Showing posts with label China. Show all posts
Showing posts with label China. Show all posts

Friday, September 30, 2011

Ketchup (Vikings, China, Clans, King of Tokyo, TransEuropa)

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 Then, the sequence was revoked.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, August 27, 2010

Don't you understand the meaning of "Yield"? (Goa, China)

Strange story: I was listening to my "A Game of Thrones" audiobook as I arrived at Shemp's house. Shortly before I parked the car, a character says "Don't you understand the meaning of "Yield"? to John Snow after he goes into a rage during a practice duel. Upon entering Shemp's house, he tells me about how he had to yell at a guy in a car that almost ran him off the road on his bicycle. He mentioned that he had to yell "Don't you understand the meaning of "Yield" ? I don't know, to me it was weird.

We went "old skool" this week. I was hoping to get Goa, Puerto Rico and China played, but we only had time for Goa and China

Goa

Goa is a game that often gets put temporarily on the trade pile, but always comes off because it plays well from 2-4 and that's unusual for a game of this type. Also, it's theme is particularly uninspiring and therefore rarely gets off the shelf (it's been over two years...). Finally, and probably most damning, it's a good game but too bland to be very memorable amidst all the games we have (it's pretty close to playing a spreadsheet). Despite all this I enjoy it when it does comes out for the pure efficiency engine gameplay (though with auctions and an odd dash of luck introduced with the expeditions). I like it. It can stay.

Kozure seemed to be running away with the game, and Shemp clearly felt that he was doing very poorly throughout. In the end, Kozure did win, but Shemp and I were tied only 3 points behind.

China

Not much to say here. We are constantly surprised and impressed how much game there is here for the 30 minutes it takes. I pursued advisors more aggressively than Shemp and Kozure, and that won it for me.

Friday, July 04, 2008

Whoa. Dude. The idol is... like... made of g o l d. (Puerto Rico, Glory to Rome x2, China, Hollywood Blockbuster)

It was me, Luch and Bharmer tonight.

I know games generally go quicker with fewer players, but I was surprised how many games we got in our short 4 hour window.

Puerto Rico

The #1 game on BGG continues to pop up once in a while. I started with corn, decided I’d go for coffee, then got stuck with tobacco. I then decided to buy a factory and collect sugar and indigo for the set! I didn’t gain much from shipping, but the money I was making from the factory allowed me to buy two large buildings and win the game. Bharmer did manage quite a bit of shipping, but didn’t get as many points from buildings.

Glory to Rome

We were able to play two more hands of Glory to Rome, and I’m happy to say that it’s turning out to be a great game. One thing we all just came to understand is that the game can end very abruptly when a powerful combo of buildings gets built. The thing is, since GtR features an abnormally high number of such powerful buildings and combos, you really have to watch what’s going on.

In our first game, we were once again just sort of building buildings to see what they do. I came across a building called the scriptorium which allowed me to complete any building I wanted with just a single marble. That’s very powerful. In no time, I completed a series of random buildings I had started, one of which was the colosseum… a building that ends the game. Since no one had used their vaults, I knew I had won.

It all happened pretty abruptly.

Bharmer mentioned he didn’t feel very satisfied by the game, so he chose to have us play it again.

This time, things went rather differently. Luch built a building (the name escapes me), that allows the player to use the powers of his unbuilt buildings as though they were completed. He then started a virtual city of foundations and became so flush with special abilities it was probably impossible to keep track of them. I was keeping up with the joneses on the building front, but simultaneously stashing material in the vault. Near the end, Luch started completing buildings but most of his potential went unrealized, as the last in town site was chosen and the game ended. Since I was the only player to have played in the vault, I received a couple of bonus chits, and those six points gave me the win (though it was otherwise very close).

Now that we’ve played three times, I can definitely say that I really enjoy it. The games play out very differently each time due to the huge impacts the cards can have. The end can show up out of nowhere, and games can vary wildly in length depending on what triggers the end of the game, but it’s a card game so I don’t put it in the same context as most boardgames. I’m enjoying having to make the most of the cards I’ve got, and seeing how all the powers work together.
I think as a group we tend to undervalue the vault, but I’m pretty confident there’s a successfully strategy that counters that method as well.

China

What can be said about playing China? Luch often wins, and this week was no exception. He simply knows how to get those advisor connections going. He was ahead by the equivalent of a third of our score.

