Showing posts with label Steam. Show all posts
Showing posts with label Steam. Show all posts

Thursday, May 19, 2011

Pus is a harsh mistress (Chaos in the Old World, Steam)

Pablo joined us and made it a foursome, allowing me to select Chaos in the Old World... a game I like a lot but only ever want to play with the full complement. We followed with another game that doesn't play well with three: Steam.

Oddly, despite both game being typically 1/1.5 hour affairs, both took 2 hours each.

Chaos in the Old World

I played Slaanesh, Shemp was Nurgle, Kozure was Tzeentch, and Pablo was Khorne. I had never played Slaanesh, the "prince of pleasure and pain", so it was fun to explore. Speaking of which, as much as I enjoy the game, I still can't get past the corny theme. I'm sure there are people out there that think it's the coolest thing ever, but I have to say that I personally wish they could retheme this game.

Oh well, whatever.

The old world cards that came up where definitely favoring me because quite a few heroes were popping up around the land. Since heroes and nobility give me bonuses, i had a much easier time than I otherwise would have getting my dial ticks. Pablo was doing his best to knock us around but I think Khorne becomes more difficult to use as players get to know the other gods... it seems like getting away or neutralizing the attacks is relatively easy. Anyway, Kozure and Shemp were running away with the VP track so I had to try to get there with a dial victory. On the last turn, three players satisfied a win condition. Lucky for me, dial victories take precedence so I took it.

This game, mechanically, is really good. There is some chaos, and the cards and dice can be swingy, but the better player probably wins most games. Still, I am at a loss for the terrible board layout. Huge expanses of available cardboard real estate are used for nothing while two provinces get crammed into a tiny little space in the corner. This is a fictional landscape, there is no reason why the final layout should have been this impractical!

Steam

This was Pablo's first game of Steam. We played on the USA map and it was a tense game as usual. As with Chaos in the Old World, scores were incredibly close: Kozure in first with me and Shemp tied one point behind the leader. Amazingly, PAblo was just a few points behind us (I say amazingly because in a first game of Steam against experienced players it would be easy to end up in a tailspin and go bankrupt or be way behind). It all boiled down to who had the 6 point deliveries on the last round, and Kozure had 1 and Shemp and I did not. Very close.

Friday, June 18, 2010

More More Martin and Macao (Steam, Macao)

I've signed up to playtest some new Steam maps, and this week I brought a new three player map to the group. I also brought along Macao, since I'm finding that game quite intriguing at the moment.

In an email exchange prior to games night, I discovered that Kozure wasn't particularly enamoured with the game. Shemp also confessed that his enitial enthusiasm for the game had waned. I was pretty surprised, because I still love the game. It pushes many of the same buttons as El Grande (the puzzle aspect of most effectively pushing wooden cubes around) but it plays with a wider number of players and has lots of expansions to keep it fresh. Shemp mentioned he wasn't thrilled with all the quirky new rules that come along with each expansion board, and Kozure prefers Railroad Tycoon's more forgiving and less constrained feel. Both said they like it enough to play it, but there was definitely little actual enthusiasm.

Isn't it funny how differently players can feel about games. We've been playing together for over 6 years and although we all enjoy a broad section of games together, I wonder if we were to make top 10 lists how many games would end up on all three.

I won't dwell long on how the games played. The Steam map played very well for three players, which is not really the case with the boards included with the game. I consider it a success and would choose to play this one again if we were three. Macao was characterized by dice that rolled very high, all the time. I recovered from a shaky start and managed to come within ONE POINT of Shemp. So. Close.

Kozure does not appear to be terribly enamoured with Macao either (though he says he thinks it's a good game, just not one of his favorited). I'll certainly grant that the theme is rather weak in this one (though still better than some). Probably on par with Puerto Rico theme-wise. I continue to be very interested in the way you have to plan ahead, all the while behaving tactically every turn and trying to get combos going. Very engaging.

