The Wags group welcomed this week a new player, ececec. Unfortunately I arrived late and missed the two opening games of Dominion (with various expansions thrown in). All I know is that ececec beat Kozure bay single point in the last game.
We set up Panic Station. Ececec wanted to give it a try and I think we all wanted to give it another shot as well. Since last week's game, I realized a few things... First, the game DOES have a backstory that makes sense of a few of the game's odd mechanics. Apparently, the aliens are immune to traditional bullets so the players are searching for bullets specially developed by the decimated inhabitants of the ship to combat the aliens. Secondly, the androids are linked to the human's psychi so that's why they both get infected simultaneously. Whatever.
This session was not like the earlier sessions. Shemp was the infected one, but he decided to lay low for a while. So much so that I literally had no idea who I couldn't trust and just one turn before I thought I could win the game for the humans no one else was infected (and as far as I could tell, no attempts had been made either). I started looking around the table in case the host card has been accidentally left out of the game.
I then committed a grave error. I ended my turn in the hive, with all the gas cans I needed, but without any actions left to actually burn the hive. In swoops Shemp. I deflect the infection with a gas can, but then have only two left. Over in the other corner of the map, ececec does a heat scan and it's revealed that I am still human. He then trades a gas can with my android. On his turn, Kozure does the same. My turn again, oops! Let's move the critters and sure enough 4 of them come into the hive (1 in 4 chance of that happening!) and my human is pulverized. We then spend a few rounds coordinating a run by Kozure and Ececec to get my gas cans and burn the hive while avoiding the swarms and Shemp. A well placed grenade thinned the swarm nicely, and Kozure succeeded in putting the hive to the torch.
Again, I had fun,despite the somewhat clunky rules and thematic oddness/ blandness. It does keep you guessing, and it's pretty challenging for both the humans and the infected. I think it would play better with more players, and I look forward to trying it again.
We then finished with a session of Kings of Tokyo. Ececec picked up on it quickly, and luckily didn't seem too bothered when he was eliminated mid game. Kozure's mekadragon, equipped with those damned Wings and Acid breath destroyed us all.
It's just about a perfect game for what it is.
Showing posts with label Dominion. Show all posts
Showing posts with label Dominion. Show all posts
Sunday, November 27, 2011
Monday, May 09, 2011
The strip is a harsh mistress (Lords of Vegas, Dominion x2)
this week marked the triumphant return of our good friend Bharmer. He had abandoned us briefly in a quest to gather "knowledge". We roundly criticized him, and then got started.
Lords of Vegas
I was really happy to be able to play this with 4, as I was very curious if the dealmaking possibilities would open up even further. Also, I was hoping that a game played without the game being messed up by spectacularly bad shuffling on my part would go.
In the end, I didn't note much difference as far as deal making. This game seemed to have less, if anything. The properties ended up clumping earlier than normal, which probably contributed. Kozure was the victim of poor luck on a couple of occasions (he should have known he was in for a rough ride when he sprawled and drew that tile on the next turn...). For my part, I once again ended up with a large casino in the center left of the board but there was quite a nail biter in the final rounds because Shemp owned the 6 property adjacent to me and my large casino had no sixes in it. Lucky for me, no casino tiles of the right colour remained. Unlucky for me, Kozure was about to renovate one of his casinos which would have put three back in circulation... I was out of contention by that point, but for Shemp it could have meant winning the game, the only worry was that the game was going to end any turn now and he was afraid he wouldn't get to act. On his turn, he drew the game end tile and missed out! Actually, Bharmer had made a bargain with me that would have made it difficult for Shemp to win anyway, but that's just details. It was a memorable ending.
Must admit I wouldn't have predicted Bharmer winning, though!
Dominion
we finished up by playing two hands of a random setup from the basic dominion cards. We ended up with a whole tableau of cards that allow the trashing of one card to get another. The end result was a setup which led to very lean decks and huge trash piles. It also led to me clearly forgetting how to play the game because not only did I come in last in both games, but DEAD last. I had ridiculously low scores. I think Shemp won the first one through a tiebreaker, and Bharmer the second (though my memory is hazy).
Lords of Vegas
I was really happy to be able to play this with 4, as I was very curious if the dealmaking possibilities would open up even further. Also, I was hoping that a game played without the game being messed up by spectacularly bad shuffling on my part would go.
In the end, I didn't note much difference as far as deal making. This game seemed to have less, if anything. The properties ended up clumping earlier than normal, which probably contributed. Kozure was the victim of poor luck on a couple of occasions (he should have known he was in for a rough ride when he sprawled and drew that tile on the next turn...). For my part, I once again ended up with a large casino in the center left of the board but there was quite a nail biter in the final rounds because Shemp owned the 6 property adjacent to me and my large casino had no sixes in it. Lucky for me, no casino tiles of the right colour remained. Unlucky for me, Kozure was about to renovate one of his casinos which would have put three back in circulation... I was out of contention by that point, but for Shemp it could have meant winning the game, the only worry was that the game was going to end any turn now and he was afraid he wouldn't get to act. On his turn, he drew the game end tile and missed out! Actually, Bharmer had made a bargain with me that would have made it difficult for Shemp to win anyway, but that's just details. It was a memorable ending.
Must admit I wouldn't have predicted Bharmer winning, though!
Dominion
we finished up by playing two hands of a random setup from the basic dominion cards. We ended up with a whole tableau of cards that allow the trashing of one card to get another. The end result was a setup which led to very lean decks and huge trash piles. It also led to me clearly forgetting how to play the game because not only did I come in last in both games, but DEAD last. I had ridiculously low scores. I think Shemp won the first one through a tiebreaker, and Bharmer the second (though my memory is hazy).
Monday, September 06, 2010
Threeny Madness! (Ra, Glory to Rome, Beowulf, Dominion)
Shemp's pick this week, and he went for Threeny Madness (a play on "weeny madness", the name we used to give Magic decks that focussed on many small creatures). Turns out many of the games played aren't particularly "weeny", but what can you do?
Ra
First up was Ra, with Tilli playing instead of Kozure. Auction games are often subject to groupthink, and so I think everyone was somewhat surprised at how differently me and Shemp evaluated things compared to Tilli (who would typically play outside our group). In particular, it is my habit to purchase many smaller lots early rather than go long and hope for quantity. At first, it looked like it was a losing strategy... Tilli had a huge first round and Shemp and I scored very little. As the game wore on, Ra looked with dissaproval at those wanting quantity over quality and rewarded me with an enormous last round for the win.
Glory to Rome
Kozure stepped back in and Shemp chose perennial favorite Glory to Rome. I've often said that this game is characterized by a new "unbalanced" combo every game. Just to prove me wrong, this session didn't have that. We were all building away and minding our own business when suddenly all the building sites had been used and the game ended. Another odd thing: None of us had a single piece of material in the vault. Shemp thought he had me based on the influence I had gathered from building, but what he hadn't noticed was that I had built the ... (I don't recall the name, but it gives me 1 VP for each 2 materials in the stockpile). This sneakery allowed me to surpass Shemp by 1 and win the game.
Beowulf
A few weeks ago we were wondering if Beowulf with 3 would be any good. Having now played it, I must say that it is! Knizia distributed the episodic rewards very well so that there is as much interest in the 3 player auction as the 4 or 5 player.
In the early episodes, luck was shining on Shemp as he was making out quite well at all the risking challenges. Kozure also appeared to have a persistently large hand of cards. I struggled early in the game but game but found my footing about a third of the way. Through sheer dumb luck I won an episode with a single card from my hand. This reward allowed me to snowball my successes and soon I felt like I was doing really well. Going into the battle with the dragon, I had a hand of 10-15 cards ALL of which could be used in the battle (i.e. just fists and axes and wilds). I don't often do well at this game, but clearly this was my evening!
Dominion
We ended, as we often do, with Dominon. Shemp noticed that the was a themed deck called "Hand Madness!", so being unable to resist the tie in with the evening's theme he chose it. As you'd expect, it's a deck that has players manipulating the number of cards in their own and their opponent's hands quite a lot. Dominion is another game I typically don't do well in, but unfortunately this time the result was in line with the odds... I came in last after an unsuccessful attempt to pull off a bureaucrat + Council room combo. It didn't help that Shemp was constantly playing Militias to keep my handsize down. I unfortunately do not remember who actually did win, however.
Ra
First up was Ra, with Tilli playing instead of Kozure. Auction games are often subject to groupthink, and so I think everyone was somewhat surprised at how differently me and Shemp evaluated things compared to Tilli (who would typically play outside our group). In particular, it is my habit to purchase many smaller lots early rather than go long and hope for quantity. At first, it looked like it was a losing strategy... Tilli had a huge first round and Shemp and I scored very little. As the game wore on, Ra looked with dissaproval at those wanting quantity over quality and rewarded me with an enormous last round for the win.
Glory to Rome
Kozure stepped back in and Shemp chose perennial favorite Glory to Rome. I've often said that this game is characterized by a new "unbalanced" combo every game. Just to prove me wrong, this session didn't have that. We were all building away and minding our own business when suddenly all the building sites had been used and the game ended. Another odd thing: None of us had a single piece of material in the vault. Shemp thought he had me based on the influence I had gathered from building, but what he hadn't noticed was that I had built the ... (I don't recall the name, but it gives me 1 VP for each 2 materials in the stockpile). This sneakery allowed me to surpass Shemp by 1 and win the game.
Beowulf
A few weeks ago we were wondering if Beowulf with 3 would be any good. Having now played it, I must say that it is! Knizia distributed the episodic rewards very well so that there is as much interest in the 3 player auction as the 4 or 5 player.
In the early episodes, luck was shining on Shemp as he was making out quite well at all the risking challenges. Kozure also appeared to have a persistently large hand of cards. I struggled early in the game but game but found my footing about a third of the way. Through sheer dumb luck I won an episode with a single card from my hand. This reward allowed me to snowball my successes and soon I felt like I was doing really well. Going into the battle with the dragon, I had a hand of 10-15 cards ALL of which could be used in the battle (i.e. just fists and axes and wilds). I don't often do well at this game, but clearly this was my evening!