Hollywood Blockbuster

Amazingly, we still had time for another game. I pulled out my latest math trade acquisition, Hollywood Blockbuster, and we gave it a whirl.
I had read it was similar to RA. That actually scared me a little, because if there is something I dislike, it’s when game A resembles game B too much in my collection. Those fears were unfounded, as HB feels like a very different game.

Over four rounds, players try to auction sets of actors, special effects, directors, music and cinematography of various quality to try to complete the movies they have on deck. A particular movie might require a main actor, a cinematographer, and two composers. Once a player has won enough auctions to have a chip placed on each of these spaces, he/she adds up all the stars on the various items they’ve collected and the movie is scored.
Various awards are given for first film in a given genre, best film of the quarter, best direction, etc. There is even an award for worst movie, so there is actually some benefit in trying to make a really bad movie. The whole process is quite straightforward and I think the theme would actually appeal to a lot of people that aren’t normally gamers. (I’ll let you know after I try to get my sister to play). Although the continuous auctions create a definite parallel with RA, the simpler collection conditions and the lack of Sun Tile constraint and disasters makes this feel much more approachable (though RA is the better gamer’s game). The most serious flaw HB has is a result of patent law... Sadly, all the movies and actors in the game are “satires” or “caricatures” of real world movies and actors. Although the drawings themselves are pretty good for the most part, the “funny” names of famous people and movies are kind of lame. Personally, I prefer to just refer to everybody by their real names.
Anyway, over the course of the game I made Forrest Gump directed by Tarantino and staring Tom Cruise which won Best Picture. Then, Raiders of the Lost Ark staring Keanu Reeves managed to come in as the worst movie ever. Imagine that.
I liked it. Redistributing all the money you paid to win an auction to other players is a strange thing, but it seems to work. All in all, I’m happy with the game.

Saturday, October 20, 2007

Camel. Hump. (Princes of Florence, Through the Desert, China)

BHarmer's pick this week. A random assortment of games, but good ones.

Princes of Florence

We opened up with one of my all time favorites, Princes of Florence. As far as I'm concerned, there is no better optimisation game. What does this type of game need to do well? Players need to be largely in control of their fates, but there needs to be just a little luck to keep things from becoming static, and just enough player interaction that a player might feel the pressure to change an otherwise ideal strategy to react to evolving circumstances.

I've tried a few different strategies in this game. The pure builder and jester strategies are both popular, but since they are fairly obvious the competition for those resources are typically pretty tight (making them less effective as a result). Instead of going a middle road, as I usually do lately, I decided to try to simply bulk up my professions early and see if the extra hand size would carry me through the game. I auctioned for a recruiter card on the first round and purchased a profession as my first action. I purchased another profession on the second round. This meant that, along with the jester I had won in the auction, my works were worth a minimum of 8 (6 profession cards and 2 for the jester). As a large number of my professions required forests and the freedom of religion or opinion, I was able to gather what I needed and play a large number of works cost effectively.

Things didn't go perfectly, though. The profession cards and prestige cards I drew didn't match up well with my hand. As I tried to bid up other players I got stuck with a builder I didn't want. I miscalculated on a turn and nearly made it impossible for myself to complete my plan to complete two works on the final round. These things make me happy, because if they never happened, the game would quickly become very boring. I'm glad the resources are so limited, I'm glad that there are so few turns, and I'm glad that I can use the auction to make life difficult for other players (and that it can come back and bite me).

It was a very tight game until the end. I won due to the two works on my last round.

Through the Desert

After the usual griping about the terrible colours that the camels come in, we played two rounds of this excellent little game. Kozure killed us in the first, with a good number of 'longest chains' and surrounded areas. I won the second, largely due to a large 21 point area of the board I was able to cordon off. This is probably the first time that my initial placement amounted to more than just 'I'll place this camel near those two water holes' or 'between these two palm trees'. I placed a camel halfway up the edge of the board, and placed two blockers to the right of it. Since the blockers matched the colour of the other player's camels in the area, it was tricky for them to come block my land grab. Obviously, in a five player game the odds of having a placement strategy work are minimal since it's just luck no one saw what I was doing or even that they didn't place a camel or two in a place which would have screwed up my plan unknowingly. Still, they didn't and it worked! Still, it's pretty cool that despite what seemed like a game winning move, the lead was pretty small since I had to forego so many other scoring opportunities (water holes, palm trees, longest chains) in order to make it work.