Sunday, January 31, 2010

Two is company (Steam x2, Mr. Jack x2, Carcassonne: The City)

We had an unusual two player session this week... just me and Shemp could make it. Other than wargames, my collection is fairly light on two player games, but we did get a chance to play a few games that don't often see the light of day.

Steam: St. Lucia
I bought this Bezier Games expansion map mostly for the single player side (which I like a lot). It's a bit strange because every single space gets a cube at the start of the game, and absolutely no coloured cities exist until somebody urbanizes. IT makes for a map that changes substantially between plays and is quite wide open with opportunity in the first half (though it does get tight before the game ends). Surprisingly, I did get to play the St. Lucia side once before with Luch on New Year's day. In that game, we pretty much had each started on one end of the island and worked down towards the middle. Not so with Shemp. I payed for first player privileges and after I had established my link he immediately built off of it. Unsurprisingly, our relationship was poisonous to both of us. I kept hold of the first player action and urbanized all the towns in the south using up all the coloured cities in the process and ensuring my track was in the way for all his deliveries.

(I'll note that we got a rule wrong... we played that the first player had the option to keep paying to go first until he passed or the 2nd player took the initiative special action. The correct rule is that turn order alternates... much more forgiving on player 2).

Shemp had a great deal of trouble getting in the black with this setup, and in the end I won fairly handily. This was all around a live and learn type of experience for both of us... I'm sure we would play very differently next time. All in all, it's a good two player board that I can see playing again.

Steam: Jamaica

Jamaica is a curious board. It's a small map, and relatively symmetrical. There are just two coloured cities in the middle and a handful of towns on either end. The game does not have a set number of rounds, and instead ends once all goods are exhausted. It didn't take us long to figure out that this was going to be a very barren board very quick. Barren board = brutal game. The only thing that could have made it more difficult is if they introduced terrain that cost more than usual to cross. Oh, yeah. They did that. The middle is mountainous, and those add +3 to track costs.

I urbanized both ends of the board, placing my track so that Shemp would hopefully be forced to ship through my links. Both our debts were spiraling out of control because building our infrastructure was expensive and long deliveries were hard to find. Most of the game was spent making sad 1-3 link deliveries. I faced bankruptcy on numerous occasion, with my income and VPs at -10/0 respectively. At one point, I had t spend 19 dollars (!!!) to develop 4 links of track to keep me from having zero delivering potential for the rest of the game (I had to rebuild 2 sections of track on mountain spaces). Luckily, I managed to scrape together enough points to get me by. Only near the end of the game did we start approaching solvency. If memory serves, Shemp won by a point and our scores were 0 and -1. Good times.

We made the assumption that using a two player map meant that the goods growth placeholders started with only 2 goods cubes (since that's what the rules state for 3 players). Considering the impact it had on the game, it's possible it should have been three. I posted a question on BGG... we'll see.

Mr. Jack

Shemp had never played this game before. It's one of the few two player games (that aren't wargames) that I've bothered to hold on to, because I liked it enough to keep even if it gets played rarely.

I played first as Jack, and almost managed to win. It came down to the last round, where Shemp discovered who I was (the cop) and was *just* able to catch me in time.

Shemp tried his hand at Jack next, and did much better than most in their first play. On the first few rounds, I managed to eliminate all but three suspects, but he successfully eluded further narrowing for quite a while. I believe I caught him in the 7th round, which was approximately 3 rounds more than any other first timer I've seen.

Although it's tough to play Jack, this is a very fun game that hits the right note between ease of play and strategy, luck and control. Good game.

Carcassonne: The City

We ended the evening with a oldie. Carcassonne: The City gets very little play in our group, and I've considered trading it away because of that on many occasions. However, I do like it and... it's just such a nice package! I haven't been able to bring myself to do it. Yet.

I went far too aggressive on "farmers" (I know, wrong terminology for this set, but I can't remember what they actually use). I was short meeples throughout the game and missed out on the guard's scoring opportunities in the end. It was a competitive game, with just a few points separating us, but Shemp did win.

