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.
Showing posts with label Glory to Rome. Show all posts
Showing posts with label Glory to Rome. Show all posts
Monday, September 06, 2010
Sunday, July 25, 2010
L7+L7=L14 (Louis XIV, Glory to Rome)
Kozure dug into the back catalogue for his selection this week... two oldies but goodies: Louis XIV and Glory to Rome.
A quick search on the blog reveals that it has been almost exactly 3 years since we've last played Louis (November 2009 for Glory to Rome). As you might imagine, a rules refresher was in order.
Louis XIV
It's always interesting going back to an older game after a little while. I always felt like Louis XIV was a solid and interesting design, but during this session I had the distinct feeling that I was playing a somewhat convoluted version of El Grande meets... something with hidden missions (Princes of Florence? Traders of Genoa?). Still very enjoyable, and nice and short for this type of game. For a game that depends on the deal of the cards, I felt like there was a good amount of control available, too. It's not a game that I feel I need to play often, but it deserves to come out more than it does.
I had a very good game. I was able to complete my four missions every round, as well as accumulating a number of extra tokens which gave me shields at the end. This is not a game that lends itself to session reports, so I won't go into detail. I won by a significant margin, though. HA!
Glory to Rome
It was the return of the least broken "broken game" there is. Every session, everyone points the finger at a new card or combo and says that it's hopelessly unbalanced. What was it this time? I built the Colosseum, which allows me to take from other player's clientele when I use the legionnaire AND PLACE THE CLIENT IN MY VAULT. It's very powerful if none of the other players have built palisades. I was simultaneously filling my vault and reducing the other player's ability to play multiple actions in a turn. In all honesty, I felt my chances and a second landslide win in a single evening were pretty good when the draw deck ran out. Kozure surprised me with a rather rich vault that he was sneakily filling the whole game, but it wasn't enough... I did win but it was a much narrower victory than anticipated.
Those sneaky Kozurians.
A quick search on the blog reveals that it has been almost exactly 3 years since we've last played Louis (November 2009 for Glory to Rome). As you might imagine, a rules refresher was in order.
Louis XIV
It's always interesting going back to an older game after a little while. I always felt like Louis XIV was a solid and interesting design, but during this session I had the distinct feeling that I was playing a somewhat convoluted version of El Grande meets... something with hidden missions (Princes of Florence? Traders of Genoa?). Still very enjoyable, and nice and short for this type of game. For a game that depends on the deal of the cards, I felt like there was a good amount of control available, too. It's not a game that I feel I need to play often, but it deserves to come out more than it does.
I had a very good game. I was able to complete my four missions every round, as well as accumulating a number of extra tokens which gave me shields at the end. This is not a game that lends itself to session reports, so I won't go into detail. I won by a significant margin, though. HA!
Glory to Rome
It was the return of the least broken "broken game" there is. Every session, everyone points the finger at a new card or combo and says that it's hopelessly unbalanced. What was it this time? I built the Colosseum, which allows me to take from other player's clientele when I use the legionnaire AND PLACE THE CLIENT IN MY VAULT. It's very powerful if none of the other players have built palisades. I was simultaneously filling my vault and reducing the other player's ability to play multiple actions in a turn. In all honesty, I felt my chances and a second landslide win in a single evening were pretty good when the draw deck ran out. Kozure surprised me with a rather rich vault that he was sneakily filling the whole game, but it wasn't enough... I did win but it was a much narrower victory than anticipated.
Those sneaky Kozurians.
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...
Friday, October 02, 2009
Hail Shaempsar (Mare Nostrum, Glory to Rome)
Mare Nostrum made it's second appearance in as many weeks, and Glory to Rome is also played in order to ensure that we do nothing but play ancient Roman themed games.
Mare Nostrum
For our second game, we shuffled around who played which civ.
Agent Easy = Rome
Shemp = Greece
Kozure = Egypt
Luch = Carthage
We also added the expansion board, even though we were not playing with the other expansion elements (apparently, it evens out the number of unowned provinces near all the players).
As Rome, I was playing a combat oriented civ. once again (I was Carthage last time). In order to avoid the combat which was so detrimental to Rome and Greece last time, Shemp and I called a truce and I immediately set sail south. I won a battle against Alexandria and "occupied" his two resources there. I then went west and grabbed the province just east of Carthage from Luch (I couldn't aggravate, err, pick on only one other player, could I?). I was gathering lots of resources through my occupations, but my forces were spread thin to maintain the occupation and several angry opponents were gathering up their forces to take back what was theirs. Before I could even purchase a single hero or wonder, I had to pull back. Unfortunately for me, Shemp (who had been sitting around quietly expanding while I was pillaging) sailed his cursed greek ships and sank my triremes. My soldiers were trapped, and the truce was over.
Unfortunately, he had the upper hand.
Suddenly, Rome had very weak. Few cards per turn, and with many enemies. And Egypt over there was starting to look pretty powerful, too. I was being called to reign in Greece, and tried, but failed. I briefly gained the title of director of commerce and mandated that large numbers of cards be traded in an effort to break up the tax cards being accumulated by Egypt and Greece. It worked as a stalling mechanic, buying me a few rounds more. Then Greece took the director of commerce role from me. I was forced to try a bold (read: desperate) move where I tried to position a trireme south of Athens (amongst two greek ships) and planned to strike at the heart of the greeks with 6 legions, crossing my fingers that the greek blockade wouldn't sink it. Unfortunately, they did.
Shemp had by now won all three roles (again!). He made his final purchase and won the game (again!).
Mare Nostrum is quite a remarkable game. It feels like you are caught up in a very delicate balancing act where everyone is forced to make a move, but they also know that any move can lead to the whole thing crashing down. The pressure starts right away due to the limited caravan and city markers available and the close proximity between players. Turns pass quickly, and it feels tense all the way through. Quite an achievement. I'm looking at Antike now and wondering if it should remain in my collection after all...
Glory to Rome
We finished the Roman themed evening with Glory to Rome. Shemp proved to us that he is quite the powerhouse when it comes to games set in classical Rome by winning this one as well. The highlight for me was completing the card that gives me a patron for every point of influence (and I had +/- 10). That was a lot of patrons. Not enough to win me the game, though!
Mare Nostrum
For our second game, we shuffled around who played which civ.