Dominion
We ended, as we often do, with Dominon. Shemp noticed that the was a themed deck called "Hand Madness!", so being unable to resist the tie in with the evening's theme he chose it. As you'd expect, it's a deck that has players manipulating the number of cards in their own and their opponent's hands quite a lot. Dominion is another game I typically don't do well in, but unfortunately this time the result was in line with the odds... I came in last after an unsuccessful attempt to pull off a bureaucrat + Council room combo. It didn't help that Shemp was constantly playing Militias to keep my handsize down. I unfortunately do not remember who actually did win, however.
Labels:
Beowulf,
Dominion,
Dominion: Intrigue,
Glory to Rome,
Ra
Tuesday, May 18, 2010
New Record Set!! (Battle Line, Dominion, Dominion:Intrigue, Race for the Galaxy
So, they were going to play Cyclades, which was Kozure's selection, as he was dictator this week.
Unfortunately, I didn't show up until 11pm. I was stuck at a function that should have been over at 9pm. Oh well.
Kozure and Shemp played Battle Line and Dominion/ Dominion: Intrigue, and from the sounds of it they played quite a few times.
(Shemp started this post, and I'm publishing it to keep them all in order. I presume his title refers to many games played)
When I arrived, we played another game of Dominion and then Kozure and I had a hand of Race for the Galaxy.
Sorry, not very interesting, but there it is.
Unfortunately, I didn't show up until 11pm. I was stuck at a function that should have been over at 9pm. Oh well.
Kozure and Shemp played Battle Line and Dominion/ Dominion: Intrigue, and from the sounds of it they played quite a few times.
(Shemp started this post, and I'm publishing it to keep them all in order. I presume his title refers to many games played)
When I arrived, we played another game of Dominion and then Kozure and I had a hand of Race for the Galaxy.
Sorry, not very interesting, but there it is.
Labels:
Battle Line,
Dominion,
Dominion: Intrigue,
Ra,
Race for the Galaxy
Friday, April 16, 2010
Well, I won the dice game... (Mexica, Dominion: Intrigue x2)
Shemp took a page from Luch's playbook and has decided to select the same thing for a few picks in a row. Whereas Luch was picking Die Macher, Shemp chose Mexica and Tikal for the second time.
However, just like last time, we only actually played one of the two (Mexica, in this case).
Mexica
At the end of our last session of this, Shemp remarked that there would be nothing preventing a player from placing buildings all around the board right from the starting space (before any canals were up). He decided to try this out, despite the obvious danger of getting the buildings he put out there surrounded and rendered useless. It worked fairly well. By placing buildings in every corner he ensured that he had a presence in all the regions we were creating around the board. We nicknamed the technique "carpet bombing the board". I suppose we could have spent points to put canals around them and cut him off, but there is so much you want to do in the game that it seemed too inefficient.
The board developed is a fairly screwy way. It was a mess of canals, and the land was nearly choked out well before the end of the game. I kept playing defensively, placing buildings in front of the bridges I built, etc. It meant that I ended up having to spend most turns teleporting... a rather inefficient way of playing.
Shemp built a commanding lead, and won the game in a distant first place. Kozure was in second place while me and Bharmer brought up the rear (of course, he had never played before... I had no such excuse).
Dominion/ Dominion: Intrigue
The Mexica game lasted a couple of hours, so we didn't really have time for Tikal. Shemp requested our latest go-to game for this situation... Dominion.
In our first session, we had the Saboteur, the Torturer, the Swindler and other similar types. There were no extra buys, and few extra actions. It was looking like it would be a long, drawn out affair. I latched onto buying lots of swindlers, and managed to play one just about every round in the game. This put a lot of curses into people's hands, it was burning through the stacks of cards on the table, but wasn't really getting me anywhere. I ended the game by exhausting 3 piles of cards, something that rarely happens in our group. Unfortunately, I was hoping to do it before people started buying provinces but it didn't work. When the game ended, we all scored pretty low but I was dead last with only 10 points. Bharmer won.
As an aside, we were arbitrarily rolling an 8 sided die and two 6 sided dice to determine turn order (geek enough for ya?). Going into this session, I rolled 20. This would be the pinnacle of my achievements this evening.
In the second session, things were more upbeat. There was festival, laboratory and others that provided plenty of additional actions and buys. I had an idea to combine the bridge and the workshop, allowing me to take duchies each time I made the combo. It worked pretty well, but it wasn't enough. I came in second with 32 points, while Bharmer (again) won... this time only ahead of me by 3.
So, I ended the evening winless. My biggest success was the dice game for turn order. Sigh.
However, just like last time, we only actually played one of the two (Mexica, in this case).
Mexica
At the end of our last session of this, Shemp remarked that there would be nothing preventing a player from placing buildings all around the board right from the starting space (before any canals were up). He decided to try this out, despite the obvious danger of getting the buildings he put out there surrounded and rendered useless. It worked fairly well. By placing buildings in every corner he ensured that he had a presence in all the regions we were creating around the board. We nicknamed the technique "carpet bombing the board". I suppose we could have spent points to put canals around them and cut him off, but there is so much you want to do in the game that it seemed too inefficient.
The board developed is a fairly screwy way. It was a mess of canals, and the land was nearly choked out well before the end of the game. I kept playing defensively, placing buildings in front of the bridges I built, etc. It meant that I ended up having to spend most turns teleporting... a rather inefficient way of playing.
Shemp built a commanding lead, and won the game in a distant first place. Kozure was in second place while me and Bharmer brought up the rear (of course, he had never played before... I had no such excuse).
Dominion/ Dominion: Intrigue
The Mexica game lasted a couple of hours, so we didn't really have time for Tikal. Shemp requested our latest go-to game for this situation... Dominion.
In our first session, we had the Saboteur, the Torturer, the Swindler and other similar types. There were no extra buys, and few extra actions. It was looking like it would be a long, drawn out affair. I latched onto buying lots of swindlers, and managed to play one just about every round in the game. This put a lot of curses into people's hands, it was burning through the stacks of cards on the table, but wasn't really getting me anywhere. I ended the game by exhausting 3 piles of cards, something that rarely happens in our group. Unfortunately, I was hoping to do it before people started buying provinces but it didn't work. When the game ended, we all scored pretty low but I was dead last with only 10 points. Bharmer won.
As an aside, we were arbitrarily rolling an 8 sided die and two 6 sided dice to determine turn order (geek enough for ya?). Going into this session, I rolled 20. This would be the pinnacle of my achievements this evening.
In the second session, things were more upbeat. There was festival, laboratory and others that provided plenty of additional actions and buys. I had an idea to combine the bridge and the workshop, allowing me to take duchies each time I made the combo. It worked pretty well, but it wasn't enough. I came in second with 32 points, while Bharmer (again) won... this time only ahead of me by 3.
So, I ended the evening winless. My biggest success was the dice game for turn order. Sigh.
Monday, April 05, 2010
Roll 'em, pardner (Dice Town x2, Dominion x2)
It was Kozure's pick, and he was in the mood for fast, low fuss games.
Dice Town
A few weeks ago I participated in a math trade where I was looking to shift Dungeon Lords. It's a hot game right now, so I probably could have been greedy and held out for something valuable but I saw someone offering Dice Town. It sounded like a lot of fun so I went for it (I'm discovering that it's rather hard to find, so even better).
At home it's been an instant hit. My son LOVES this game. My sister, who doesn't particularly like games, likes this one. I like it, too.
Dice Town is a dice rolling game set in the old west. Players roll 5 custom dice with pictures of playing cards (9s to aces), hoping to set up combinations that will net them some goods. Everyone rolls there dice simultaneously and picks on to keep. Then they reveal what they kept, and roll the remaining four dice and keep one. This goes on until all five dice have been selected. Optionally, a player may pay 1$ per die to keep more than one die on a given roll.
Most 9s = gold nuggets
Most 10s = rob the bank
Most jacks = draw cards at the general store
Most queens = Steal cards from another player
Most kings = become the sheriff (sheriff breaks ties)
Best poker hand = Get land claims
If you got nothing on a turn, you visit "doc badluck" and receive a consolation prize (note that some of these are good enough to make intentionally visiting doc badluck a valid strategy on some occasions)
Nuggets, money, land claims and some general store cards are worth VPs. Most VPs win the game.
This game is easy to explain, plays relatively quickly, and is a lot of fun. There is a small amount of strategy, as it's important to pick your battles and spy what opportunities exist for getting lots of stuff with little effort. For example, if everyone is going for best poker hand, then a single 9, 10 and jack can land you gold, the money in the bank and a card from the general store. Similarly, if someone appears to be going for 9s (to get gold nuggets) and has more than you, pursuing 9s will likely yield nothing. Having said that, Doc Badluck can be a viable option in some cases and a player might well decide that it's beneficial to follow someone in a category they cannot win to make sure they get to visit the doctor... one of the doc's "remedies" is a gold nugget from each player, for example, if you can finish the hand with at least one ace and still win nothing.
It might have been fun if more combinations/ goals were at play, such as rewarding players for getting straights or whatever. Not a big deal, though.
We played two sessions, and although I had a strong start in the first one Kozure managed to beat us all on both occasions. Everyone enjoyed it, we'll see if it becomes a staple!
Dominion
Speaking of staples, Kozure followed up Dice Town with Dominon/ Dominon:Intrigue. This was the first time I had played with both expansions mixed together, and the first time I had played with the expansion since I realized I liked the base game (I played the expansion first, and was lukewarm to it). Having played the basic system a few times now, the expansion did not seem as intimidating as it did previously. I would say that on the balance I still prefer the simplicity of the basic cards, though I could see that with repeated play the different possibilities offered by Intrigue would be appealing.
