle does it by corrupting populous areas, etc. At the end of each round, if a god has fulfilled this condition at least once they get to turn a dial on the board one step and receive the reward listed on the dial. If they fulfilled their condition more times than any other god, they can rotate it twice. If the god manages to reach the end of his dial, he wins.

This means that there are a few different path to victory... VPs or dial clicks. Each god has apparently been balanced a little differently. Each god has a different deck of chaos cards (magical powers that are used as effects on the board), different creatures with different stats, etc. The end result is that playing a different god should lead to a different experience.

I'll preface the session reports by saying that there is a small but extremely significant error on the card for one of the gods, Slannesh, which incorrectly describes the condition for dial click advancement. We didn't know about it and that god ended up being extremely unbalanced and won handily both games because of it.

I played Khorne in both sessions. Shemp played Slannesh in both sessions, but Kozure switched from Nurgle to Tzeentch in his second game. In both games, Shemp managed to get a number of noble tokens on the board in hard to get places and was generating dial clicks and corruption like it was going out of style. There were a number of entertaining battles and swings of events, but ultimately it was impossible to stop Slannesh from winning. It was impossible even to come close. Now that we know the correct rules, it will be fun to see how it plays when things are balanced. The god's personalities definitely come through with their abilities, and each player's gameplay is definitely affected by that. I was pure combat, but Shemp was very strong defensively. When Kozure played Tzeentch, he was creating chaos on the board with teleportations and other unexpected magical effects.

Despite the balance problems and some aspects of the theme, I quite enjoyed the game. The theme of gods trying to exert influence on the world through combat and magic comes through well, and the various moving parts do a good job of giving the game a sense of progression and variability without ever feeling fiddly (I'm talking about the hero, noble and skaven tokens, the Old World start of round cards, the god's upgrade abilities, etc). There appears to be more repetition than I'd like in the various card decks, but hopefully there will be enough combinations that will keep things feeling fresh. I also really like having alternate victory conditions in a game (another recent game, Power Struggle, has caught my eye for the same reason). I wouldn't say Chaos in the Old World blew me away, but does a good job at scratching the american style game itch in a euro timeframe and level of complexity.

Friday, January 15, 2010

Buckets of Blood and Showers of... Other... Bodily... Fluids

WARNING: This review contains concepts of a graphic nature which may be unsuitable for younger readers. It also contains unfettered waxing philosophical. Reader discretion advised.

Chaos in the Old World
, far from being a game about monkeys running the European Union (*rimshot*), is a area-influence / mild wargame with variable player powers, card-based spells / effects and an action point (in this case "power point") mechanic. Underneath the blood-spattered chrome, this is actually a pretty clever little game.

I don't have time for a thorough review of mechanics and play - I'll leave that to the esteemed Agent Easy should he so wish, but I did want to record for posterity my thoughts on the theme and feel of this thing.

I'm not a squeamish person - I've attended (and remained entirely lucid through) two drug-free births and treated a few pretty bloody wounds in my time. I've watched my share of Tarantino films and various splatter-filled gorefests of movies. One would think I'd be "desensitized" by this point. Be that as it may, Chaos in the Old World makes me feel like I should be handling it with latex gloves and a haz-mat suit to avoid the ichor dripping out of its suppurating infectious wounds.

Once again, the game itself is not bad - I want to be clear - but the idea of drenching an entire continent in blood, pestilence, dark magics and perverted sexual frenzy as a game theme somehow turns my stomach in a way that playing wargames (which, to be quite honest, depict similar, if not quite as exaggerated, forms and degrees of pain and suffering) doesn't.

Board games and video games are, for me, ways of exploring alternate realities and possibilities of existence which (for a multitude of reasons) are impractical, impossible, undesirable, unachievable or sometimes just inconvenient. Quite aside from their mental challenge (and their sense of competition) - the theme of games allow me to stretch my imagination and play with perception and reality.

It's fun to imagine oneself a fighter pilot, business tycoon or even a lowly pre-industrial German farmer. To play at being a god dedicated to chaos and destruction... well, it just feels... wrong to me.

To simultaneously invoke Godwin's Law (yes, yes, I automatically lose) and use gobs of mega-hyperbole, I have a icky sense about this game that I'd imagine I'd feel playing a game about rounding up hidden Jews in France, playing a serial killer in1977 New York, scheduling various sexual escapades in a Caligula-esque court, or distributing smallpox-infected blankets to Native Americans.

This is a game where the theme specifically invokes (and revels in) rape, murder, disease, torture, slaughter of peasants, blood sacrifice, insanity, corruption and a host of other unpleasant concepts.

"But it's just a game," you say.

True. Completely true.

Playing Devil's Advocate (almost literally, in this case), I've often felt that understanding what is attractive about evil helps one to know how to combat it. The concept of unbridled lust, wrath, violence, manipulation, random change and the like, represents for me a kind of personal freedom which is incredibly seductive. The idea of giving into all of these impulses of a carnal nature - to kill and torture without remorse, to have frequent and consequence-free sex, to scheme to give oneself power by trickery lies and deceit - appeals to the primeval urges of the amygdala and the crocodile-brain cerebellum and medulla oblongata.

To live as a god - without sin or fear of retribution - is attractive. It's certainly one of the appeals of Existentialism. I'm sure Shemp and I could have all sorts of interesting debate on its ramifications for society and individuals given his and my opposing views on religion and selflessness. In any case, I can see why some people might enjoy the sense of power and freedom that one might derive from playing this game (theme-wise)... I guess I just want to say that I'm a wee bit uncomfortable with it.

We're being evil in this game, kids, and it's not the usual hand-wringing, mad-scientist cackling cartoony-evil. We are trying to literally corrupt and reduce to ruin an entire continent. Capital "E" evil. Is that different that being a cutesy imp-commanding overlord in Dungeon Lords or corrupt government officials keeping down the populace in Junta? Or playing SS troops in Squad Leader? (I love those games, by the way).

Yeah, it's a game. No, I'm not asking that it be banned or people run screaming for the hills or shout "for Heaven's sakem won't someone think of the children?!". I'm not thumping a Bible and saying this offends God.

I do think that people should occasionally stop and think about what's going on in this game, what it says about the fictional world it represents and the real world it... parodies? satirizes?

What we think about good and evil, in short.

Heaven knows there's enough suffering in this world - in Haiti, Afghanistan, Sudan, the Phillipines - to want to invent more in our fantasies.

Play this game, if you're interested in it. It's pretty good. But like reading Lolita, The Story of O or Blood Meridian, there are imagined acts and events contained within which are pretty unsettling and world-view challenging.

To quote the internet meme "What is seen cannot be unseen."

Or you can just shrug it off and say "It's just a game."