Agent Easy = Rome
Shemp = Greece
Kozure = Egypt
Luch = Carthage
We also added the expansion board, even though we were not playing with the other expansion elements (apparently, it evens out the number of unowned provinces near all the players).
As Rome, I was playing a combat oriented civ. once again (I was Carthage last time). In order to avoid the combat which was so detrimental to Rome and Greece last time, Shemp and I called a truce and I immediately set sail south. I won a battle against Alexandria and "occupied" his two resources there. I then went west and grabbed the province just east of Carthage from Luch (I couldn't aggravate, err, pick on only one other player, could I?). I was gathering lots of resources through my occupations, but my forces were spread thin to maintain the occupation and several angry opponents were gathering up their forces to take back what was theirs. Before I could even purchase a single hero or wonder, I had to pull back. Unfortunately for me, Shemp (who had been sitting around quietly expanding while I was pillaging) sailed his cursed greek ships and sank my triremes. My soldiers were trapped, and the truce was over.
Unfortunately, he had the upper hand.
Suddenly, Rome had very weak. Few cards per turn, and with many enemies. And Egypt over there was starting to look pretty powerful, too. I was being called to reign in Greece, and tried, but failed. I briefly gained the title of director of commerce and mandated that large numbers of cards be traded in an effort to break up the tax cards being accumulated by Egypt and Greece. It worked as a stalling mechanic, buying me a few rounds more. Then Greece took the director of commerce role from me. I was forced to try a bold (read: desperate) move where I tried to position a trireme south of Athens (amongst two greek ships) and planned to strike at the heart of the greeks with 6 legions, crossing my fingers that the greek blockade wouldn't sink it. Unfortunately, they did.
Shemp had by now won all three roles (again!). He made his final purchase and won the game (again!).
Mare Nostrum is quite a remarkable game. It feels like you are caught up in a very delicate balancing act where everyone is forced to make a move, but they also know that any move can lead to the whole thing crashing down. The pressure starts right away due to the limited caravan and city markers available and the close proximity between players. Turns pass quickly, and it feels tense all the way through. Quite an achievement. I'm looking at Antike now and wondering if it should remain in my collection after all...
Glory to Rome
We finished the Roman themed evening with Glory to Rome. Shemp proved to us that he is quite the powerhouse when it comes to games set in classical Rome by winning this one as well. The highlight for me was completing the card that gives me a patron for every point of influence (and I had +/- 10). That was a lot of patrons. Not enough to win me the game, though!
Sunday, February 08, 2009
Excess vs. Restraint (Glory to Rome x2, In the Year of the Dragon)
Kozure hates having to pick games when it's just three players. This was one of those nights (It was just me, Kozure and Shemp).
Glory to Rome
Shemp hadn't particularly enjoyed this when he was introduced to him in October, so I can't imagine he approached this session with much enthusiasm. Luckily, with a bit of experience under his belt the game's interaction appeared to "click" this time and I think he became a fan.
Our first game saw Shemp attempt to build the forum and face the same fate that befell Kozure when he tried that many moons ago... Kozure and I collectively froze the supply of merchants and patrons in the pool. Unfortunately, he appeared to be in the lead in points as well, so we were a little stymied on the best way to steal the victory. He had a viscious combination going (I don't recall it exactly, but I believe it had to do with using the power of the client he was placing into his clientelle, whch activate half a dozen cards as well). I completed a few quick buildings, hid a bit of treasure in the vault and then completed the catacombs to end the game. I had focussed on getting rubble and wood into the vault, gambling that I'd get easy majorities since no one else would bother. Not only did that not happen, the 1 value material meant my haul there was particularly low. I came in last, while Shemp actually did win.
We played again, though this time I fared much better. This time it was I who built the killer combos (though I nearly didn't get the chance... Kozure nearly ended the game early while he had the lead. I did something one round before he was going to do it that prevented it from happening, but I don't remember what). I had a building, the gate, which allowed my unfinished marble buildings to use their function. Marble buildings are amongst the most powerful, so this is quite an advantage! I then started 2 important marble buildings: One that made my merchant clients into wilds (Ludus Magna), one that allowed me to play multiple cards out of my hand to "follow" the lead role multiple times (Palace). I also had a completed concrete building (The storeroom) which allowed all my clients to act as labourers if I wanted.
So, essentially, I was sweeping all the materials in the pool and then using my three craftsmen and my two wilds (the merchants) to build lots of stuff. Heck, just having those two wilds and being able to "think" every turn and still act twice was incredibly powerful. Every time I play this gam, I'm tempted to say that a different card is too powerful, and this time I feel that way about the gate (incomplete marble buildings still give their power). I imagine that we are just scratching the surface with the crazy combos... I would expect that experienced players set up some pretty ridiculous chains of events.
Anyway, I won.
In the Year of the Dragon
We *almost* played a third game of Glory to Rome, but Kozure elected to play this instead (ok, I suggested it). I followed a path I typically avoid: building up my number of palaces and trying to hold on to a large number of workers. Unfortunately, I didn't manage to get the food I needed in time on two occasions and it really hurt my chances. Still, I did okay with the rest and I was keeping pace on the military track (unlike last game). With Shemp and Kozure being equally aggressive in military and VPs, it was a very competitive game to the very end. In the final tally, Shemp's large roster of buddhas gave him the lead over my large clientele. He won.
As an aside, Shemp purchased a dragon tile in the eighth month. I mentioned that it would only give him four points, but he purchased it anyway. You'll never guess how many points he beat me by...
(four)
Glory to Rome
Shemp hadn't particularly enjoyed this when he was introduced to him in October, so I can't imagine he approached this session with much enthusiasm. Luckily, with a bit of experience under his belt the game's interaction appeared to "click" this time and I think he became a fan.
Our first game saw Shemp attempt to build the forum and face the same fate that befell Kozure when he tried that many moons ago... Kozure and I collectively froze the supply of merchants and patrons in the pool. Unfortunately, he appeared to be in the lead in points as well, so we were a little stymied on the best way to steal the victory. He had a viscious combination going (I don't recall it exactly, but I believe it had to do with using the power of the client he was placing into his clientelle, whch activate half a dozen cards as well). I completed a few quick buildings, hid a bit of treasure in the vault and then completed the catacombs to end the game. I had focussed on getting rubble and wood into the vault, gambling that I'd get easy majorities since no one else would bother. Not only did that not happen, the 1 value material meant my haul there was particularly low. I came in last, while Shemp actually did win.