In the first game I tried to build an engine where I would have several high gold cards in my deck and then use the "adventurers" card to constantly get more of that gold into my hand. I managed to purchase a number of Provinces this way, but couldn't prevent a loss. In the second, I floundered badly as I tried to make coppersmith work for me but it didn't. I lost badly.
Did Kozure win both Dominion games, too? Good night for him...
Dice Town
A few weeks ago I participated in a math trade where I was looking to shift Dungeon Lords. It's a hot game right now, so I probably could have been greedy and held out for something valuable but I saw someone offering Dice Town. It sounded like a lot of fun so I went for it (I'm discovering that it's rather hard to find, so even better).
At home it's been an instant hit. My son LOVES this game. My sister, who doesn't particularly like games, likes this one. I like it, too.
Dice Town is a dice rolling game set in the old west. Players roll 5 custom dice with pictures of playing cards (9s to aces), hoping to set up combinations that will net them some goods. Everyone rolls there dice simultaneously and picks on to keep. Then they reveal what they kept, and roll the remaining four dice and keep one. This goes on until all five dice have been selected. Optionally, a player may pay 1$ per die to keep more than one die on a given roll.
Most 9s = gold nuggets
Most 10s = rob the bank
Most jacks = draw cards at the general store
Most queens = Steal cards from another player
Most kings = become the sheriff (sheriff breaks ties)
Best poker hand = Get land claims
If you got nothing on a turn, you visit "doc badluck" and receive a consolation prize (note that some of these are good enough to make intentionally visiting doc badluck a valid strategy on some occasions)
Nuggets, money, land claims and some general store cards are worth VPs. Most VPs win the game.
This game is easy to explain, plays relatively quickly, and is a lot of fun. There is a small amount of strategy, as it's important to pick your battles and spy what opportunities exist for getting lots of stuff with little effort. For example, if everyone is going for best poker hand, then a single 9, 10 and jack can land you gold, the money in the bank and a card from the general store. Similarly, if someone appears to be going for 9s (to get gold nuggets) and has more than you, pursuing 9s will likely yield nothing. Having said that, Doc Badluck can be a viable option in some cases and a player might well decide that it's beneficial to follow someone in a category they cannot win to make sure they get to visit the doctor... one of the doc's "remedies" is a gold nugget from each player, for example, if you can finish the hand with at least one ace and still win nothing.
It might have been fun if more combinations/ goals were at play, such as rewarding players for getting straights or whatever. Not a big deal, though.
We played two sessions, and although I had a strong start in the first one Kozure managed to beat us all on both occasions. Everyone enjoyed it, we'll see if it becomes a staple!
Dominion
Speaking of staples, Kozure followed up Dice Town with Dominon/ Dominon:Intrigue. This was the first time I had played with both expansions mixed together, and the first time I had played with the expansion since I realized I liked the base game (I played the expansion first, and was lukewarm to it). Having played the basic system a few times now, the expansion did not seem as intimidating as it did previously. I would say that on the balance I still prefer the simplicity of the basic cards, though I could see that with repeated play the different possibilities offered by Intrigue would be appealing.
In the first game I tried to build an engine where I would have several high gold cards in my deck and then use the "adventurers" card to constantly get more of that gold into my hand. I managed to purchase a number of Provinces this way, but couldn't prevent a loss. In the second, I floundered badly as I tried to make coppersmith work for me but it didn't. I lost badly.
Did Kozure win both Dominion games, too? Good night for him...
Friday, February 05, 2010
The Thunder-business (Dominion x2, Thunderstone, Ra)
It was Shemp's pick, but Shemp did not pick. So, we brought games, and we played some of those. Three players again (me, Shemp and Kozure).
Dominion
First up was Dominion, which I had never played before (although I've played Dominion:Intrigue a few times). When I had played the expansion, I was a little ambivalent... The games wants to be played quickly, but the cards were *just* complicated enough that I couldn't quite internalize what they all did or how they could be combined and still play fast. The result was that I just wasn't getting into it. The base game, on the other hand, is much easier to grasp quickly and I found it to be much more enjoyable. No doubt if I played enough I'd want the additional variety and interaction of Intrigue, but for now I'd pick this one every time.
We played two times. In the first, I focussed on mines, the bureaucrat and the cellar. I purchased coppers, upgraded them to silvers and then gold (or, alternatively, received silver from the bureaucrat and upgraded it to gold). My multiple cellars ensured that I had a copper or silver to upgrade whenever I had a mine in hand. I soon had many gold cards and purchasing provinces was relatively easy. The funny thing was that both Shemp and Kozure had a lot of thieves in their deck, and were repeatedly trying to steal from me... and not once did I turn over anything more than a copper! Luck was certainly on my side. I ended up winning... my first Dominion victory ever! In fact, it was my first non-dead last finish ever.
In our second game, the cards were strangely skewed to the high end. The only relatively inexpensive card was the moat (ironic, because there was only one attack action card available). I attempted a "garden" strategy by accumulating as many cheap cards as possible and as many gardens as possible. Unfortunately, it didn't occur to me until later that I should have focussed on cards that gave me more "buys" so that I could bulk up my deck even further. I didn't quite make it to 40 cards, so my gardens only scored 3 points each. It wasn't quite enough because Shemp's last minute purchase of the final garden card gave him just enough to get by me.
Thunderstone
I gave my son "The Adventurers: Escape fromt he temple of Chac" by AEG for christmas, and unfortunately after our very first play he gathered up all the cards (so he could figure out what was the highest possible score) and then sat them down on the couch. My other son was jumping on the couch. Within seconds, al the cards were bent and folded. Not great for a game where hidden information is essential. I wrote an email to AEG to ask if they sold the cards separately, and they offered to send me a whole new deck for free! Because of that great show of customer service, I decided to see what other games they sold and noticed Thunderstone. As I mentioned above, until today I hadn't particularly enjoyed Dominion but I did find the central mechanic interesting. This game seemed to have a bit more depth, a theme that actually was reflected in the gameplay and it was getting good reviews. I decided to go for it.
Our game group generally doesn't go for fantasy themed games. Shemp, in particular, voiced that his desire to play was low largely due to the theme and "me-too" gameplay. Luckily, the guys are good sports about trying out new purchases and Shemp proclaimed that we would follow up Dominion with "the Thunder-business".
There are a lot of similarities between the games. Cards in the middle of the table represent the village and are used in the same way as the cards in Dominion. The deck that players build over the course of the game are worth gold and depending on what you get in your hand you can purchase better cards. The main difference in the game is that players have a second option... cards have other symbols which indicate the kind of adventuring party that can be mustered for a dungeon crawl. To the side of the village, a dungeon awaits consisting of a deck of cars and three face up creatures. If a player decides to pit their party against a creature in the dungeon, then the strength of the attack is compared to the hit points of the creature and if defeated the creature goes to the player's discard pile (analogous to VP cards in Dominion). The game ends once the Thunderstone is unearthed from the near the bottom of the creature deck.
Although the dungeon represents the biggest departure from Dominion, many other aspects of the game have additional little modifications. There are hero cards that can be leveled up, heros have a strength rating and equipment can only be used by those that have enough strength. Fighting creatures in the dungeon requires light, and the deeper into the dungeon you go, the more light is necessary. There are other differences as well, but suffice it to say that the game is at once similar to Dominion and quite different from it.
My feelings on the game are mixed. The theme of the game is relatively well captured. Unlike Dominion, it doesn't feel like you are just acquiring cards for the sake of gathering VPs. The additional details add some interesting decisions and force players to balance more things at once (powerful heroes are good, but light is also necessary, and the dungeon can't be ignored too long as you build up your deck or else the other players will get all the VPs). There are downsides to these changes, however. In Dominion, each player determines which combos they are aiming for and nothing really constrains their actions except the common goal of gathering VPs. In Thunderstone, certain basic necessities are needed in order to achieve the overall goal , and each player needs to look after them to a minimum degree. For example, everyone needs to get light. Everyone needs to get heroes and upgrade them. Everyone will be going to the dungeon and fight the monsters. This may lead to an overall feeling of sameness even though the specifics of each game may be different. The variety is found within that context... the selection of heroes, the village cards purchased, the monsters encountered in the dungeon. Also, the larger number of factors that need to come together means that the decks are more prone to clumping.
Anyway, I'll need to play a few more times to make a final judgement. I'd say that I like it better than Dominion: Intrigue, but less than Dominion. I'm not a big fan of the way the game ends as written... it feels a little like kingmaking, but it's easy enough to fix it and say that the game ends as soon as the Thunderstone is revealed. I also think that there is a strange disconnect between the experience the game delivers and what we have come to expect from dungeon crawling games: usually the easy creatures come first and there is a build up to the big bosses at the end. The random distribution ensures that this won't be the case in Thunderstone, for better or worse. I suppose it would be possible to make a variant where the monsters were encountered in order of strength if it really bothers me later on.
I won the game because I managed a lot of dungeon victories early in the game. Later, my deck got clogged but I had a good enough lead that it didn't matter.
"Ok, Blink dog"
Ra
We finished up with Ra. Fun as always, I learned an interesting tidbit about Shemp... He told us that Ra is the game that makes him willing to keep playing games he is initially unimpressed with. At first he hated Ra, now he thinks it's great.
Kozure came from behind and won on the strength of a great haul from his monuments.
Dominion
First up was Dominion, which I had never played before (although I've played Dominion:Intrigue a few times). When I had played the expansion, I was a little ambivalent... The games wants to be played quickly, but the cards were *just* complicated enough that I couldn't quite internalize what they all did or how they could be combined and still play fast. The result was that I just wasn't getting into it. The base game, on the other hand, is much easier to grasp quickly and I found it to be much more enjoyable. No doubt if I played enough I'd want the additional variety and interaction of Intrigue, but for now I'd pick this one every time.