Oh, and I ALMOST enclosed a circle right in the middle of the board. That would have been cool (damn you Kozure!!!)

China

We ended with China, another excellent game which packs a punch in very little time. 4 Players is pretty much as high as it will go before kind of breaking down, though (and 3 is best). Luch usually seems to go heavy on advisors, and Kozure normally seems to go majorities and chains. I went advisors as well, so I was in frequent competition with Luch. Not sure who won the game, because we realized later that we forgot to score the roads! Minus those, I had won, but I was very weak in connections so it could have been anyone's game.

Friday, July 07, 2006

Control your Areas (China x2, El Grande, Saboteur)

Area control was the theme of the evening. China, El Grande and Louis XIV were chosen, but we ran out of time and had to substitute Saboteur for Louis.

The first game we played was 3 player, my favorite number for China. At 3, you can react to what is going on and feel like you have some control over the board. At the other end of the scale, too much happens between turns and I feel like my only option is to see "what points can I score/ secure RIGHT NOW", with no regard to long term strategy. Shemp and I went for a balanced approach between roads, houses and advisors. Luch, who often uses the advisor angle, did so again to good effect: when all was said and done, he made huge gains and leaped to the forefront. Lucky for me, I was the only one to complete a long road, and those 4 points gave me a slim victory.

Bharmer then arrived and we played a second game with four. He had never played before, but as usual he picked up pretty quick. He and Luch fought over advisors, while I went for a house/ long road strategy. Bharmer made impressive gains on his placements at the end, but I received 20 points from a well placed fortification (12 for a 6 segment road, and 8 for the majority in the region) and won again. I was shaping up to be a good night for me! I don't think the other players were very comfortable with the fortification pieces, since Shemp was the only one to actually play his. In both games, this probably gave me a bit of an unfair advantage.

El Grande, the king of Area Control games, was next. I am always excited when we can play this, particularly with 5 players. Luch had talked it up to Bharmer, so I think he was quite looking forward to it as well.

It was a fun game, and unusual in the sense that the cards which came up consolidated our caballeros more than usual, and several were removed. The result was that each player had just a few concentrations in 3 or 4 regions (often predermining who might fight for 2nd or 3rd in a region). I had the lead for most of the game, but Shemp eventually breezed past me and managed to hold on to the lead. I think Bharmer came in second, which is pretty impressive for the first time out (I don't know about you, but I was pretty clueless the first time I played EG). The only downside is that things were moving a little slower than usual, but that might be because we had a new player and none of us had played for a while.

Saboteur was reasonably fun, but something needs to be done about the card mix. The game always seems heavily balanced for or against the saboteurs, meaning that whichever side wins the first hand will likely win EVERY subsequent hand unless the number of players changes. Too bad, because it's an interesting concept and simple enough to play with a wide group of people... it just needs better tension. Maybe I'll buy a 2nd copy used and try to add more "good" labyrinth pieces, relying on the hazards and rockfalls to aid the saboteurs. Either way, priority= low.

Thursday, January 19, 2006

A GigaWak of Games (Carcassonne - The City, China x2, Pueblo, Formula Motor Racing x3, )

Something OLD: Pueblo
Something NEW: China
Something BORROWED: Formula Motor Racing
Something BLUE: Carcassonne - The City (ok, I'm cheating here... the original is in a blue box!)

I think we've set a new record for number of games played in a single WAGS evening... 7!

It was my pick this week. I really enjoyed our "Invasion of the Middleweight Euros!" evening in December, so I thought I'd try it again.

We started the evening with my new copy of Carcassonne - The City.

First off, it's a beautiful package (the box, in particular is very nice). The set comes with a promo pamphlet encouraging people to visit the town in France! I wonder... are they making the assumption that anyone who has enough cash to buy this deluxe set might be good targets for travel ads? (If so, it's really a shame that there's no real Catan!). It was a Christmas gift, and the obvious question was "is a Carc variant different enough from the original to be worth owning?"

I own the basic set and just about all the expansions. I quite like it for the simplicity of the original and the way the expansions each increase the complexity/strategy as desired (most of them are well conceived). Still, it has problems (and I don't mean the randomness): Roads are not well balanced, the farmers are fiddly and the endgame scoring can be tedious. On top of that, it's really much better with 2 than with 3-6.