As we were packing up The City, we realized we had played much later than we usually do (12:15am!). Whatever, it was fun.

Saturday, December 19, 2009

Tastes great, less filling (Cosmic Encounter x2, Steam)

Shemp, Luch and I played this week to the heat of Shemp's brand new furnace.

Although I've read many times that Cosmic Encounter is not at it's best with 3, I was really itching to play it so we tried it anyway. We played with yellow aliens and added in the technology deck, and then only played to 4 planets. I drew Kamikaze, Luch drew Tick-Tock, and Shemp drew the Calculator.

Due to Tick-Tock's ability to win the game when any 8 battles end with a defender win (or on any successful negotiation) both Shemp and I zeroed in pretty quickly on Luch. He lost his alien power pretty quick. Meanwhile, it took a couple of tries before Shemp found any success with his race's ability (call odd or even, if correct, deduct the higher attack power from the lower). I managed a couple of high powered attacks using the kamikaze's ability to sacrifice ships for bonuses but predictably I became low on ships pretty quick. In the end, Shemp was able to string two successful attacks and get to four colonies in short order (the game took only about 40 minutes).

I was torn about my next choice because I had End of the Triumvirate and China in the bag as well, but we play rarely play Cosmic so we played a second session.

In our second game, I drew "Fodder", Luch was "Ameoba" and Shemp was "The Hate". The Hate is brutal. At the start of his turn, Shemp could discard any type of card (attack, negotiate, artifact, etc) and we needed to follow suit or lose 3 ships! Suddenly, Tick-Tock's power seemed very reasonable. We hated the hate. At one point, Luch activated a reincarnator flare and forced Shemp to draw a new race; The Hate became Human. I tried in vain to capitalize on my cool fodder power which allowed me to add to my attack strength any number of cards that were higher the mine but lower than the opponent's. Unfortunately, I kept tying the opponent, which makes it quite impossible.

Shemp came out of nowhere for the win once again.

I really enjoy Cosmic encounter, and I was surprised that three player wasn't as bad as I had heard. Still, it's much better with more, and much better when played to 5 planets. With four, players can theoretically win on their second turn and in essence go from halfway to the finish line in the blink of an eye. It's somewhat unsatisfying. Regardless, Cosmic is an experience game more than anything, and seeing things interact in unexpected ways is quite fun and funny.

Steam

We finished off the evening with what is turning out to be a real favorite of mine: Steam. Since we were three players, we played the USA map and seeded the city growth spaces with two cubes instead of three (as the rules require) and we were off. I kind of expected the game to feel loose with this many players, but I was WRONG. Removing a third of the goods cubes from the City Growth spaces had a dramatic impact on the game. 3-4 rounds from the end we were already looking desperately for potential future deliveries. We were crowding around each other and stealing cubes for opportunistic shipments (taking 2 and giving 2 is much better than allowing your opponent to get 4). It was a tough game which, ironically, lasted much longer than our typical 4 player games have lasted.

Although I think I will eventually give the auction variant (the "Standard" game) a try, I really feel no rush. The tile powers already have a cost (in dollars and future turn order) that values them pretty accurately. If the powers were to be auctioned, I don't think they would end up costing what they should because a number of them are pretty equally decent if you take away the turn order consideration. The one aspect of the "Standard" game that I like that I feel is somewhat missing from the "basic" game is the engine cost (in the "Standard" rules, each player has to pay equal to their engine level at the end of every turn). I like it because it opens up the possibility of being a contender with a lower engine level if you can keep your expenses down, and it forces players to think about "when" they should make the commitment and increase their engine... as it is there is pretty much no reason not to if the opportunity arise.

Anyways, great game. I look forward to trying out my new "Disco Inferno/ Soul Train" map!

Saturday, November 21, 2009

Steamy Trucker, or Trucker McSteamy? (Galaxy Trucker, Steam, Excape)

a.k.a. The night Luch learns a new strategy: it's called "Strategy".