We played two times. In the first, I focussed on mines, the bureaucrat and the cellar. I purchased coppers, upgraded them to silvers and then gold (or, alternatively, received silver from the bureaucrat and upgraded it to gold). My multiple cellars ensured that I had a copper or silver to upgrade whenever I had a mine in hand. I soon had many gold cards and purchasing provinces was relatively easy. The funny thing was that both Shemp and Kozure had a lot of thieves in their deck, and were repeatedly trying to steal from me... and not once did I turn over anything more than a copper! Luck was certainly on my side. I ended up winning... my first Dominion victory ever! In fact, it was my first non-dead last finish ever.
In our second game, the cards were strangely skewed to the high end. The only relatively inexpensive card was the moat (ironic, because there was only one attack action card available). I attempted a "garden" strategy by accumulating as many cheap cards as possible and as many gardens as possible. Unfortunately, it didn't occur to me until later that I should have focussed on cards that gave me more "buys" so that I could bulk up my deck even further. I didn't quite make it to 40 cards, so my gardens only scored 3 points each. It wasn't quite enough because Shemp's last minute purchase of the final garden card gave him just enough to get by me.
Thunderstone
I gave my son "The Adventurers: Escape fromt he temple of Chac" by AEG for christmas, and unfortunately after our very first play he gathered up all the cards (so he could figure out what was the highest possible score) and then sat them down on the couch. My other son was jumping on the couch. Within seconds, al the cards were bent and folded. Not great for a game where hidden information is essential. I wrote an email to AEG to ask if they sold the cards separately, and they offered to send me a whole new deck for free! Because of that great show of customer service, I decided to see what other games they sold and noticed Thunderstone. As I mentioned above, until today I hadn't particularly enjoyed Dominion but I did find the central mechanic interesting. This game seemed to have a bit more depth, a theme that actually was reflected in the gameplay and it was getting good reviews. I decided to go for it.
Our game group generally doesn't go for fantasy themed games. Shemp, in particular, voiced that his desire to play was low largely due to the theme and "me-too" gameplay. Luckily, the guys are good sports about trying out new purchases and Shemp proclaimed that we would follow up Dominion with "the Thunder-business".
There are a lot of similarities between the games. Cards in the middle of the table represent the village and are used in the same way as the cards in Dominion. The deck that players build over the course of the game are worth gold and depending on what you get in your hand you can purchase better cards. The main difference in the game is that players have a second option... cards have other symbols which indicate the kind of adventuring party that can be mustered for a dungeon crawl. To the side of the village, a dungeon awaits consisting of a deck of cars and three face up creatures. If a player decides to pit their party against a creature in the dungeon, then the strength of the attack is compared to the hit points of the creature and if defeated the creature goes to the player's discard pile (analogous to VP cards in Dominion). The game ends once the Thunderstone is unearthed from the near the bottom of the creature deck.
Although the dungeon represents the biggest departure from Dominion, many other aspects of the game have additional little modifications. There are hero cards that can be leveled up, heros have a strength rating and equipment can only be used by those that have enough strength. Fighting creatures in the dungeon requires light, and the deeper into the dungeon you go, the more light is necessary. There are other differences as well, but suffice it to say that the game is at once similar to Dominion and quite different from it.
My feelings on the game are mixed. The theme of the game is relatively well captured. Unlike Dominion, it doesn't feel like you are just acquiring cards for the sake of gathering VPs. The additional details add some interesting decisions and force players to balance more things at once (powerful heroes are good, but light is also necessary, and the dungeon can't be ignored too long as you build up your deck or else the other players will get all the VPs). There are downsides to these changes, however. In Dominion, each player determines which combos they are aiming for and nothing really constrains their actions except the common goal of gathering VPs. In Thunderstone, certain basic necessities are needed in order to achieve the overall goal , and each player needs to look after them to a minimum degree. For example, everyone needs to get light. Everyone needs to get heroes and upgrade them. Everyone will be going to the dungeon and fight the monsters. This may lead to an overall feeling of sameness even though the specifics of each game may be different. The variety is found within that context... the selection of heroes, the village cards purchased, the monsters encountered in the dungeon. Also, the larger number of factors that need to come together means that the decks are more prone to clumping.
Anyway, I'll need to play a few more times to make a final judgement. I'd say that I like it better than Dominion: Intrigue, but less than Dominion. I'm not a big fan of the way the game ends as written... it feels a little like kingmaking, but it's easy enough to fix it and say that the game ends as soon as the Thunderstone is revealed. I also think that there is a strange disconnect between the experience the game delivers and what we have come to expect from dungeon crawling games: usually the easy creatures come first and there is a build up to the big bosses at the end. The random distribution ensures that this won't be the case in Thunderstone, for better or worse. I suppose it would be possible to make a variant where the monsters were encountered in order of strength if it really bothers me later on.
I won the game because I managed a lot of dungeon victories early in the game. Later, my deck got clogged but I had a good enough lead that it didn't matter.
"Ok, Blink dog"
Ra
We finished up with Ra. Fun as always, I learned an interesting tidbit about Shemp... He told us that Ra is the game that makes him willing to keep playing games he is initially unimpressed with. At first he hated Ra, now he thinks it's great.
Kozure came from behind and won on the strength of a great haul from his monuments.
Saturday, November 14, 2009
Skulligan (Roll Through the Ages x2, Glory to Rome, Race for the Galaxy, Dominion)
It was Kozure's pick this week, and he was lookin' to play some quick n' light civilization building games.
Roll Through the Ages
We opened with a relatively recent purchase that hadn't yet seen any play at WAGS... Roll Through the Ages. A long time ago I used to play computer yahtzee quite a lot, but I can't say this type of "combination seeking" dice games have really been my thing since (I'm not counting games like Excape, Liar's Dice or Can't Stop, because those aren't really the same type of game). Still, with the recent crop of dice games I started to get interested and settled on this one to try. Ra: The Dice Game and Settlers of Catan: The Dice Game just seemed too derivative of their parent games, while this one seemed fresh.
You roll a number of dice based on the number of cities you've built. Building cities or monuments requires "workers", while developments require "goods" and/or "money". Cities need to be fed, so more cities means more dice but also means more upkeep. All the while, any "disasters" that come up must be set aside and the more a player gets the worse the result (with one exception, where if exactly three disasters are rolled the other players are penalized). At first blush, I was disappointed that it wasn't more Yahtzee like. I was looking to make combinations, to satisfy certain requirements based on series or the like. Luckily, my initial fears were unfounded. Trying to get the dice faces you are looking for, trying to finish items that have been started, trying to push for just enough disasters to affect the other players instead of you... it all boils down to trying to achieve the same sort of thing, but it's more fluid and situation dependent. There appears to be a couple of different ways to get ahead, from focussing on monuments to racking up goods and going for big technologies. It might have been cool if another path to victory was opened up along the lines of "wonders" (or whatever) where rolling a particular combination of dice signified the discovery of something important... maybe in a future expansion?
Anyway, it's a fun light game that doesn't take very long to play. The interaction is pretty light, but there is an optional rule for trading that we haven't tried that might help.
Kozure pulled ahead in our first game and ended just as it seemed Shemp was catching up. Lucky for him, he did it just in time and he won by a just a few points. Shemp coined the term "skulligan" by combining the "disaster" face of the die with the word "mulligan". It wasn't an intentional combination, but it worked and we thought it was pretty funny. In our second game, I had a huge streak of luck that gave me an enormous amount of points but I had been hit so hard by disasters and a particularly brutal turn where I lost nearly ten points to famine that I was pulled out of contention. Who won that again? Don't remember (sorry).
Glory to Rome
We then moved on to the quirky world of Glory to Rome. This game is usually best when played a few times in succession because it is so deeply weird that it takes a bit of time to adjust to it. You have to come to terms with the fact that there are a large number of highly unbalanced combos to be found, and that the game is won by the player best able to set one up and exploit it (which ultimately makes it balanced, in a weird way). When we go a stretch without playing, this often seems to come as a surprise that these ridiculously powerful things happen, and it can feel a bit unsatisfying because it feels rather random when it happens.
Oddly, just like the last time we played I managed to build the Garden, which allowed me to execute the patron action once for each point of influence. Just like last time, I had a ton of influence and wound up with a *large* number of patrons. I completed several powerful buildings and stuffed my vault full of goods. The funny thing was I couldn't end the game because I wasn't getting any marble buildings, and therefore couldn't use up the last foundation, and was very afraid someone would build one of those "instant win" buildings. No one did, and I won by a landslide, but it was interesting to me that even in a situation where I am so far ahead the game is such that I know I could still lose at any moment. That's a good thing in my book.
Race for the Galaxy
Here's a game we haven't played as a group in a really long time. I personally play on occasion against the computer in the free downloadable version at BGG. It's amazing how the iconography becomes second nature the more you play, but Shemp reminded me how difficult it can be on beginners. He had a few run-ins with symbols he couldn't figure out, coupled with his colour-blindness, and had a frustrating time of it (this game is stupid, is how he put it, I think). Anyway, I had a great game. I started with Epsilon Eradni and a mitfull of military worlds. Everything fell into place beautifully and I put out larger and larger military worlds until I got to twelve card played (which happened the same turn Shemp did it). Here again, I had a very good score and won handily (mid forties, I believe). Experience matters in this game, and I therefore have an unfair advantage.
Shemp has mentioned on a few occasions that games with low interaction are rarely his favorites. Although I do find that I am constantly aware of the other players, from the point of view that I withhold certain cards I think others need and don't bother playing role cards I think others will play for me, I can't argue that the interaction is pretty thin. Oh well, I still like it!
Dominion
Dominion puts me in the opposite situation as Race for the Galaxy, because here I'm the one with less experience. I'm not sure why, but I have a hard time wrapping my head around the powers on the ten cards each time I play. I therefore kind of float through the game doing my best to keep up but then always ending up a distant last. I must respond better to multiple symbols than to blocks of text (actually, I know I do). Other than my general inability to play well, it is a fun game.