We played again, though this time I fared much better. This time it was I who built the killer combos (though I nearly didn't get the chance... Kozure nearly ended the game early while he had the lead. I did something one round before he was going to do it that prevented it from happening, but I don't remember what). I had a building, the gate, which allowed my unfinished marble buildings to use their function. Marble buildings are amongst the most powerful, so this is quite an advantage! I then started 2 important marble buildings: One that made my merchant clients into wilds (Ludus Magna), one that allowed me to play multiple cards out of my hand to "follow" the lead role multiple times (Palace). I also had a completed concrete building (The storeroom) which allowed all my clients to act as labourers if I wanted.
So, essentially, I was sweeping all the materials in the pool and then using my three craftsmen and my two wilds (the merchants) to build lots of stuff. Heck, just having those two wilds and being able to "think" every turn and still act twice was incredibly powerful. Every time I play this gam, I'm tempted to say that a different card is too powerful, and this time I feel that way about the gate (incomplete marble buildings still give their power). I imagine that we are just scratching the surface with the crazy combos... I would expect that experienced players set up some pretty ridiculous chains of events.
Anyway, I won.
In the Year of the Dragon
We *almost* played a third game of Glory to Rome, but Kozure elected to play this instead (ok, I suggested it). I followed a path I typically avoid: building up my number of palaces and trying to hold on to a large number of workers. Unfortunately, I didn't manage to get the food I needed in time on two occasions and it really hurt my chances. Still, I did okay with the rest and I was keeping pace on the military track (unlike last game). With Shemp and Kozure being equally aggressive in military and VPs, it was a very competitive game to the very end. In the final tally, Shemp's large roster of buddhas gave him the lead over my large clientele. He won.
As an aside, Shemp purchased a dragon tile in the eighth month. I mentioned that it would only give him four points, but he purchased it anyway. You'll never guess how many points he beat me by...
(four)
Saturday, October 11, 2008
The peasants are NOT happy (Glory to Rome, Shogun)
Bharmer ended his long WAGS absence by inviting us to his boss' place while he was house sitting. Unfortunately, Kozure strangely felt that a lecture by "some guy" (Umberto Eco) was a more worthwhile use of his time than gaming. Clearly, he's lost it.
JayWowzer almost attended as well. However, I told him we were playing Glory to Rome again and then he didn't come. Hmmm.
Glory to Rome
Shemp revealed to the group that somehow, through his various absences, he has managed to:
a) Play Race to the Galaxy only once
b) Never play San Juan
c) Never play Glory to Rome
I was kind of startled by that information. Funny how that can happen.
I was determined not to let the vault bonuses elude me this game. Unfortunately, every one else felt the same. I built the building that let me take the merchant card from the deck instead of the pool, and figured this would work well if I could get a couple of merchants as clients. I then tried all game to do that, and failed miserably. Luch sat to my right, and he would scoop every merchant card from the pool before it would get to my turn (he was collecting stone and merchants). I wasn't doing badly, but it was far from a well oiled machine.
Luch built the forum, which gives an instant win if the player gets one of each client. Kozure tried this once before, but we blocked the pipeline by not allowing any merchants into the pool. Unfortunately, Luch had wisely picked up all the tricky clients before building the forum. All he needed was a laborer and a craftsman, and there was about eight of each in the pool already. We were powerless to stop him.
(well, Bharmer could have completed the Catacombs to end the game, though I don't think it would have given him the win so there wasn't much point).
Another fun session, and another that felt completely different from the others we've played. The variability of the game is impressive.
Shogun
We tried an advanced setup system along with the advanced board this time. While I like the way the advanced board makes the borders to the different regions less defined, the new setup routine felt like a step backwards. We were drawing two province cards and picking one, with the additional option of drawing a face down card if neither face up choice was any good. Honestly, with just two cards to pick from the setup was a crapshoot. I think at least three cards should be used for this system to yield anything much more coherent than a standard RISK setup.
In the west, Luch and I were at odds from the start. Meanwhile, Shemp and Bharmer coexisted somewhat more peacefully in the east. We were having rather significant battles pretty early on, and many were resulting in ties. In Shogun, when players tie, both players lose the region... a big blow to all involved. The odds are against ties happening. Then again, the odds are against most of the combat results for the evening.
Love or hate the cube tower, it does make things unpredictable. Also, the green peasant cubes add further uncertainty. It felt like the peasants were on a rampage, however. Odds meant very little. You could dump 8 cubes of your colour against 2 peasant cubes, and still lose the fight. The peasants were not happy.
I placed a large number of buildings early, and got a good lead to show for it at the end of the first year. Unfortunately, I went broke doing it, and never really managed to get out of that hole. I started losing important territories to Luch, and played much of the second year with only 6-7 territories (amazing how difficult it is to plan your actions when you don't have enough territory cards to pick them with!). I did win, but it was by a single point. A single extra round and I probably would have been left in the dust, considering how badly I was bleeding. Glad it didn't happen.
Is there an option to play three years in Shogun? I'm curious how that would change the game
JayWowzer almost attended as well. However, I told him we were playing Glory to Rome again and then he didn't come. Hmmm.
Glory to Rome
Shemp revealed to the group that somehow, through his various absences, he has managed to:
a) Play Race to the Galaxy only once
b) Never play San Juan
c) Never play Glory to Rome
I was kind of startled by that information. Funny how that can happen.
I was determined not to let the vault bonuses elude me this game. Unfortunately, every one else felt the same. I built the building that let me take the merchant card from the deck instead of the pool, and figured this would work well if I could get a couple of merchants as clients. I then tried all game to do that, and failed miserably. Luch sat to my right, and he would scoop every merchant card from the pool before it would get to my turn (he was collecting stone and merchants). I wasn't doing badly, but it was far from a well oiled machine.
Luch built the forum, which gives an instant win if the player gets one of each client. Kozure tried this once before, but we blocked the pipeline by not allowing any merchants into the pool. Unfortunately, Luch had wisely picked up all the tricky clients before building the forum. All he needed was a laborer and a craftsman, and there was about eight of each in the pool already. We were powerless to stop him.