Galaxy Trucker (w/The Big Expansion)

We started out with Galaxy Trucker. In the past few games, I've found that the first flight has lacked some tension, so I decided to introduce a few elements from The Big Expansion in order to liven things up. We added the new tiles and the Rough Road Ahead cards (at difficulty level:1). After a brief explanation of the new rules, we were off.

In our first round, the Rough Roads Ahead card we drew was a brutal one called "Remorseless Fate". Among other things, whenever a Combat Zone or Sabotage is encountered it automatically affects all players except the one with the highest relevant stat. Sadly, no events of this sort occurred in the first round, so the card had no impact. Once again, very little occurred at all. It may have been even worse for the others because at least I was in first place and got to face the weak challenges along the way... the others just sat and watched. I will have to introduce evil machinations and/or the new ship classes next time, because now that we know what we are doing round 1 feels like wasted time.

In our second round, we drew the "piercing projectiles" RRA card. This one causes any meteors or blasts that blow off a piece of your ship to also take the next one behind it. Sounded very interesting, but once again very little actually happened in the second round, so the card didn't have any impact. The round was mostly notable because Shemp realized just as we were about to start flying that he had built the round 1 ship again! He was a little embarrassed that despite his mistake, he only finished building second...

Anyway, either we are getting better at this, or we had an unusually tame 2nd round. Once again, I'm thinking evil machinations next time.

In our third round, we drew "Metal Fatigue". This one has us roll a coordinate on the board every time we cross open space. If a piece exists at the coordinates rolled it is destroyed. Ouch. This flight was more like it. We flew through meteor shower after meteor shower. Then, we flew through more meteor showers. It was insane. My left wing broke off early. The front of my ship was smashed by a large meteor. My starter crew cabin was destroyed (was it metal fatigue?). I limped past the finish line with the back right hand quarter of my ship still in one piece. It was really fun.

Despite my big lead from rounds 1 and 2, my disastrous round three knocked me back. The final tally put Luch in front, me and Kozure tied for second and Shemp last.

The new tiles didn't add as much to the experience as I'd expected. Mostly, they serve as modifiers to other pieces so they end up making the ship construction a little bit trickier as it's much easier to fill up your ship and discover that vital items (such as cannons, storage, crew quarters or thrusters) are entirely missing. My favorite pieces were the reactor furnace and the statis chambers (the engine booster also seems quite interesting, but it didn't get used in our game). My least favorite additions were the armor plating and the luxury cabins since they seem to do very little in practice. I quite liked removing a random number of pieces at the start because it adds an element of the unknown tot he distribution and could create shortages of certain types of pieces that players need to deal with. The RRA cards are a great idea and I like that players can set a difficulty level and simply draw more than one to make each flight harder. Overall, I'm very glad I bought the expansion because Galaxy Trucker is a game that is only fun when it is challenging, and the base game does get easier with time.

Steam

After our last game on the germany map, I wanted to revisit the USA/Canada map with four players since it's the tighter of the two. When we first played it a few months ago, we each stayed in our respective corners as we learned the ropes of the game. Would it play the same way now that we know what we are doing?

I started right away in the same section as Kozure since he was the leader in our previous games and I was determined not to let him run away with it. The two of us spent the entire game battling over the south and east of the board. Meanwhile, Luch and Shemp were coexisting much more peacefully in the west. The force competition with Kozure led to some very tight and intertwined track, as well as some strong competition and tension over the while game. Unfortunately, since the folks in the west were keeping to themselves it was much easier for them to prosper. Shemp got all his ducks in a row and also benefited somewhat from a very well place link that netted him a fair number of points on other player's deliveries. He won the game, I came in a relatively close second, followed by Luch and then Kozure.

When the board is open enough, or when players are feeling peaceful, all players can coexist in the game and the winner is solely determined by the best forward planner. I guess the trick is to identify who is in the lead and build networks that hamper that player, while simultaneously advancing your own agenda. We'll have to pay more attention next time!