I had abrief moment where things were going well for me. I had the coinage card that doubled all my copper, and it worked to get me a couple of provinces very early in the game. Unfortunately, I kept purchasing cards and my deck got bogged down. From memory, I think that Luch won the game by a nose. He is quite effective at this game. He mentioned at the end of the game that he tries to go as quickly as possible to purchasing the 6 VP provinces, and tries not to get distracted by the the cards. I'll have to take that advice...
Roll Through the Ages
We opened with a relatively recent purchase that hadn't yet seen any play at WAGS... Roll Through the Ages. A long time ago I used to play computer yahtzee quite a lot, but I can't say this type of "combination seeking" dice games have really been my thing since (I'm not counting games like Excape, Liar's Dice or Can't Stop, because those aren't really the same type of game). Still, with the recent crop of dice games I started to get interested and settled on this one to try. Ra: The Dice Game and Settlers of Catan: The Dice Game just seemed too derivative of their parent games, while this one seemed fresh.
You roll a number of dice based on the number of cities you've built. Building cities or monuments requires "workers", while developments require "goods" and/or "money". Cities need to be fed, so more cities means more dice but also means more upkeep. All the while, any "disasters" that come up must be set aside and the more a player gets the worse the result (with one exception, where if exactly three disasters are rolled the other players are penalized). At first blush, I was disappointed that it wasn't more Yahtzee like. I was looking to make combinations, to satisfy certain requirements based on series or the like. Luckily, my initial fears were unfounded. Trying to get the dice faces you are looking for, trying to finish items that have been started, trying to push for just enough disasters to affect the other players instead of you... it all boils down to trying to achieve the same sort of thing, but it's more fluid and situation dependent. There appears to be a couple of different ways to get ahead, from focussing on monuments to racking up goods and going for big technologies. It might have been cool if another path to victory was opened up along the lines of "wonders" (or whatever) where rolling a particular combination of dice signified the discovery of something important... maybe in a future expansion?
Anyway, it's a fun light game that doesn't take very long to play. The interaction is pretty light, but there is an optional rule for trading that we haven't tried that might help.
Kozure pulled ahead in our first game and ended just as it seemed Shemp was catching up. Lucky for him, he did it just in time and he won by a just a few points. Shemp coined the term "skulligan" by combining the "disaster" face of the die with the word "mulligan". It wasn't an intentional combination, but it worked and we thought it was pretty funny. In our second game, I had a huge streak of luck that gave me an enormous amount of points but I had been hit so hard by disasters and a particularly brutal turn where I lost nearly ten points to famine that I was pulled out of contention. Who won that again? Don't remember (sorry).
Glory to Rome
We then moved on to the quirky world of Glory to Rome. This game is usually best when played a few times in succession because it is so deeply weird that it takes a bit of time to adjust to it. You have to come to terms with the fact that there are a large number of highly unbalanced combos to be found, and that the game is won by the player best able to set one up and exploit it (which ultimately makes it balanced, in a weird way). When we go a stretch without playing, this often seems to come as a surprise that these ridiculously powerful things happen, and it can feel a bit unsatisfying because it feels rather random when it happens.
Oddly, just like the last time we played I managed to build the Garden, which allowed me to execute the patron action once for each point of influence. Just like last time, I had a ton of influence and wound up with a *large* number of patrons. I completed several powerful buildings and stuffed my vault full of goods. The funny thing was I couldn't end the game because I wasn't getting any marble buildings, and therefore couldn't use up the last foundation, and was very afraid someone would build one of those "instant win" buildings. No one did, and I won by a landslide, but it was interesting to me that even in a situation where I am so far ahead the game is such that I know I could still lose at any moment. That's a good thing in my book.
Race for the Galaxy
Here's a game we haven't played as a group in a really long time. I personally play on occasion against the computer in the free downloadable version at BGG. It's amazing how the iconography becomes second nature the more you play, but Shemp reminded me how difficult it can be on beginners. He had a few run-ins with symbols he couldn't figure out, coupled with his colour-blindness, and had a frustrating time of it (this game is stupid, is how he put it, I think). Anyway, I had a great game. I started with Epsilon Eradni and a mitfull of military worlds. Everything fell into place beautifully and I put out larger and larger military worlds until I got to twelve card played (which happened the same turn Shemp did it). Here again, I had a very good score and won handily (mid forties, I believe). Experience matters in this game, and I therefore have an unfair advantage.
Shemp has mentioned on a few occasions that games with low interaction are rarely his favorites. Although I do find that I am constantly aware of the other players, from the point of view that I withhold certain cards I think others need and don't bother playing role cards I think others will play for me, I can't argue that the interaction is pretty thin. Oh well, I still like it!
Dominion
Dominion puts me in the opposite situation as Race for the Galaxy, because here I'm the one with less experience. I'm not sure why, but I have a hard time wrapping my head around the powers on the ten cards each time I play. I therefore kind of float through the game doing my best to keep up but then always ending up a distant last. I must respond better to multiple symbols than to blocks of text (actually, I know I do). Other than my general inability to play well, it is a fun game.
I had abrief moment where things were going well for me. I had the coinage card that doubled all my copper, and it worked to get me a couple of provinces very early in the game. Unfortunately, I kept purchasing cards and my deck got bogged down. From memory, I think that Luch won the game by a nose. He is quite effective at this game. He mentioned at the end of the game that he tries to go as quickly as possible to purchasing the 6 VP provinces, and tries not to get distracted by the the cards. I'll have to take that advice...
Saturday, September 26, 2009
Another game about classical Romans (Mare Nostrum, Ra, Dominion:Intrigue)
I've mentioned this a few times, but I've always been on the lookout for a good civ. type game that plays in a reasonable amount of time. I've tried a whole lot of them, and none have really satisfied. It's hard to cram politics, war, technologies, etc into one game that plays in roughly 3 hours, so it's understandable that most have dropped one or more of these facets.
Mare Nostrum has been on my watchlist since it's been released. It has had a much publicized falling from grace on BGG due to it's inability to live up to the Civ-lite hype, but I wanted to try it for myself because it has a very attractive presentation and an admirably simple ruleset. I received it and the mythology expansion at the most recent math trade, so I got my chance.
Mare Nostrum
Since we were only 4 players, and since it was our first game, we played with just the base game despite the fact that I've heard so many positive things about the expansion. We DID include the Greek blockade rule, and the revised heroes, etc. We set it up and got started. I was Carthage, Shemp was Rome, Kozure was Greece and Luch was Egypt.
There was a standoff brewing north of the Mediterranean between Rome and Greece. Meanwhile, on my side of the pond I focused 100% on producing resources. My sole, starting legion wandered eastward and attacked an undefended Cyranae. I was able to convert it and hold it for a few rounds, and during that time I had quickly amassed 2 heroes and a wonder. That last wonder seemed easy to get, but just then Luch managed to take back what was his. I was just a resource or two short of purchasing that last wonder/ hero, but by then the fleets and legions of Rome and Greece were heading southwards to make sure I wouldn't make it. Helen of Troy was doing her best to make my enemies love me, but it wasn't enough. I was decimated. Meanwhile, Shemp had managed to claim the military leader and the director of commerce roles and Rome was unstoppable. Despite a failed attempt to disrupt the Greek trireme chain to Carthage, which would have stranded many of Kozure's forces there, Shemp still managed to pull together enough resources to get the win.
We made a few rules errors: We forgot to carry over 2 tax cards from turn to turn, and during my reign as director of commerce I didn't know I was supposed to give a card from my hand to even out the trades if one player ended the trading period with one less card than the others. Given the difference a single resource card makes in this game, I'm glad I didn't win because I would have felt like I cheated.
All in all, it was a very fun game. The constant exchange of cards is irritating, but in most other respects there is a lot to like. The small number of... everything (legions, caravans, triremes, etc) keeps the game moving along, both in terms of forcing players to act aggressively in order to avoid getting shut out AND because there simply aren't huge numbers of units to consider. The heroes and wonders aren't really the same as a technology tree, but the impact (your civilization gains an advantage over the others) is quite similar. The combat mechanic is simple, but the fact that it integrates randomness keeps things unpredictable enough to be exciting. Lastly, the competition for resources and space makes a certain amount of alliances and deal making inevitable. Having players take on various roles to determine turn order and determining the trade limits is equally interesting aspect which also opens the door for a certain amount of diplomacy.
Speaking of trade limits, the trading mechanism in the game is very peculiar. The way it works is that the director of trade names a number of goods and every player HAS to put that many down and then the director chooses one of the available cards. That player can now choose an available card, and so on until all cards have been chosen. If you can't put down the number of cards, you can't participate. The reason this makes any sense is that the board very cleverly groups goods in various corners of the board, making most starting civs able to produce a couple units of a couple of different goods right from the start. The trick is that in order to use goods to purchase things, you need to make sets of DIFFERENT goods. This means that in the beginning, it is very easy to accumulate one or two sets of three different cards to purchase military units, caravans and influence markers, but getting sets of 6 or even 9 different goods requires some conquest and/or trading. The act of exchanging cards creates diversity without forcing players to take a province in each corner of the map, and simulates the actual exchange of goods that would take place in the world without taking the time necessary to actually barter between players. Already in our first game, certain strategies emerged. With four players, it's possible for three players to exchange amongst themselves and shut out the fourth player. This was used to good effect against me, forcing me to put all my doubles back into my hand, and thus not having the set of 9 needed to win before Luch started taking back provinces. Taxes seemed less popular than goods, but a few players started taking advantage of this and specifically targeted these easy to get cards (the rule that allows 2 tax cards to be carried over would make this even more attractive). I'm less sure how to make the most out of limiting trades to zero, unless the director of trade has more diversity than the others. I'm sure there is quite a lot more than we are seeing. I can also see that players looking for a traditional trading game could be disappointed, and that others might just not "get" this very important stage of the game and might dislike the experience because of the seeming uselessness of it all. Gladly, I thought it was quite interesting, and I think the whole group did, too.