(well, Bharmer could have completed the Catacombs to end the game, though I don't think it would have given him the win so there wasn't much point).
Another fun session, and another that felt completely different from the others we've played. The variability of the game is impressive.
Shogun
We tried an advanced setup system along with the advanced board this time. While I like the way the advanced board makes the borders to the different regions less defined, the new setup routine felt like a step backwards. We were drawing two province cards and picking one, with the additional option of drawing a face down card if neither face up choice was any good. Honestly, with just two cards to pick from the setup was a crapshoot. I think at least three cards should be used for this system to yield anything much more coherent than a standard RISK setup.
In the west, Luch and I were at odds from the start. Meanwhile, Shemp and Bharmer coexisted somewhat more peacefully in the east. We were having rather significant battles pretty early on, and many were resulting in ties. In Shogun, when players tie, both players lose the region... a big blow to all involved. The odds are against ties happening. Then again, the odds are against most of the combat results for the evening.
Love or hate the cube tower, it does make things unpredictable. Also, the green peasant cubes add further uncertainty. It felt like the peasants were on a rampage, however. Odds meant very little. You could dump 8 cubes of your colour against 2 peasant cubes, and still lose the fight. The peasants were not happy.
I placed a large number of buildings early, and got a good lead to show for it at the end of the first year. Unfortunately, I went broke doing it, and never really managed to get out of that hole. I started losing important territories to Luch, and played much of the second year with only 6-7 territories (amazing how difficult it is to plan your actions when you don't have enough territory cards to pick them with!). I did win, but it was by a single point. A single extra round and I probably would have been left in the dust, considering how badly I was bleeding. Glad it didn't happen.
Is there an option to play three years in Shogun? I'm curious how that would change the game
Thursday, September 11, 2008
On Winning (Glory to Rome, Agricola, Race for the Galaxy)
One thing that this blog doesn't really focus on is who wins and "winning strategies". I think that is largely due to the fact that we're a pretty laid-back group and it's not really the main intent of our play - that is, although we do our best and definitely are competitive, we're not aggressively (or ridiculously) so. I've read a lot of horror stories on BGG and even witnessed a few games playing with other people or groups where it was obvious that winning was the main goal of a particular player. I've seen people storm away from a gaming table; I've seen Paris Hilton-level pouts and sulks and seriously obnoxious rules-lawyers, know-it-alls and "gotta-wins".
Generally speaking, and in fact with probably 97% of boardgamers, they're nice, well-balanced people. That percentage may be a little lower with RPGers (not to knock RPGers, since I am one, but the weirdness factor definitely is a little higher in that social circle).
I do want to comment on what a pleasure it is to play with this gaming group. It's one of the highlights of my week and I always look forward to it, as much as a day or two beforehand. Agent Easy, Bharmer, our occasional visitor Jaywowzer, Ouch, and Shemp are all pleasant opponents and good friends.
That said, (and at the risk of sounding obnoxious) it does feel awfully good to win all three games in an game night. I guess the victory is somewhat sweeter knowing that you're up against decent opponents and often coming in a close second in some tight games the previous three evenings I've attended.
The first game of the evening was Glory to Rome, one of the triumvirate of similar card-based resource optimization games started by San Juan and continued by Race for the Galaxy. I like the theme and general mechanics of this game, but I still have trouble with the powers of some of the building cards, which occasionally seem unbalanced/overpowered or somewhat... I don't know the best word... arbitrary?
The Catacombs - for example. A card which ends the game at the whim of the builder? Or the Forum, which wins the game regardless of influence if you have one of each clientèle (not a difficult situation, with some combos - like the one which lets you perform a patron action for each influence on completion of the building). Another, whose name I've forgotten, lets you perform an action twice for each of your clientèle if you lead or follow an action. The Ludus Magna (allows client Merchants to act as any other occupation) in combination with a few Merchant clients can also be a killer combination. Similarly, the Temple, although difficult to build, can give an amazing advantage to a player (nine card hand!).
The game seems more interesting than San Juan, but simultaneously less balanced, so I'm not sure if one is better than the other as a game design. Given the choice, I'd still pick Glory to Rome, but San Juan is probably a "tighter" design. Glory to Rome also lacks one outstanding characteristic of its two brethren games, brevity.
Since I had missed out on vaulting materials in previous plays, I made sure I did so about mid-way through the game, instead of scrambling at the end. I also built a temple early on as my first building, which helped immensely when I did the thinker action. The combo of decent buildings with a lot of marble and brick in the vault put me well in the lead. It also helped that Jaywowzer was struggling a little with the rules, so his usually savvy play wasn't interfering with my nefarious plans.
Agricola is also a somewhat overlong game in which the deal of certain cards (occupations and minor improvements) singly or in combination can give a player a secret and fairly distinct advantage. This is a different criticism than the imbalance of individual cards which are available to everyone as in Glory to Rome. Inasmuch as that is true, you can still lose with poor play even with the best of card combinations. I think (though I must have at least ten or more plays of the basic game to be sure) that the best way to play this game would be to have a common pool of available occupations and minor improvements dealt at the beginning, with players using coloured markers to indicate which have been purchased. This way, each player has the same opportunity to use and benefit from the same occupations and minor improvements, and the replay value is retained through the cycling of cards (the family game, though interesting and good as a learning tool, does seem like it would become repetitive after a dozen plays).
I pursued my usual strategy of a balanced approach with a slight focus on planting/sowing. This time I did manage to get more animals earlier in the game, which helped with feeding my family and with end-game scoring. Once again, however, I lost out on a fifth family member and a five room house. I also have yet to upgrade to a stone house in this game. I had actually been trying for a build strategy this time around, since I had the master builder card in my hand, but it didn't pan out.
A nice combo appeared for me in the form of the berry picker, mushroom picker, and reed gatherer occupations plus the basket minor improvements. They are relatively short term gain occupations, but can make the difference between begging and not begging when grabbing a lot of wood.
I think a lot of what helped me to victory is managing a third family member early on. The number of extra actions helped me a lot.
As happy as I was with my play, I still only managed a very narrow victory over Agent Easy with 38 points. Easy was super-close with 37, as was Jaywowzer with 34 and Ouch managed one of his higher scores in the game, 24. Ouch did get some nice card combos initially (master baker, potato dibber, grocer(?) and something else) but didn't quite translate them into a higher score, unfortunately.