At one point, I tried playing Hunters and Gatherers online to see if it improved on the original. There's a lot to like, particularly the way the "farmers" are scored (the hunters get points for every deer and mammoth in the field, minus one animal for each tiger which has been placed in the field). "Roads" (rivers) are better balanced with "cities" (forests). Finally, incentive to finish other player's forests is included in the base set through a "bonus tile" mechanic. It's a good game, and it does a good job of being a more interesting and better balanced game out of the box, with new mechanics which substantially change the "spirit" of the game (the deer vs tiger mechanic is overtly confrontational, and the bonus tiles can swing the fortunes on the board faster than the incremental nature of the original ever did). I hate to say it, but I thought the art was so bad that I honestly felt I'd never want to pull it out (the fact that a few of the bonus tiles seemed overly powerful and the added complication for newbies didn't help)

Carcassonne - The City seems closer to the base game in spirit. As always, the game mechanics continue to be basically the same (draw a tile, place it on the table and decide if you want to place a meeple on one of the features). In the beginning of the game, the three locations are quite familiar: 1) Roads 2) Markets (forests in the original) 3) Residential areas (Farms in the original). Effort has been made to make each strategy viable: Roads continue to score only 1 point per tile, but if it ever stretches to 4 tiles or more each tile is worth double. Markets can potentially show 3 different types of goods for sale, and the value of the market equals the number of tiles x the number of different goods in it. The residential districts are worth 2 points per market which surrounds it.

The most obvious change, in the beginning, is that tiles only need to match at the roads (a mechanic lifted from Carcassonne - The Castle, yet another previously released standalone version of the game). As the game progresses, subtler things begin to reveal themselves. The nature of the scoring mechanism for the roads and markets encourages players to end their opponent's scoring opportunities early before they are worth much. The distribution of the tiles & flexible placement rules seem to encourage smaller "fields", which are both easier to visualize and simpler to score.

The big twist are the city walls. The game is split into 3 rounds, and a few very different element are introduced once the 2nd round begins: City walls, towers and guards.

The tiles are split into 3 nearly equal piles. Once the first pile runs out, the first player to score points must place the first segment of the city wall. Every other player follows suit by placing a piece of wall, attached to the first one, along the perimeter of the tiles already placed on the table. The walls effectively limit expansion of the city and "finish" features on the board. Therefore, they can be used offensively to end a large market or road (or kill it before it's worth more than just a couple of points). In additon, meeples can be placed on a just placed wall as "knights". Knights score points for "seeing" certain types of buildings in the residential districts in a straight line from where they stand. The towers are an additonal oportuntiy for the the player who initiated the wall building to score a few points.

Round 3 is the same as round 2, except that the number of walls placed everytime a player causes points to be scored is doubled.

The game ends once the tiles run out, or once the city wall comes within 4 pieces of surrounding the city.

The end result is interesting. I appreciate that the game is better balanced, I enjoy that the rythm of the game changes as the rounds progress (indeed, at each step a new layer of things to consider is introduced), and I like that the scoring happens much more quickly at the endgame. For whatever reason, the whole thing works just as well as a multiplayer game as it does with 2 (not something I feel about the base game... I think it's the way the walls work, but I'm not sure).

Also, the whole things looks quite nice once completed. A lot of my coworkers were very interested in the game on the strength of the appearance alone! This, combined with the fact that the rules ramp up as the game progresses (rather than being more complex from the start as in Hunters and Gatherers) means the game can be quite approachable despite the added depth. One coworker bit immediately and wanted to play at lunch. He loved it.

So, is it worth owning if you've already got the original and lots of expansions? I'd say yes. Not a must buy unless you are really taken by the appearance (as I was), but solid nonetheless. I'd probably pick this as the better game to introduce to new players, so long as they are not really afraid of a little complexity. In the context of our WAGS group, I think that I still slightly prefer the base set (when played with King and Scout, Inns and Cathedrals and Traders and Builders).

Hmmm. That was a lot longer than I expected it to be!

I won the game. An unlikely tile placement wound up connecting me to Kozure's lucrative residential district. Also, I tried fairly hard to shut down my opponent's scoring oportunities before they became too valuable (my previous experience with the game gave me an advantage there). Still, it was close... I doubt I'll have any advantage next time.

We followed with 2 games of China, joined by Tili. I won't spend too much time here, but this play solidified my opinion that this is a very good (if unspectacular) strategy game with a surprisingly short play time. It was nice to see that Shemp managed a win while totally ignoring the advisors, as it proves there is more than one way to succeed.