I do have one big concern, however. Most games that revolve around resource gathering force players to build up their stockpiles over several rounds in order to afford bigger purchases. This makes it necessary to budget over time, and to weigh the short and long term benefits of the various items up for sale. In Mare Nostrum, players get resources every round, and must spend all of them that round. Then, the game makes the winning condition the purchase of 4 of the most expensive items, heroes and/or wonders. This means that a player who is able to generate 9 resources one round is also probably able to produce them the next round and the next round unless provinces are taken away or trading is shut down. Once a player gets to 9, the other players essentially have a two turn window to smack down that player or the game is over. So the first part of the problem for me is that I found this a little strange, that a player goes from nowhere to the verge of victory so quickly. The second part of the problem is that once the other players decide to take down a player, there probably isn't too much that player can do to stop them, and I don't see any reason why this process couldn't go on forever (one player rises up, others conspire to take him down). It reminds me of Ideology, another game where the leader can be bashed forever and the game can go on for much longer than it should because of it. I would have liked to see a kind of timer mechanism like end of the Triumvirate to ensure an end to the game after a set period of time. Anyway, with only a single game under my belt I have no idea if it will actually be a problem, but it is a concern that I have. Now that we've seen how the game can go, we will certainly be more wary of letting anyone get ahead... will it lead to a vicious cycle? Who knows.
So, ultimately Mare Nostrum is a world domination game more than a civ-lite game, but I am happy to say that it's an upper tier one. I look forward to playing it again, and to eventually including the mythology expansion.
Ra
We played a quick game of RA, which is always fun to play, and I'm glad we did... I won by healthy margin! (Ha!) I think I had the better part of the Nile sitting in front of me, and a fortunate grab gave me a number of monument points right at the end.
Dominion: Intrigue
Luch made up a semi random set of cards, and we quickly realized it was mainly composed of expensive cards and powers that screwed other players. For this reason, it took some time before anyone managed to get an engine going in order to start purchasing the 6 victory point cards. I never got there, but Luch starting grabbing them at an alarming pace. My saboteur robbed Kozure of 2x 6 point victory point cards, but otherwise I did very little in the game. I came in a distant last, Luch came in a distant first. A postgame recap revealed that Kozure would have narrowed the gap considerably if I hadn't made him lose those cards. Sorry, man.
It was an enjoyable game, though frustrating at times. I feel like I'm not very good at quickly processing the combos I need to get going. Like Race for the Galaxy, I enjoy the game despite not feeling like I'm any good at it. For me, the two occupy a very similar space... optimising random cards for VPs. Whereas Race for the Galaxy feels like a far more strategic optimization game with more options than Dominion, there is less direct interaction as well. I'd say I still like Race better, but I think I'm in the minority at WAGS.
One thing that clicked for me this game, however, is that you really want to do whatever it takes to draw as many cards as possible at all times. HAving multiple actions and buys is often useless if you are only holding five cards (or 4, as I was for much of the game due to Shemp's constant play of the torturer. Grrr.) Maybe I'll do better next time.
Mare Nostrum has been on my watchlist since it's been released. It has had a much publicized falling from grace on BGG due to it's inability to live up to the Civ-lite hype, but I wanted to try it for myself because it has a very attractive presentation and an admirably simple ruleset. I received it and the mythology expansion at the most recent math trade, so I got my chance.
Mare Nostrum
Since we were only 4 players, and since it was our first game, we played with just the base game despite the fact that I've heard so many positive things about the expansion. We DID include the Greek blockade rule, and the revised heroes, etc. We set it up and got started. I was Carthage, Shemp was Rome, Kozure was Greece and Luch was Egypt.
There was a standoff brewing north of the Mediterranean between Rome and Greece. Meanwhile, on my side of the pond I focused 100% on producing resources. My sole, starting legion wandered eastward and attacked an undefended Cyranae. I was able to convert it and hold it for a few rounds, and during that time I had quickly amassed 2 heroes and a wonder. That last wonder seemed easy to get, but just then Luch managed to take back what was his. I was just a resource or two short of purchasing that last wonder/ hero, but by then the fleets and legions of Rome and Greece were heading southwards to make sure I wouldn't make it. Helen of Troy was doing her best to make my enemies love me, but it wasn't enough. I was decimated. Meanwhile, Shemp had managed to claim the military leader and the director of commerce roles and Rome was unstoppable. Despite a failed attempt to disrupt the Greek trireme chain to Carthage, which would have stranded many of Kozure's forces there, Shemp still managed to pull together enough resources to get the win.
We made a few rules errors: We forgot to carry over 2 tax cards from turn to turn, and during my reign as director of commerce I didn't know I was supposed to give a card from my hand to even out the trades if one player ended the trading period with one less card than the others. Given the difference a single resource card makes in this game, I'm glad I didn't win because I would have felt like I cheated.
All in all, it was a very fun game. The constant exchange of cards is irritating, but in most other respects there is a lot to like. The small number of... everything (legions, caravans, triremes, etc) keeps the game moving along, both in terms of forcing players to act aggressively in order to avoid getting shut out AND because there simply aren't huge numbers of units to consider. The heroes and wonders aren't really the same as a technology tree, but the impact (your civilization gains an advantage over the others) is quite similar. The combat mechanic is simple, but the fact that it integrates randomness keeps things unpredictable enough to be exciting. Lastly, the competition for resources and space makes a certain amount of alliances and deal making inevitable. Having players take on various roles to determine turn order and determining the trade limits is equally interesting aspect which also opens the door for a certain amount of diplomacy.
Speaking of trade limits, the trading mechanism in the game is very peculiar. The way it works is that the director of trade names a number of goods and every player HAS to put that many down and then the director chooses one of the available cards. That player can now choose an available card, and so on until all cards have been chosen. If you can't put down the number of cards, you can't participate. The reason this makes any sense is that the board very cleverly groups goods in various corners of the board, making most starting civs able to produce a couple units of a couple of different goods right from the start. The trick is that in order to use goods to purchase things, you need to make sets of DIFFERENT goods. This means that in the beginning, it is very easy to accumulate one or two sets of three different cards to purchase military units, caravans and influence markers, but getting sets of 6 or even 9 different goods requires some conquest and/or trading. The act of exchanging cards creates diversity without forcing players to take a province in each corner of the map, and simulates the actual exchange of goods that would take place in the world without taking the time necessary to actually barter between players. Already in our first game, certain strategies emerged. With four players, it's possible for three players to exchange amongst themselves and shut out the fourth player. This was used to good effect against me, forcing me to put all my doubles back into my hand, and thus not having the set of 9 needed to win before Luch started taking back provinces. Taxes seemed less popular than goods, but a few players started taking advantage of this and specifically targeted these easy to get cards (the rule that allows 2 tax cards to be carried over would make this even more attractive). I'm less sure how to make the most out of limiting trades to zero, unless the director of trade has more diversity than the others. I'm sure there is quite a lot more than we are seeing. I can also see that players looking for a traditional trading game could be disappointed, and that others might just not "get" this very important stage of the game and might dislike the experience because of the seeming uselessness of it all. Gladly, I thought it was quite interesting, and I think the whole group did, too.
I do have one big concern, however. Most games that revolve around resource gathering force players to build up their stockpiles over several rounds in order to afford bigger purchases. This makes it necessary to budget over time, and to weigh the short and long term benefits of the various items up for sale. In Mare Nostrum, players get resources every round, and must spend all of them that round. Then, the game makes the winning condition the purchase of 4 of the most expensive items, heroes and/or wonders. This means that a player who is able to generate 9 resources one round is also probably able to produce them the next round and the next round unless provinces are taken away or trading is shut down. Once a player gets to 9, the other players essentially have a two turn window to smack down that player or the game is over. So the first part of the problem for me is that I found this a little strange, that a player goes from nowhere to the verge of victory so quickly. The second part of the problem is that once the other players decide to take down a player, there probably isn't too much that player can do to stop them, and I don't see any reason why this process couldn't go on forever (one player rises up, others conspire to take him down). It reminds me of Ideology, another game where the leader can be bashed forever and the game can go on for much longer than it should because of it. I would have liked to see a kind of timer mechanism like end of the Triumvirate to ensure an end to the game after a set period of time. Anyway, with only a single game under my belt I have no idea if it will actually be a problem, but it is a concern that I have. Now that we've seen how the game can go, we will certainly be more wary of letting anyone get ahead... will it lead to a vicious cycle? Who knows.
So, ultimately Mare Nostrum is a world domination game more than a civ-lite game, but I am happy to say that it's an upper tier one. I look forward to playing it again, and to eventually including the mythology expansion.
Ra
We played a quick game of RA, which is always fun to play, and I'm glad we did... I won by healthy margin! (Ha!) I think I had the better part of the Nile sitting in front of me, and a fortunate grab gave me a number of monument points right at the end.
Dominion: Intrigue
Luch made up a semi random set of cards, and we quickly realized it was mainly composed of expensive cards and powers that screwed other players. For this reason, it took some time before anyone managed to get an engine going in order to start purchasing the 6 victory point cards. I never got there, but Luch starting grabbing them at an alarming pace. My saboteur robbed Kozure of 2x 6 point victory point cards, but otherwise I did very little in the game. I came in a distant last, Luch came in a distant first. A postgame recap revealed that Kozure would have narrowed the gap considerably if I hadn't made him lose those cards. Sorry, man.
It was an enjoyable game, though frustrating at times. I feel like I'm not very good at quickly processing the combos I need to get going. Like Race for the Galaxy, I enjoy the game despite not feeling like I'm any good at it. For me, the two occupy a very similar space... optimising random cards for VPs. Whereas Race for the Galaxy feels like a far more strategic optimization game with more options than Dominion, there is less direct interaction as well. I'd say I still like Race better, but I think I'm in the minority at WAGS.