Race for the Galaxy continues to be one of my more enjoyed light euros. It's quick, competitive and well-themed. One drawback is that it is a less interactive game than Glory to Rome (while still being more interactive than San Juan) which does lend a sense of not really having to pay much attention to the gameplay of others. That's a dangerous habit to fall into, though, because failure to notice strategies, especially produce/consume timing, can make or break a winning bid.
I drew New Sparta, but had a dearth of hostile worlds, so I had to pursue a mixed economy strategy initially. Early play of the Interstellar Bank bankrolled a lot of later purchases and once I did start getting military power in combination with the usual New Galactic Order (I think that's the one, the one with VPs for military power), I was feeling good about my chances. Jaywowzer ended the game a little earlier than I expected, though, with the play of his twelfth tableau card. Ouch and I tied for VPs with 28 apiece, but I squeaked the win with one more card in hand and one more resource in my tableau. Jaywowzer was in the 24-26 range (I've forgotten) and I believe that Easy was in the 20-24 range.
So, I won Race for the Galaxy, but narrowly. Hat Trick... woo hoo! USA! USA! USA!
I'll be quiet now.
Generally speaking, and in fact with probably 97% of boardgamers, they're nice, well-balanced people. That percentage may be a little lower with RPGers (not to knock RPGers, since I am one, but the weirdness factor definitely is a little higher in that social circle).
I do want to comment on what a pleasure it is to play with this gaming group. It's one of the highlights of my week and I always look forward to it, as much as a day or two beforehand. Agent Easy, Bharmer, our occasional visitor Jaywowzer, Ouch, and Shemp are all pleasant opponents and good friends.
That said, (and at the risk of sounding obnoxious) it does feel awfully good to win all three games in an game night. I guess the victory is somewhat sweeter knowing that you're up against decent opponents and often coming in a close second in some tight games the previous three evenings I've attended.
The first game of the evening was Glory to Rome, one of the triumvirate of similar card-based resource optimization games started by San Juan and continued by Race for the Galaxy. I like the theme and general mechanics of this game, but I still have trouble with the powers of some of the building cards, which occasionally seem unbalanced/overpowered or somewhat... I don't know the best word... arbitrary?
The Catacombs - for example. A card which ends the game at the whim of the builder? Or the Forum, which wins the game regardless of influence if you have one of each clientèle (not a difficult situation, with some combos - like the one which lets you perform a patron action for each influence on completion of the building). Another, whose name I've forgotten, lets you perform an action twice for each of your clientèle if you lead or follow an action. The Ludus Magna (allows client Merchants to act as any other occupation) in combination with a few Merchant clients can also be a killer combination. Similarly, the Temple, although difficult to build, can give an amazing advantage to a player (nine card hand!).
The game seems more interesting than San Juan, but simultaneously less balanced, so I'm not sure if one is better than the other as a game design. Given the choice, I'd still pick Glory to Rome, but San Juan is probably a "tighter" design. Glory to Rome also lacks one outstanding characteristic of its two brethren games, brevity.
Since I had missed out on vaulting materials in previous plays, I made sure I did so about mid-way through the game, instead of scrambling at the end. I also built a temple early on as my first building, which helped immensely when I did the thinker action. The combo of decent buildings with a lot of marble and brick in the vault put me well in the lead. It also helped that Jaywowzer was struggling a little with the rules, so his usually savvy play wasn't interfering with my nefarious plans.
Agricola is also a somewhat overlong game in which the deal of certain cards (occupations and minor improvements) singly or in combination can give a player a secret and fairly distinct advantage. This is a different criticism than the imbalance of individual cards which are available to everyone as in Glory to Rome. Inasmuch as that is true, you can still lose with poor play even with the best of card combinations. I think (though I must have at least ten or more plays of the basic game to be sure) that the best way to play this game would be to have a common pool of available occupations and minor improvements dealt at the beginning, with players using coloured markers to indicate which have been purchased. This way, each player has the same opportunity to use and benefit from the same occupations and minor improvements, and the replay value is retained through the cycling of cards (the family game, though interesting and good as a learning tool, does seem like it would become repetitive after a dozen plays).
I pursued my usual strategy of a balanced approach with a slight focus on planting/sowing. This time I did manage to get more animals earlier in the game, which helped with feeding my family and with end-game scoring. Once again, however, I lost out on a fifth family member and a five room house. I also have yet to upgrade to a stone house in this game. I had actually been trying for a build strategy this time around, since I had the master builder card in my hand, but it didn't pan out.
A nice combo appeared for me in the form of the berry picker, mushroom picker, and reed gatherer occupations plus the basket minor improvements. They are relatively short term gain occupations, but can make the difference between begging and not begging when grabbing a lot of wood.
I think a lot of what helped me to victory is managing a third family member early on. The number of extra actions helped me a lot.
As happy as I was with my play, I still only managed a very narrow victory over Agent Easy with 38 points. Easy was super-close with 37, as was Jaywowzer with 34 and Ouch managed one of his higher scores in the game, 24. Ouch did get some nice card combos initially (master baker, potato dibber, grocer(?) and something else) but didn't quite translate them into a higher score, unfortunately.
Race for the Galaxy continues to be one of my more enjoyed light euros. It's quick, competitive and well-themed. One drawback is that it is a less interactive game than Glory to Rome (while still being more interactive than San Juan) which does lend a sense of not really having to pay much attention to the gameplay of others. That's a dangerous habit to fall into, though, because failure to notice strategies, especially produce/consume timing, can make or break a winning bid.
I drew New Sparta, but had a dearth of hostile worlds, so I had to pursue a mixed economy strategy initially. Early play of the Interstellar Bank bankrolled a lot of later purchases and once I did start getting military power in combination with the usual New Galactic Order (I think that's the one, the one with VPs for military power), I was feeling good about my chances. Jaywowzer ended the game a little earlier than I expected, though, with the play of his twelfth tableau card. Ouch and I tied for VPs with 28 apiece, but I squeaked the win with one more card in hand and one more resource in my tableau. Jaywowzer was in the 24-26 range (I've forgotten) and I believe that Easy was in the 20-24 range.