Pueblo was played with all four sacred sites, using the advanced rules. Our Pueblo quickly became difficult to manage and "good" moves were few and far between. The location of the sacred sites effectively neutralized two corners of the board! I overbid for starting position and never quite recovered. Shemp and I were losing pretty badly through the game and it was a race between Luch and Kozure for "least proud" master builder. Luch seems to have a knack for the game... he was well protected through to the end and won.

We finished with 3 rounds of Formula Motor Racing... the silly (but very quick) Knizia racing game. Yet again, us humans were hopelessly outmatched by the non player cars (this keeps happening because we beat each other up and leave those cars alone). Luch had the lead in the first round (amongst human players), lost most of it in the 2nd, and had the choice to hand it to me or Shemp in the last round. He chose me, but that's a hollow victory. I say we call it a tie!

It's a stretch to call this an evening of middleweights, but we sure played a lot of games!

Thursday, November 10, 2005

Attack of the middle weight Euros!

Six, count 'em... SIX (6) games played last night.

We focused on 3 middle weight games: Through the Desert, China and Tower of Babel.
I call a game "middle weight" when the rules are relatively simple, playtime is relatively short but there is still a depth of strategy to the game.

For context:
Light = For Sale! (very light), Caracassonne, Ticket to Ride (this is borderline)
Middle Weight = Settlers of Catan, Modern Art, Ra
Heavy = Tigris and Euphrates, El Grande, Puerto Rico

It's arbitrary, but it works for me.

Anyway, Through the Desert was first up. It was new to everyone, and I was really looking forward to it. First reaction (I bet you can't guess!)... Pastel camels... hmmm. Why did they have to be pastel? The colours blend in anything but bright light, and for Shemp (or resident colour blind player) a few were nearly impossible to tell apart. Not sure if they were trying to maintain a "bleached" look to keep in theme with the whole desert thing, but I wish they were easier to tell apart. The rest of the components are decent but unspectacular (plastic palm trees, thick chips for water holes and score markers)

The game is quite simple. Everyone has 5 starting camels on the board, one of each colour. on a turn, two camels are placed to extend on of their existing "caravans" (or lines of camels). Points are scored for crossing water holes, connecting to oasis or enclosing areas. End game points are scored for longest caravans of each colour. Other than a few placement restrictions (such as not being allowed to place a camel of a certain colour adjacent to another player's camels of the same colour), that's it. Game ends once all camels of one colour are placed.

In our first learning game, we stumbled along semi-randomly trying to figure out what to do. AS with many Knizia games (and german games in general), there is always far more things you WANT to do than you CAN do. Should I snatch the 3 point waterholes sitting right in front of my pink camel, or connect to the oasis before I get blocked? I went for water holes and oasis at first, but I did secure a medium sized piece of the desert. Kozure was unfortunately cheated as I forgot to mention that enclosed areas could not have any other camels in it. Luch ran away with the victory by successfully doing just about everything... getting long caravans, connecting to point sources and securing areas! Our second game was more thoughfully played. I managed to grab a corner of the board from under Kozure's nose. Luch's enormous green caravan didn't help him too much, and Shemp was still confounded by the colours. Despite not connecting to very many oasis, my long caravans and waterhole chits managed to give me a narrow 2nd place. Kozure won the game by 3 points (a very sneaky land grab near the end won him the game!).

China came next. I had played this at BSW as Web of Power, and liked it for being a nice straightforward strategy game. It's been called El Grande light, and I can understand the comparison, though it's pretty thin (it's area control...on a map...that's about it). Gameplay is pretty simple: Play 1 or 2 cards into a province of China. Place that number of houses or advisors. When the province is full, score it. At the end of the game, check if any player has a majority (or a tie for majority) in neighboring provinces for bonus points. Connected series of 4 or more houses are worth points too. (Game ends once the deck has been run through twice). The trickiest thing about the rules is the odd scoring for majority of houses... 1st place player gets points equal to the number of houses in the province. 2nd place gets points equal to the number of houses the 1st player has. etc, etc. This has a great impact on the strategy (in a province with 8 spaces, if 6 are controlled by red, and 1 by blue, red would get 7 points and blue would get 6. While there is little/no benefit for either player to fill the last space, a third player could swoop in and tie for 2nd with one house and swiftly pick up 6 points as well). Since the game moves so quickly, and opportunities disappear faster than you can react to them all, it's important not to overbuild unless you need to do so to block.