One thing that clicked for me this game, however, is that you really want to do whatever it takes to draw as many cards as possible at all times. HAving multiple actions and buys is often useless if you are only holding five cards (or 4, as I was for much of the game due to Shemp's constant play of the torturer. Grrr.) Maybe I'll do better next time.
Saturday, August 15, 2009
There is sizzle, but is there steak? (Caylus, Dominion: Intrigue)
I have a confession to make: I had never played Caylus until this week. A further confession... the same goes for Dominion.
Neither game interested me much, despite the massive hype around them. Caylus seemed like more of the same, but longer and with particularly ugly art. Dominion just sounded like too little game with too much shuffling.
I didn't think I'd be able to make it this week, but luckily things worked out. Even more luckily, both these games I hadn't managed to play yet got to the table and I was able to determine first hand whether my initial reactions were correct.
Caylus
Where to start with this game? Caylus is a monster eurogame, similar in weight to Die Macher or Le Havre (not quite, but close). Reading the rules gives the impression that the game is unplayable, but playing the game is not nearly as hard. In a nutshell, there is a castle and town under construction. Players use their worker pawns to build parts of the castle or new buildings for the town. If a player builds a building, that new building can be used as an action later on (to get goods, build a special building, get a gold piece, etc). The advantage of building is that a victory point will be awarded every time another player uses whatever you've built. If a player builds a part of the castle, it is possible that he/ she will be granted royal favours (VP, money, goods or discounted construction actions), if various criteria are met. Whoever gets the most VP wins.
There is a lot more to the game than this brief synopsis talks about. There is a bailiff that moves up and down the road, which can limit which buildings can be used, there is a provost which times the end of the game, there are a couple of mechanisms surrounding the order that players choose to withdraw from the round, buildings can be converted and upgraded, etc, etc. Most of the mechanics are intertwined with the other mechanics.
The result is a euro which has a distinctly "kitchen sink" feel. There seems to be a little bit of everything in here, and it will surely take a few games before it's even possible to know if it all works. It's a long game at 2.5 hours for 4 players, and there is the appearance of tons of options at every turn. Something didn't feel right, though. Many subsystems seem underused. The royal favours track seems uneven, and some buildings appear significantly more useful than others, etc. One space, the bridge, had us all scratching our heads regarding why anyone would ever choose it! A BGG search afterwards revealed a large number of posts on the topic, and the conclusion seems to be that under certain specific circumstances it can be useful... but not many. A couple of things that seemed odd:
- Why would anyone pull out before they run out of money 90% of the time? The disadvantage of acting fewer times seems like a big sacrifice for a single coin. And potentially preventing another player from acting because the action cost has gone up seems equally undone by the fact that you also cannot act anymore.
- The favours seem underpowered. Money is useful, but building buildings is a much more lucrative source of VPs than going for the VP track. At the final level of the various tracks, you achieve benefits in line with many basic building actions... so why go through the trouble of collecting 3 different goods and contributing more/ first than all the other players just for the benefit of getting something so lame? I tried it out but I couldn't see the benefit of the castle beyond the base VPs it provided.
- The whole mechanic of withdrawing and recording player order doesn't seem to have much of an impact on the game.
Bharmer mentioned that different strategies become more or less useful depending on the order the various buildings are built. If that is true, and it works, then my opinion of the design would change significantly because that kind of thing is hard to pull off.
Given it's popularity at BGG, and particularly given the rest of the group's positive reaction after a few plays, I'd like to think further play will put my doubts to rest. I did enjoy the game, because exploring this type of system is usually pretty enjoyable.
Anyway, Bharmer won the game but it was very tight. I made a couple of boneheaded moves where I would try to build buildings and then spend the resources I needed before getting to that step... wasting the turn. Still, I think I did well considering I hadn't played before. I know it doesn't sound like it from my post, but I do look forward to playing again!
Dominion:Intrigue
Dominon is a game that supposedly scratches the CCG itch but in a boardgame format.
Every game features a set of 10 stacks of cards (each stack consisting of all identical cards). You start with a small deck consisting mainly of money cards, you draw 5 cards and decide what is the best use of your hand. Normally, this means spending that money on a new card, which is then added to your discard pile along with your entire hand (no matter how much of it you used). That new card will eventually be reshuffled into your deck, and then will eventually be found in one of your hands. The idea is to "buy" cards that give you additional actions, special moves and combos with other cards. You need VP cards to win, but generally speaking these are dead weight in your hands to you have to be careful how soon you want to start adding these to your deck. The game ends when a certain set of stacks are depleted.
It's certainly an interesting game. It's harder to pick up than I expected, though that might boil down to a particular card that I couldn't quite grasp at first. It goes VERY fast. It's fun watching your deck grow and change, and trying to look out for potential combos.
I doesn't really feel like a CCG, though. It's very peculiar that the cards you build your deck with get dealt to you in discreet sets of 5, which are then discarded together. The concept of combos in a CCG involves drawing cards and then having them come together in your hand... in Dominion the hand you draw might as well be your entire deck as far as you are concerned. Well, that's not really true because one of the main mechanics of the special cards is allowing you to draw more cards into your hand, in order to hopefully make those combos you had planned. It's not worse than a CCG, but it does feel different.
I like Dominion a fair bit. It's definitely a different experience than most of our games, so that's always a plus.
Neither game interested me much, despite the massive hype around them. Caylus seemed like more of the same, but longer and with particularly ugly art. Dominion just sounded like too little game with too much shuffling.
I didn't think I'd be able to make it this week, but luckily things worked out. Even more luckily, both these games I hadn't managed to play yet got to the table and I was able to determine first hand whether my initial reactions were correct.
Caylus
Where to start with this game? Caylus is a monster eurogame, similar in weight to Die Macher or Le Havre (not quite, but close). Reading the rules gives the impression that the game is unplayable, but playing the game is not nearly as hard. In a nutshell, there is a castle and town under construction. Players use their worker pawns to build parts of the castle or new buildings for the town. If a player builds a building, that new building can be used as an action later on (to get goods, build a special building, get a gold piece, etc). The advantage of building is that a victory point will be awarded every time another player uses whatever you've built. If a player builds a part of the castle, it is possible that he/ she will be granted royal favours (VP, money, goods or discounted construction actions), if various criteria are met. Whoever gets the most VP wins.
There is a lot more to the game than this brief synopsis talks about. There is a bailiff that moves up and down the road, which can limit which buildings can be used, there is a provost which times the end of the game, there are a couple of mechanisms surrounding the order that players choose to withdraw from the round, buildings can be converted and upgraded, etc, etc. Most of the mechanics are intertwined with the other mechanics.
The result is a euro which has a distinctly "kitchen sink" feel. There seems to be a little bit of everything in here, and it will surely take a few games before it's even possible to know if it all works. It's a long game at 2.5 hours for 4 players, and there is the appearance of tons of options at every turn. Something didn't feel right, though. Many subsystems seem underused. The royal favours track seems uneven, and some buildings appear significantly more useful than others, etc. One space, the bridge, had us all scratching our heads regarding why anyone would ever choose it! A BGG search afterwards revealed a large number of posts on the topic, and the conclusion seems to be that under certain specific circumstances it can be useful... but not many. A couple of things that seemed odd:
- Why would anyone pull out before they run out of money 90% of the time? The disadvantage of acting fewer times seems like a big sacrifice for a single coin. And potentially preventing another player from acting because the action cost has gone up seems equally undone by the fact that you also cannot act anymore.
- The favours seem underpowered. Money is useful, but building buildings is a much more lucrative source of VPs than going for the VP track. At the final level of the various tracks, you achieve benefits in line with many basic building actions... so why go through the trouble of collecting 3 different goods and contributing more/ first than all the other players just for the benefit of getting something so lame? I tried it out but I couldn't see the benefit of the castle beyond the base VPs it provided.
- The whole mechanic of withdrawing and recording player order doesn't seem to have much of an impact on the game.
Bharmer mentioned that different strategies become more or less useful depending on the order the various buildings are built. If that is true, and it works, then my opinion of the design would change significantly because that kind of thing is hard to pull off.
Given it's popularity at BGG, and particularly given the rest of the group's positive reaction after a few plays, I'd like to think further play will put my doubts to rest. I did enjoy the game, because exploring this type of system is usually pretty enjoyable.
Anyway, Bharmer won the game but it was very tight. I made a couple of boneheaded moves where I would try to build buildings and then spend the resources I needed before getting to that step... wasting the turn. Still, I think I did well considering I hadn't played before. I know it doesn't sound like it from my post, but I do look forward to playing again!
Dominion:Intrigue
Dominon is a game that supposedly scratches the CCG itch but in a boardgame format.
Every game features a set of 10 stacks of cards (each stack consisting of all identical cards). You start with a small deck consisting mainly of money cards, you draw 5 cards and decide what is the best use of your hand. Normally, this means spending that money on a new card, which is then added to your discard pile along with your entire hand (no matter how much of it you used). That new card will eventually be reshuffled into your deck, and then will eventually be found in one of your hands. The idea is to "buy" cards that give you additional actions, special moves and combos with other cards. You need VP cards to win, but generally speaking these are dead weight in your hands to you have to be careful how soon you want to start adding these to your deck. The game ends when a certain set of stacks are depleted.
It's certainly an interesting game. It's harder to pick up than I expected, though that might boil down to a particular card that I couldn't quite grasp at first. It goes VERY fast. It's fun watching your deck grow and change, and trying to look out for potential combos.
I doesn't really feel like a CCG, though. It's very peculiar that the cards you build your deck with get dealt to you in discreet sets of 5, which are then discarded together. The concept of combos in a CCG involves drawing cards and then having them come together in your hand... in Dominion the hand you draw might as well be your entire deck as far as you are concerned. Well, that's not really true because one of the main mechanics of the special cards is allowing you to draw more cards into your hand, in order to hopefully make those combos you had planned. It's not worse than a CCG, but it does feel different.