So, I won Race for the Galaxy, but narrowly. Hat Trick... woo hoo! USA! USA! USA!
I'll be quiet now.
Labels:
Agricola,
Glory to Rome,
Race for the Galaxy,
San Juan,
Session
Friday, July 04, 2008
Whoa. Dude. The idol is... like... made of g o l d. (Puerto Rico, Glory to Rome x2, China, Hollywood Blockbuster)
It was me, Luch and Bharmer tonight.
I know games generally go quicker with fewer players, but I was surprised how many games we got in our short 4 hour window.
Puerto Rico
The #1 game on BGG continues to pop up once in a while. I started with corn, decided I’d go for coffee, then got stuck with tobacco. I then decided to buy a factory and collect sugar and indigo for the set! I didn’t gain much from shipping, but the money I was making from the factory allowed me to buy two large buildings and win the game. Bharmer did manage quite a bit of shipping, but didn’t get as many points from buildings.
Glory to Rome
We were able to play two more hands of Glory to Rome, and I’m happy to say that it’s turning out to be a great game. One thing we all just came to understand is that the game can end very abruptly when a powerful combo of buildings gets built. The thing is, since GtR features an abnormally high number of such powerful buildings and combos, you really have to watch what’s going on.
In our first game, we were once again just sort of building buildings to see what they do. I came across a building called the scriptorium which allowed me to complete any building I wanted with just a single marble. That’s very powerful. In no time, I completed a series of random buildings I had started, one of which was the colosseum… a building that ends the game. Since no one had used their vaults, I knew I had won.
It all happened pretty abruptly.
Bharmer mentioned he didn’t feel very satisfied by the game, so he chose to have us play it again.
This time, things went rather differently. Luch built a building (the name escapes me), that allows the player to use the powers of his unbuilt buildings as though they were completed. He then started a virtual city of foundations and became so flush with special abilities it was probably impossible to keep track of them. I was keeping up with the joneses on the building front, but simultaneously stashing material in the vault. Near the end, Luch started completing buildings but most of his potential went unrealized, as the last in town site was chosen and the game ended. Since I was the only player to have played in the vault, I received a couple of bonus chits, and those six points gave me the win (though it was otherwise very close).
Now that we’ve played three times, I can definitely say that I really enjoy it. The games play out very differently each time due to the huge impacts the cards can have. The end can show up out of nowhere, and games can vary wildly in length depending on what triggers the end of the game, but it’s a card game so I don’t put it in the same context as most boardgames. I’m enjoying having to make the most of the cards I’ve got, and seeing how all the powers work together.
I think as a group we tend to undervalue the vault, but I’m pretty confident there’s a successfully strategy that counters that method as well.
China
What can be said about playing China? Luch often wins, and this week was no exception. He simply knows how to get those advisor connections going. He was ahead by the equivalent of a third of our score.
Hollywood Blockbuster
Amazingly, we still had time for another game. I pulled out my latest math trade acquisition, Hollywood Blockbuster, and we gave it a whirl.
I had read it was similar to RA. That actually scared me a little, because if there is something I dislike, it’s when game A resembles game B too much in my collection. Those fears were unfounded, as HB feels like a very different game.
Over four rounds, players try to auction sets of actors, special effects, directors, music and cinematography of various quality to try to complete the movies they have on deck. A particular movie might require a main actor, a cinematographer, and two composers. Once a player has won enough auctions to have a chip placed on each of these spaces, he/she adds up all the stars on the various items they’ve collected and the movie is scored.
Various awards are given for first film in a given genre, best film of the quarter, best direction, etc. There is even an award for worst movie, so there is actually some benefit in trying to make a really bad movie. The whole process is quite straightforward and I think the theme would actually appeal to a lot of people that aren’t normally gamers. (I’ll let you know after I try to get my sister to play). Although the continuous auctions create a definite parallel with RA, the simpler collection conditions and the lack of Sun Tile constraint and disasters makes this feel much more approachable (though RA is the better gamer’s game). The most serious flaw HB has is a result of patent law... Sadly, all the movies and actors in the game are “satires” or “caricatures” of real world movies and actors. Although the drawings themselves are pretty good for the most part, the “funny” names of famous people and movies are kind of lame. Personally, I prefer to just refer to everybody by their real names.
Anyway, over the course of the game I made Forrest Gump directed by Tarantino and staring Tom Cruise which won Best Picture. Then, Raiders of the Lost Ark staring Keanu Reeves managed to come in as the worst movie ever. Imagine that.
I liked it. Redistributing all the money you paid to win an auction to other players is a strange thing, but it seems to work. All in all, I’m happy with the game.
I know games generally go quicker with fewer players, but I was surprised how many games we got in our short 4 hour window.
Puerto Rico
The #1 game on BGG continues to pop up once in a while. I started with corn, decided I’d go for coffee, then got stuck with tobacco. I then decided to buy a factory and collect sugar and indigo for the set! I didn’t gain much from shipping, but the money I was making from the factory allowed me to buy two large buildings and win the game. Bharmer did manage quite a bit of shipping, but didn’t get as many points from buildings.
Glory to Rome
We were able to play two more hands of Glory to Rome, and I’m happy to say that it’s turning out to be a great game. One thing we all just came to understand is that the game can end very abruptly when a powerful combo of buildings gets built. The thing is, since GtR features an abnormally high number of such powerful buildings and combos, you really have to watch what’s going on.
In our first game, we were once again just sort of building buildings to see what they do. I came across a building called the scriptorium which allowed me to complete any building I wanted with just a single marble. That’s very powerful. In no time, I completed a series of random buildings I had started, one of which was the colosseum… a building that ends the game. Since no one had used their vaults, I knew I had won.
It all happened pretty abruptly.
Bharmer mentioned he didn’t feel very satisfied by the game, so he chose to have us play it again.
This time, things went rather differently. Luch built a building (the name escapes me), that allows the player to use the powers of his unbuilt buildings as though they were completed. He then started a virtual city of foundations and became so flush with special abilities it was probably impossible to keep track of them. I was keeping up with the joneses on the building front, but simultaneously stashing material in the vault. Near the end, Luch started completing buildings but most of his potential went unrealized, as the last in town site was chosen and the game ended. Since I was the only player to have played in the vault, I received a couple of bonus chits, and those six points gave me the win (though it was otherwise very close).