For an area control game, it goes incredibly fast. There are important decisions to be made, but not too much information to take in, so decisions can be made quickly. In the first game, I confined myself to the southern provinces and concentrated on establishing a network of advisors, and won. However, we discovered that Shemp and Kozure were playing under the impression that ties didn't count as a majority, so that hindered them. In the second, I tried to go for 2nd or 3rd place in as many provinces as possible but didn't succeed very well. Luch successfully grabbed a few house and advisor majorities, giving him the win. It's clear that advisors, used properly, are very powerful. I wonder whether the advanced game, wich introduces a monument which doubles the points from one province, is an attempt to balance that. Either way, I suspect that future games will see us being more aggressive in preventing advisor majorities.

I liked this version of the game, but a few comparisons to Web of Power are in order.
While the 3-4 player board is a bit more constricted, the 4-5 player board (which we used) is WIDE open. In contrast, Web of Power has a very "slanted" distribution of connections, alliances (and, I think, card distribution). I think this means that China is easier to jump into right away, but I bet Web of Power has more inherent flavour (i.e. taking control of France necessitates playing a different game plan than going for Italy, for example). I'm not good enough at WofP to know that for sure, but it's my impression. 2nd, scoring provinces once they are complete seems to weaken the building strategy somewhat (in WofP, the provinces are scored both times the deck is exhausted... meaning they are scored twice versus the "Advisor" and "Road" scorings which only happen once). Again, I can't be sure but I think I the older version might have been more balanced. In the end, though, these are minor criticisms. The game was very well received and does what it is trying to do very well!

Last was 2 additional plays of Tower of Babel. Our first game left me feeling a bit puzzled and dissapointed. While I can't say that I have warmed to the appearance of the game, the gamePLAY has gotten much better. I still find it difficult to process all the ramifications of my bids: bidding high places me on the board if I get accepted, and gives me victory points if I don't, but it allows the "building" player an easy chip, a bonus card and he can keep many of his cards. Bidding low increases my chances of getting on the board for 2nd or 3rd place points, but the building player will get the majority and the bulk of the benefit. Even more difficult is the "trader"... sometimes it's best used to "sour" an offer you don't want the other player to accept, other times it's a shrewd way to trade away a majority for a chip you might need for a set. I don't think I'm doing any worse than any other players, but I often only realise the impact of my offer AFTER it's been revealed and the opponent has chosen. Similarly, making an educated decision on which "wonders" to build, and when, is eluding me somewhat.

In my mind, I keep making comparisons to Domaine: The game WANTS to be broken, I think. Just as Domaine leads to a win by "large land grab" unless players actively play to stop it, Tower of Babel encourages players to hoard cards until they can build on their own and to offer as many cards as possible at every auction to get easy victory points. I'm not sure what the best way to fight these strategies! I suppose a that all things being equal, the player who acts quickly and makes smart collaborations to build could build a lead that way. It also seems that one ways to defeat a player who constantly offers a large number of cards for every bid might be to actually accept them... he is then stripped of using them again and winds up with very little scoring power until he rebuilds his hand. Anyway, not sure. I can't quite wrap my head around it.

In the first game, Shemp led for most of the game on the strength of his building strategy (and had enough sets of tiles to seal the win). For whatever reason, most of us spent much of the game with huge hands of cards... I think we were being too stingy to accept large offers of cards, wanting the majorities ourselves.

In the second, I tried to see if it was possible to compete without going for the matching tiles, and instead trying to score as many points as possible on the board. Aided in no small part by a "take a 2nd turn" card I completed a few monuments and placed in many others. I had NO points from the chips when the game ended (I only had 2), but the others weren't able to catch up so I won.

A final note: The graphic designers for this game need to be disciplined on two counts. 1) Bland Bland Bland! (I've said this before) 2) The illustrations for the bonus cards make no sense. I'm all for language independent cards, but at least make an effort for the symbols to match the effect. The "take a 2nd turn" card is unforgiveably missrepresented! (this is a fault of another recent knizia game with semi-random and language independent bonus cards... Amun Re)

I loved being able to get in so many games into one evening, I think these will come out a lot.

Through the Desert: 7.5 (really an 8, but knocked back for the colour issues)
China: 8
Tower of Babel: 8 (revised from 7)