I like Dominion a fair bit. It's definitely a different experience than most of our games, so that's always a plus.
Thursday, August 06, 2009
"Raffi can go to Hell!" (Dominion: Intrigue x 3, Small World)
The blog title has nothing to do with the games we played - it was just a statement that came up at the end of the night after I noticed a Raffi CD on Shemp's table and commented that I used to listen to Raffi when I was a child. He said that he had it on loan from the library, then commented as quoted above. I can't remember the actual quote. He may have used harsher language; "Raffi can go %$@# himself" or similar. Shemp has very specific tastes in music. Apparently Shemp harbours no love for Raffi.
Anyhow, our fearless dictator Shemp decided on a "same as last week" agenda, so we played three games of Dominion: Intrigue and a game of Small World.
I ran away with the first game of Dominion, squeaked the win on the second, and was blown away on the third. We played a random deck in the first game, then used the rulebook-described deck "Secret Schemes" on the second and third.
There are certainly interlocking card combos which can become evident on repeated play. For example, the Swindler can be used to swindle players into losing a copper in exchange for a curse and the Trading Post can be used to cycle curses out of your hand to get silver back. The Minion can be very handy if you're finding your hand stacked with Victory cards.
All three games included the Saboteur, which I used to fairly good effect against the others in the first game, costing Shemp 12 VP and Luch around 6 VP. Consequently I won by a fair margin (54 or something vs. low 30s for the others).
I couldn't get my mojo working in the third and came up with my all time worst score in eight games - 9 VPs. I believe that Shemp won the third game using his newfound strategy of "ignore the shiny card combos".
Our game of Small World was very close. I drew the powerful combo of Alchemist Skeletons early, surprised that it had not been taken (Luch, going first, took Bivouacking Ghouls, and Shemp took some Sorceror combo). As the Alchemist power gives you two points every turn as long as you stay out of decline and the Skeleton race has one of the best staying power of all the races, I did quite well with them. Shemp and Luch were not idle, with Berserking Amazons making an appearance. Flying Orcs did their damage, as did Underground Tritons and Hill Wizards. I switched horses to Fortified Halflings mid-game, then finished with Wealthy Ratmen.
Final scores were 92 for me, 84 for Shemp and 82 to Luch.
I'm still amazed at how quick this game plays. Needs a bidding mechanic for first player, though, I think.
Anyhow, our fearless dictator Shemp decided on a "same as last week" agenda, so we played three games of Dominion: Intrigue and a game of Small World.
I ran away with the first game of Dominion, squeaked the win on the second, and was blown away on the third. We played a random deck in the first game, then used the rulebook-described deck "Secret Schemes" on the second and third.
There are certainly interlocking card combos which can become evident on repeated play. For example, the Swindler can be used to swindle players into losing a copper in exchange for a curse and the Trading Post can be used to cycle curses out of your hand to get silver back. The Minion can be very handy if you're finding your hand stacked with Victory cards.
All three games included the Saboteur, which I used to fairly good effect against the others in the first game, costing Shemp 12 VP and Luch around 6 VP. Consequently I won by a fair margin (54 or something vs. low 30s for the others).
I couldn't get my mojo working in the third and came up with my all time worst score in eight games - 9 VPs. I believe that Shemp won the third game using his newfound strategy of "ignore the shiny card combos".
Our game of Small World was very close. I drew the powerful combo of Alchemist Skeletons early, surprised that it had not been taken (Luch, going first, took Bivouacking Ghouls, and Shemp took some Sorceror combo). As the Alchemist power gives you two points every turn as long as you stay out of decline and the Skeleton race has one of the best staying power of all the races, I did quite well with them. Shemp and Luch were not idle, with Berserking Amazons making an appearance. Flying Orcs did their damage, as did Underground Tritons and Hill Wizards. I switched horses to Fortified Halflings mid-game, then finished with Wealthy Ratmen.
Final scores were 92 for me, 84 for Shemp and 82 to Luch.
I'm still amazed at how quick this game plays. Needs a bidding mechanic for first player, though, I think.
Wednesday, July 29, 2009
Small Games that Feel Big (Small World, Dominion: Intrigue)
Despite the unfortunate absence of Bharmer and Agent Easy this week, we managed to make it together on a *gasp* Tuesday.
We played two of this year's hot ticket games - Small World and Dominion: Intrigue.
I don't have time to go into a full length rules summary and critique of either, but both games are quick and relatively easy to learn. The kerfuffle on BGG about ambiguous rules in Small World is overblown - the only major rule omission (in my opinion) was the definition of what order you place survivors of attacks (active player first, then left from there). The rest can be worked out with common sense, though the clarification document at BGG does help.
We played Dominion first. I was hoping it would catch on well with our group and by post-game discussion with Luch and Shemp, it's a hit. I was reflecting that it actually combines many of the addictive qualities of CCGs in an even more compressed time-frame - like getting a faster buzz from a drink or *ahem* "pharmaceutical". You get deck-building, deck-optimization, shuffling, card-collection, power-combos (frequently every turn) and a number of other aspects of already addictive CCGs like Magic and Jyhad all rolled into a single 30-40 minute package. It is like a crack version of Magic... can you can make concentrated crack out of crack? Meth? Whatever.
We played two games in two hours, including set-up and rules explanation. Future games should go even more quickly. Our first game was a little extended because although we could have ended it much earlier, no one was quite sure who was winning, so we kept playing a number of turns after somone could have ended it.
Having played Dominion (the "vanilla" base set, that is) on Saturday, it was fresh in my mind for comparison. Base Dominion is faster, but with less choices. Intrigue gives you more choices and more complex card interactions. Both are good on their own merits and it would definitely be good to own both.
A note on teaching Dominion - the suggested "Victory Dance" deck in the Intrigue rulebook is a good teaching deck. However you choose to teach Dominion, try to have a relatively non-punishing deck to teach with - preferably one without curses or too many agonizing decision cards.
The first game was very close: Luch 45 (or was it 47?), Shemp 43 and me with 41. I actually ended it thinking I was ahead. Shemp scored 15 points with Dukes (five duchies times three dukes).
The second game was less close: Luch 63, Kozure 37, Shemp 29. Luch ran away with it after striking the 8 treasure goal line early and snapping up six of the twelve provinces to my three.
Small World is a polished up and tricked-out version of the Vinci rules, (previously discussed) with a cute fantasy theme. I bought it mostly for my high school friends for when we get together monthly, since they tend to prefer conquest-y games. Iwas actually thinking the game would be denser than it turned out, but there's definitely strategy. The reinforcement die does add in a little randomizing spice. The components (as usual from a Days of Wonder published game) are gorgeous, the insert is 90% well done (the unit counter tray could have been done better, counters still flip over and get stuck in the bottom and are subsequently hard to dig out).
Gameplay is fun and quick. We got through rules explanation and a full three player game in 50 minutes. Not as much of a hit as Dominion, but still liked enough.
Both good games in my book - I'm sorry Bharmer and Agent Easy had to miss them.
Next time!
We played two of this year's hot ticket games - Small World and Dominion: Intrigue.
I don't have time to go into a full length rules summary and critique of either, but both games are quick and relatively easy to learn. The kerfuffle on BGG about ambiguous rules in Small World is overblown - the only major rule omission (in my opinion) was the definition of what order you place survivors of attacks (active player first, then left from there). The rest can be worked out with common sense, though the clarification document at BGG does help.
We played Dominion first. I was hoping it would catch on well with our group and by post-game discussion with Luch and Shemp, it's a hit. I was reflecting that it actually combines many of the addictive qualities of CCGs in an even more compressed time-frame - like getting a faster buzz from a drink or *ahem* "pharmaceutical". You get deck-building, deck-optimization, shuffling, card-collection, power-combos (frequently every turn) and a number of other aspects of already addictive CCGs like Magic and Jyhad all rolled into a single 30-40 minute package. It is like a crack version of Magic... can you can make concentrated crack out of crack? Meth? Whatever.
We played two games in two hours, including set-up and rules explanation. Future games should go even more quickly. Our first game was a little extended because although we could have ended it much earlier, no one was quite sure who was winning, so we kept playing a number of turns after somone could have ended it.
Having played Dominion (the "vanilla" base set, that is) on Saturday, it was fresh in my mind for comparison. Base Dominion is faster, but with less choices. Intrigue gives you more choices and more complex card interactions. Both are good on their own merits and it would definitely be good to own both.
A note on teaching Dominion - the suggested "Victory Dance" deck in the Intrigue rulebook is a good teaching deck. However you choose to teach Dominion, try to have a relatively non-punishing deck to teach with - preferably one without curses or too many agonizing decision cards.
The first game was very close: Luch 45 (or was it 47?), Shemp 43 and me with 41. I actually ended it thinking I was ahead. Shemp scored 15 points with Dukes (five duchies times three dukes).
The second game was less close: Luch 63, Kozure 37, Shemp 29. Luch ran away with it after striking the 8 treasure goal line early and snapping up six of the twelve provinces to my three.
Small World is a polished up and tricked-out version of the Vinci rules, (previously discussed) with a cute fantasy theme. I bought it mostly for my high school friends for when we get together monthly, since they tend to prefer conquest-y games. Iwas actually thinking the game would be denser than it turned out, but there's definitely strategy. The reinforcement die does add in a little randomizing spice. The components (as usual from a Days of Wonder published game) are gorgeous, the insert is 90% well done (the unit counter tray could have been done better, counters still flip over and get stuck in the bottom and are subsequently hard to dig out).
Gameplay is fun and quick. We got through rules explanation and a full three player game in 50 minutes. Not as much of a hit as Dominion, but still liked enough.
Both good games in my book - I'm sorry Bharmer and Agent Easy had to miss them.
Next time!
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