Showing posts with label Nightfall. Show all posts
Showing posts with label Nightfall. Show all posts

Saturday, July 09, 2011

No more new! (Nightfall x2, Tribune)

The recent math trade and birthday gift certificate have led to a particularly large influx of new games recently. 100s of games into Wags, the group appears to be reaching their limit with new games, so a point was made to replay a few games we had recently learned (I'll admit to really enjoying learning new games and seeing how they tick. I still have two unplayed games in my collection, Junta: Vive El Presidente! and Power Struggle, but i'm waiting for a night with 4 players at least to try them out).

Nightfall

Nightfall hadn't really clicked with me last time we played, but tonight it really did. Shemp and Kozure are less enthusiastic, but seem to like it well enough. For Shemp, the fact that no effort was made to accommodate colorblind people such as himself makes the game harder to enjoy off the bat. Kozure mentioned that he felt that Dominion was still the smoother, more elegant game. I agree with that, but there are things that Nightfall does much better than Dominion in my opinion:

1) Dominon plays smoothly because it's mostly multiplayer solitaire. The interaction that exists in Dominion i'm not a big fan of, because the effects tend to be irritants rather than actual interaction.
2) I like some of the mechanical design choices, such as making parts of the pool of cards private to each player (increasing the variety between games further) and the victory condition of having the least wounds (solving the ganging up on the weakest problem common to this type of game). It's also clever how the game always starts with a generic starter deck which allow a decent buid-up of defense, boosts influence, etc to get the game going right away.
3) the chaining mechanic, although extremely weak thematically, is original and I enjoy building my deck around possible combinations of cards. In dominion, you have to look at the available pool of cards and decide what combination will allow you to get to hands containing 8 gold as quickly as possible. In Nightfall, like in Thunderstone, there is a wider variety of approaches and part of how you choose your cards has to involve anticipating how certain cards will chain into others, and whether their effects will be complimentary.

All in all, it's a game I quite enjoyed. It's true that there is something to the sequence of operations that feels inelegant or anti-intuitive... Three games later we still seem to struggle to not forget phases, or doing some of them in the wrong order. It's not hard, just a little clunky.

I won both games. In the first, I focussed on combinations that led to large amounts of direct player damage. The game ended rather quickly as I was accumulating a number of 3 direct damage cards and we were whipping through the wound stack. The game ended so quickly that we decided to try again. This time, I focussed on selecting cards that eliminated wounds from my deck. Tis worked quite well, but the highlight of the game for me was playing a card which allowed me to choose the target of an opponent's effect and sending 3 wounds Kozure's way as a result. With final scores being 10 vs 9 vs 8, that move won me the game!

Tribune

In our second play, Tribune continued to impress as a Smooth, elegant euro that manages a nice mix of strategy without brain freeze. I lost any chances I might have had to win on the final turn when I failed to bid for the chariot to protect my vestal virgins from takeover. I needed them to get the tribune, and by losing them my temporary favor of the gods went away as well. Shemp was the happy winner when all was said and done. So far, this is turning out to be a winner.

Monday, June 27, 2011

Catch up (frag x2, Nightfall, Power Grid)

Very late post... Will keep it brief.

A few weeks ago I showed up late and only was able to participate in the second game. They had started out the evening with Frag, which i've never played and know nothing about. I had recently participated in a mammoth ( for me) math trade, and so had a pile of new to me games sitting around. One of the games was Nightfall, the new AEG deck building game, and Kozure decided he wanted to try it. We unwrapped the cellophane and did what we have rarely, if ever, done before: read and learn the rules as we played the game. Typically we make sure someone knows how to play, but this one didn't seem like it would be too complicated and it turned out to not be too bad.

The game is extremely combat centric. It's all about getting past the other player's guards and doing damage to the players controlling them. Think Magic the gathering instead of Dominion or Thunderstone. The clever twist which makes this game work better than Magic for multiplayer is that the goal is to inflict "wounds" and the winner is th eplayer with the least wounds. The result is that in order to win, players are forced to spread out their attacks, not simply picking on the weakest player.

I used to be an avid "Jyhad" player, and on the surface I thought that the game might feel like a stripped down version of that game. The theme is similar, the combat oriented gameplay fits, but ultimately there us little resemblance. Where Jyhad did a great job of capturing the theme through it's mechanics, Nightfall could really be about anything. The gameplay in Nightfall revolves around playing chains of cards, and other players can choose to add to the chain if they have the right combo in hand. Effects are resolved in reverse order so later orders can mess around with earlier ones. It is through this mechanic that players will play their minions and give them orders. In practice, it creates interesting gameplay and decision making, but the chaining has zero connection with anything that could be going on thematically so it feels like you are playing a game mechanic, not a ferocious battle between vampires and werewolves.

I was very successful and finding combos, but less successful at taking advantage of them. It's quite hard to set up cards that will work together AND be useful, which makes choosing cards for your deck difficult. Our first game saw Shemp emerge victorious.

So, I enjoyed it and look forward to playing it again but I was disappointed by how weak the game was thematically. It's also tough on the colorblind, because the chaining mechanic depends on matching collies between cards that haven secondary symbol associated.

Last week I also missed games night. I heard Power Grid and Frag! were played.