Taste is a funny thing.
Obviously, everyone has their preferences. When it comes to games, I personally enjoy a pretty broad spectrum of types of games: Strategy, thematic, silly, wargames, party, light/ heavy...
and...
cooperative/ competitive
With the exception of Lord of the Rings, the cooperative genre is relatively young. LOTR has been a polarizing game for us, as it has been in the larger gaming world. I love it, Kozure, Bharmer and Luch like it well enough (I think), and Shemp hates it. Now that cooperative and semi-cooperative games have become fashionable, it seems that we've had a chance to determine how the group *really* feels about the genre. Reactions have been mixed, but generally speaking I'd say it's not been terribly successful.
We've played LOTR, Shadows over Camelot, Pandemic, Battlestar Galactica and, this week, Space Alert (I've also played Red November, though not with WAGS). Of these, Pandemic has been the most successful at pleasing everybody. LOTR and Battlestar Galactica was well liked by approximately half the group, Shadows over Camelot I got rid of because after a few plays I lost all interest.
Shemp summed his feelings rather well when he mentioned that in most games he looks forward to the interaction of the various play styles of each player. The gameplay of cooperative games ultimately revolves around efficiently managing incoming crisis, which in turn largely defines the kind of reaction you can take. For this reason they are more about sharing a common experience, muting individual play style and eliminating a certain type of player interaction. It's worth noting that Shemp is also not a big fan of non-cooperative games that have little interaction, for much the same reason (Race for the Galaxy and Agricola have been two recent examples).
Still, because it's so peculiar, I had no idea how the group would react to Space Alert... it turns out the answer was "meh" from Shemp and Kozure (the jury is still out on Bharmer or Luch's reaction since they weren't around).
Me? I really liked it.
Space AlertSpace Alert is a cooperative game that places the players in the unfortunate role of a hapless crew tasked with the responsibility of defending a spaceship, the Sitting Duck, for 10 minutes while it maps an uncharted sector of space. It's worth mentioning that he setting is nicely integrated into the rule book, which is quite humorous and reminds me of old "Paranoia" material. To defend the ship, the players have a number of laser cannons, rockets, battlebots and shields. However, the guns and shields need power, and managing and distributing power is crucial to ensure that *heaven forbid* the shields run out and the guns fail to fire.
The "gimmick" is that the game literally lasts 10 minutes... players listen to a CD which informs players of the various threats that appear (and when). It also tells players when the different phases start and end, etc. During that time, players must program their character's actions RoboRally style (a combination of "move around the ship" and "push this button" instructions) in an attempt to counter the threats and prevent them from destroying the ship. The problem is that the time limit, the cards dealt, the logistics required to make things work and the inherently inefficient nature of oral communication makes this a rather chaotic and difficult endeavor. After the 10 minutes are up, the programmed cards are revealed one by one to see what really happened, and to discover if the crew succeeded... or if the ship has been destroyed.
Thankfully, the game is designed to ease players into the chaos through several introductory scenarios that gradually introduce the various functions of the ship, and the rules of the game. The first two we played were only 7 minutes long, asking us to program 7 actions in that time. In both cases, 3 threats appeared. Guns and shields are in play, but none of the other subsystems are. We did alright: We lived through the first scenario and narrowly failed he second.
Our last play was also an introductory one, but slightly more advanced. Rockets are introduced. We discover that the ship has a screen saver which needs to be toggled frequently to avoid interruptions to other important subsystems (like, umm, lasers). Advanced threats are now placed in the mix. Damage is no longer represented by generic cubes, instead replaced by chits that identify damage to specific components of the ship (which, of course, means that they will malfunction). Oh, and we now have 10 minutes to program 13 actions.
We got pasted.
Please keep in mind that because we were only 3 players, we had to control an "android" which is essentially a fourth player that we all share in programming (we named it "Luch"). Since we were not particularly skilled in programming our own actions, managing an extra player was difficult.
We screwed up many times. On one occasion, I screwed up twice and they ended up cancelling each other into a good move (though we still came to the conclusion that two dumbs don't make a smart). Other times, we weren't so lucky.
When I play the game, I find the planning period to be tremendously fun. I like attempting to coordinate a number of actions under the time pressure. I like that I never really have a sense that I know what's going on (for example, because I haven't had a chance to read the descriptions of the incoming threats). I like that I'm planning with other players to accomplish specific tasks, but that I'm not sure it will work out even if the plan itself is solid (this could happen either because a player miss-programmed their actions, because a part of the ship took damage and part of our plan becomes impossible due to malfunctioning equipment, etc). It follows that since I like the planning phase due in part to the unpredictability, I like witnessing how the actions play out (just as in RoboRally). I feel satisfaction when the plan (or dumb luck, or more likely a combination of both) comes together, and I find it funny when things screw up.
When it's over, whether we win or not I immediately want to play again and try to do better. It's very nice that the game ramps up the difficulty over time, because it keeps the game challenging and frantic.
Anyway, as I said Shemp and Kozure weren't wowed by it. They found that the programming cards too often limited your actions, that too often you just couldn't do anything coherent with what you had. I suppose their is nothing stopping us from introducing a variant where players get more cards every phase, or maybe that each player starts the game with a preconstructed deck of actions
Zombie FluxxI had never played a fluxx game before, but it sounded novel, silly, short and easy to play so I thought I'd take a chance on it. Fluxx games are all similar in that they start with just a few simple rules (draw a card then play a card) and no goal. Over the course of the game, as cards get played, new rules get added and goals are introduced. For example, you mighy play a card which says :"New rule: Draw 3 cards instead of 1". From then on, all players draw the new amount of cards. Similarly, if a Goal card is played a winning condition is added to the game... for example "The first player with 3 zombies wins". Only one goal card can be in play at a time, though, so the goal will change over the course of the game. The game therefore goes on until a combination of cards played lines up with the goal on the table.
I purchased the Zombie version because it seemed more fun to me, but now I wonder whether the theme might turn off the type of people I'd be likely to play this with. I think Shemp and Kozure thought it was... fine. Shemp's wife, Hilaria, doesn't often play games with us but did play a hand of this. Not sure what she thought of it (though I didn't get a sense she was a big fan). I thought it was decent, and can definitely see enjoying it over beer when looking to just kill time.
In the Year of the DragonWe haven't played this in a while, and that's really a shame because I truly enjoy this game. It's definitely my favorite new pure euro that I've played in quite a long time. In the past I've done quite well at the game, but this time I struggled to keep up on the people track so the early lead I got in VPs was quickly eroded. Kozure, who managed to stay well in the lead on the person track throughout the game saw his strategy pay off about 3/4s of the way through the game... surpassing me and winning with a convincing lead.
Great game.