Now that we’ve played three times, I can definitely say that I really enjoy it. The games play out very differently each time due to the huge impacts the cards can have. The end can show up out of nowhere, and games can vary wildly in length depending on what triggers the end of the game, but it’s a card game so I don’t put it in the same context as most boardgames. I’m enjoying having to make the most of the cards I’ve got, and seeing how all the powers work together.
I think as a group we tend to undervalue the vault, but I’m pretty confident there’s a successfully strategy that counters that method as well.
China
What can be said about playing China? Luch often wins, and this week was no exception. He simply knows how to get those advisor connections going. He was ahead by the equivalent of a third of our score.
Hollywood Blockbuster
Amazingly, we still had time for another game. I pulled out my latest math trade acquisition, Hollywood Blockbuster, and we gave it a whirl.
I had read it was similar to RA. That actually scared me a little, because if there is something I dislike, it’s when game A resembles game B too much in my collection. Those fears were unfounded, as HB feels like a very different game.
Over four rounds, players try to auction sets of actors, special effects, directors, music and cinematography of various quality to try to complete the movies they have on deck. A particular movie might require a main actor, a cinematographer, and two composers. Once a player has won enough auctions to have a chip placed on each of these spaces, he/she adds up all the stars on the various items they’ve collected and the movie is scored.
Various awards are given for first film in a given genre, best film of the quarter, best direction, etc. There is even an award for worst movie, so there is actually some benefit in trying to make a really bad movie. The whole process is quite straightforward and I think the theme would actually appeal to a lot of people that aren’t normally gamers. (I’ll let you know after I try to get my sister to play). Although the continuous auctions create a definite parallel with RA, the simpler collection conditions and the lack of Sun Tile constraint and disasters makes this feel much more approachable (though RA is the better gamer’s game). The most serious flaw HB has is a result of patent law... Sadly, all the movies and actors in the game are “satires” or “caricatures” of real world movies and actors. Although the drawings themselves are pretty good for the most part, the “funny” names of famous people and movies are kind of lame. Personally, I prefer to just refer to everybody by their real names.
Anyway, over the course of the game I made Forrest Gump directed by Tarantino and staring Tom Cruise which won Best Picture. Then, Raiders of the Lost Ark staring Keanu Reeves managed to come in as the worst movie ever. Imagine that.
I liked it. Redistributing all the money you paid to win an auction to other players is a strange thing, but it seems to work. All in all, I’m happy with the game.
Labels:
China,
Glory to Rome,
Hollywood Blockbuster,
Puerto Rico
Thursday, June 19, 2008
Well. that's better. (Glory to Rome, Princes of Florence, Pandemic)
After last week's embarrassing session of Princes of Florence, we felt we needed to redeem ourselves by playing again correctly. However, I had just picked up Glory to Rome and Pandemic, so I wanted to play those as well. From what I had read, trying to learn Glory to Rome late at night can make your head explode... so we started with that instead.
Glory to Rome
San Juan should be pretty flattered. Race for the Galaxy and Glory to Rome are both very close cousins to the card game implementation of Puerto Rico. Whereas Race is pretty much a more complicated version of San Juan, Glory to Rome uses a similar basic system but strays a bit further in terms of gameplay.
Let's get some first impressions out of the way: the art on the cards is pretty bad. Really pretty bad. It's a kind of cartoony art that seems like something out of Munchkin. It's odd, too, because the actual layout of the cards is quite thoughtful, so someone was clearly thinking about presentation. Part of the problem with the art is that it gives the impression the game is going to be funny or light. It is isn't either. The only argument I can think of in favour of the comic style is the fact that the game features real, live, direct player interaction (sometimes referred to as "screwage"), which is often not welcome in the more serious euros.
Like San Juan, the basic system involves choosing from various roles in an effort to build various buildings, each of which confers special abilities to the player once built. Most VPs wins. The execution is pretty different, though. Whereas San Juan is balanced, elegant and peaceful, Glory to Rome is complex, unbalanced and interactive. That's neither good or bad, it's just different. An indication of the differences can be seen in the basic roles... There's gathering materials, there's building buildings. There's also stealing materials from other players and hiding goods meant for the reconstruction of Rome in your vault. The buildings add further chaos by providing different ways to mess with the other players' games and altering the rules in pretty powerful ways. The game also introduces a new kind of resource, "clients", which allow a player to do the action of the chosen role as many times as they have of the correct client. This means that a player could conceivably set themselves up to take many times more turns than the other players.
Our first game went remarkably well. Considering everything going on, the game plays smoothly and logically. Kozure built the Forum about mid-game, which gives him instant victory if he can manage to gather one of each type of client. All he needed was a merchant, but we all worked together to prevent one from coming up. In the meantime, Bharmer built a Basilica which allowed him to steal cards to his vault directly from his hand. Let's just say we were all so focussed on preventing Kozure's automatic win that we didn't notice how many points Bharmer was stowing away. He won the game by a significant margin.
Our initial reaction to the Forum was that it was too powerful. Turns out we might have been wrong after all. We've only played one game, but I suspect we will get to see many cards and combos that seem too powerful, only to then find the antidote. Glory to Rome manages to be fun, thematic and strategic despite it's appearance. It should be a fun ride getting to know this one.
Princes of Florence
We played correctly this week. It's such a wonderful game when things are working! It was quite a close finish. Luch was ahead for the entire game, but he had no Prestige cards. On the final round, Bharmer and I tied him. Unfortunately for them, I did have some prestige VPs left to score (though I only completed one of my two cards successfully). I won by a slim margin.
Pandemic
Pandemic was the second new game of the evening. I played a few rounds a couple of days before, and the whole thing seemed pretty easy to pick up. Seemed perfect for the final game of the evening.
Turns out "easy to pick up" doesn't equal "easy to win at".
Pandemic is a cooperative game where players work together to cure 4 major diseases spreading like wildfire across the globe. Each player takes on the role of a specialist (a medic, a scientist, etc). Cubes in four colours are seeded at the beginning of the game to start things off and right away the pressure is on to do some damage control. Each player's turn, the infection spreads (cubes are added to the board). When a cube would normally be added to a city that already has three, cubes are instead placed in each adjacent city. In the meantime, players try to accumulate 5 cards of each colour to find the cures and eradicate the diseases. One of the most innovative mechanics in the game is that the cards which are flipped to determine the spread of disease are shuffled and placed back on top of the deck everytime an "epidemic" card is drawn. In other words, the sick places get sicker. And fast.
Our first game started poorly. The first card drawn was an "epidemic" card, so the board got ugly pretty quick. Our inexperience led to an out of control epidemic within a few turns and we lost pretty decisively. We immediately wanted to play a second game, however (good sign), so we tried again. Although the second game also felt pretty rocky, we seemed to be holding our own (though the experience quickly and frequently careens from cautiously optimistic to nearly hopeless). Coming down to the wire, we had cured the red, yellow and blue disease. Black was left but we were one turn away from curing it as well, for the win. It came down to the draw of Bharmer's last card. There were only three left, and one was an epidemic. He drew the epidemic. If memory serves, Moscow was the last city to pop, ending the game.
Playing Pandemic felt a little like playing an old 80s video game, like Arkanoid or Berserk. You try to act fast, try to respond to what is being thrown at you. It doesn't feel terribly deep and there's lots of luck, but you can definitely hone your skills and improve. Also, it's fun.
I like that players truly have to work together to succeed. I like that it's not easy to win (we were playing on the normal difficulty with 4 players. I'm told it's easier with fewer players, and obviously if we had played the introductory difficulty we might have won in our first games). I also like that it's pretty short and simple to teach. Another good game.
Glory to Rome
San Juan should be pretty flattered. Race for the Galaxy and Glory to Rome are both very close cousins to the card game implementation of Puerto Rico. Whereas Race is pretty much a more complicated version of San Juan, Glory to Rome uses a similar basic system but strays a bit further in terms of gameplay.
Let's get some first impressions out of the way: the art on the cards is pretty bad. Really pretty bad. It's a kind of cartoony art that seems like something out of Munchkin. It's odd, too, because the actual layout of the cards is quite thoughtful, so someone was clearly thinking about presentation. Part of the problem with the art is that it gives the impression the game is going to be funny or light. It is isn't either. The only argument I can think of in favour of the comic style is the fact that the game features real, live, direct player interaction (sometimes referred to as "screwage"), which is often not welcome in the more serious euros.
Like San Juan, the basic system involves choosing from various roles in an effort to build various buildings, each of which confers special abilities to the player once built. Most VPs wins. The execution is pretty different, though. Whereas San Juan is balanced, elegant and peaceful, Glory to Rome is complex, unbalanced and interactive. That's neither good or bad, it's just different. An indication of the differences can be seen in the basic roles... There's gathering materials, there's building buildings. There's also stealing materials from other players and hiding goods meant for the reconstruction of Rome in your vault. The buildings add further chaos by providing different ways to mess with the other players' games and altering the rules in pretty powerful ways. The game also introduces a new kind of resource, "clients", which allow a player to do the action of the chosen role as many times as they have of the correct client. This means that a player could conceivably set themselves up to take many times more turns than the other players.
Our first game went remarkably well. Considering everything going on, the game plays smoothly and logically. Kozure built the Forum about mid-game, which gives him instant victory if he can manage to gather one of each type of client. All he needed was a merchant, but we all worked together to prevent one from coming up. In the meantime, Bharmer built a Basilica which allowed him to steal cards to his vault directly from his hand. Let's just say we were all so focussed on preventing Kozure's automatic win that we didn't notice how many points Bharmer was stowing away. He won the game by a significant margin.
Our initial reaction to the Forum was that it was too powerful. Turns out we might have been wrong after all. We've only played one game, but I suspect we will get to see many cards and combos that seem too powerful, only to then find the antidote. Glory to Rome manages to be fun, thematic and strategic despite it's appearance. It should be a fun ride getting to know this one.
Princes of Florence
We played correctly this week. It's such a wonderful game when things are working! It was quite a close finish. Luch was ahead for the entire game, but he had no Prestige cards. On the final round, Bharmer and I tied him. Unfortunately for them, I did have some prestige VPs left to score (though I only completed one of my two cards successfully). I won by a slim margin.
Pandemic
Pandemic was the second new game of the evening. I played a few rounds a couple of days before, and the whole thing seemed pretty easy to pick up. Seemed perfect for the final game of the evening.
Turns out "easy to pick up" doesn't equal "easy to win at".
Pandemic is a cooperative game where players work together to cure 4 major diseases spreading like wildfire across the globe. Each player takes on the role of a specialist (a medic, a scientist, etc). Cubes in four colours are seeded at the beginning of the game to start things off and right away the pressure is on to do some damage control. Each player's turn, the infection spreads (cubes are added to the board). When a cube would normally be added to a city that already has three, cubes are instead placed in each adjacent city. In the meantime, players try to accumulate 5 cards of each colour to find the cures and eradicate the diseases. One of the most innovative mechanics in the game is that the cards which are flipped to determine the spread of disease are shuffled and placed back on top of the deck everytime an "epidemic" card is drawn. In other words, the sick places get sicker. And fast.
Our first game started poorly. The first card drawn was an "epidemic" card, so the board got ugly pretty quick. Our inexperience led to an out of control epidemic within a few turns and we lost pretty decisively. We immediately wanted to play a second game, however (good sign), so we tried again. Although the second game also felt pretty rocky, we seemed to be holding our own (though the experience quickly and frequently careens from cautiously optimistic to nearly hopeless). Coming down to the wire, we had cured the red, yellow and blue disease. Black was left but we were one turn away from curing it as well, for the win. It came down to the draw of Bharmer's last card. There were only three left, and one was an epidemic. He drew the epidemic. If memory serves, Moscow was the last city to pop, ending the game.
Playing Pandemic felt a little like playing an old 80s video game, like Arkanoid or Berserk. You try to act fast, try to respond to what is being thrown at you. It doesn't feel terribly deep and there's lots of luck, but you can definitely hone your skills and improve. Also, it's fun.
I like that players truly have to work together to succeed. I like that it's not easy to win (we were playing on the normal difficulty with 4 players. I'm told it's easier with fewer players, and obviously if we had played the introductory difficulty we might have won in our first games). I also like that it's pretty short and simple to teach. Another good game.
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