Excape

We played with the house rule that the leading player can't benefit from rolling doubles. It worked well as a variant, and I think we'll be playing with it from now on. I won the game, which is something I've never managed to do. I pulled ahead to a significant early lead but stayed close to the end for quite a while. Shemp eventually overtook me, but it was shortlived and I made it to the end first. Luch started out playing his usual style, rolling high and placing low in order to bump as many players he could (and not getting himself very far in the process). At a certain point, he switched gears and started playing to benefit himself as much as possible. When it started working, he said "so this is why you guys use strategy!".

Of course, he has often won at this game and yet in the game he discovers "strategy" he does poorly. Shows what we know.

Conclusions

Galaxy Trucker and Steam are two of my favorite games in a long while. Yes, Galaxy Trucker could use a tweak in the difficulty of the first round. Also, yes, I miss some of the tactility of Railroad Tycoon (taking shares, the plastic trains, etc). Regardless, they are excellent games that do what they set out to do very well. When I get around to putting together an updated top 10 list, I'm sure both of these would find themselves there somewhere.

Friday, October 16, 2009

Déja Vu (Steam, Pandemic: On the Brink, Excape)

Shemp thought enough of last week's games that he picked them again this week.

(That, and I suspect he was feeling too lazy to think about choosing different ones)

Steam

Our second game of Steam was played on the German map, which is designed for 4-5 players. As it's designed for more players than the USA/Canada one, we expected it to be more wide open, and for the most part it was. That said, when the game was completed every single town and city had been built to. I wouldn't have predicted that (in fact, I predicted quite the opposite because I pointed to a particular town, Seiglen, in the bottom right corner and asked why anyone would ever build there!).

The four of us kind of picked an area to start with. Kozure was North-East, Luch North-West and Shemp and I started in the middle at Düsseldorf(though with the intention of developing in different directions). Right off the bat I got into trouble because Shemp was able to steal the cubes out from under me, and I got no deliveries on the first round. Luckily, with my newly upgraded train and a good corridor of deliveries setup in the south-west I was able to make up ground over the next few rounds. While Luch was building in the south-east and Shemp was developping the middle of the board, I noticed that Kozure had set up a very lucrative east-west delivery network (Arnhem/ Dortmund)and was making lots of points shipping lots of goods. Since the blue city had already been urbanized, it was difficult to stop him (and being way down in the south I couldn't do much to steal cubes). I concentrated on making sure I`d have as many six link deliveries as possible and did pretty well at that, but it wasn't *quite* enough. On our last turn, Kozure built track to one of my northermost cities and scooped up my last 6 point delivery, making the situation even more difficult. Although I came in a close second in the VP race, Kozure had better income AND more links, so with those VPs he won decisively.

Now that we`ve played a second time, I think I've come to understand what makes Railroad Tycoon an easier game for casual gamers (I was definitely wondering though. It's much longer to play and somewhat longer to explain due to the cards and barons... not qualities I would expect in a "casual gamer" targetted game). The first reason is obvious: The income mechanic is less forgiving. In RRT, every step forward increases your income by a few thousand, but every share only reduces that by $1000. In Steam, it's 1:1 so getting out of debt and staying there takes a bit of effort (though already in our second game it seemed much easier to do it). The second, less obvious reason is that the the mechanics and financials in RRT encourage players to stay at low engine levels much longer than Steam. Visualizing deliveries in RRT is a simple affair of looking for cubes and nearby cities of the same colour, with only maybe half or a third of the game spent delivering 3/4 links and up. Also, since the vast majority of cubes used in the game are present from the start, the number of them to consider becomes smaller by this stage and therefore easier to visualize anyway. In Steam, the need to start planning for long deliveries happens early. I was making three link deliveries on my 2nd round this game! Further, more goods will wind up on the board from the goods track than from the initial seeding, so this planning process needs to consider what's available on the goods track as well (and grabbing those goods needs to be done early if a particular set is important to you, or else someone else might take them). The amount of forward planning is certainly less than Age of Steam, but more than RRT, and definitely leads to a more "thinky" game.

Not sure how the others feel on this one. What do you say, guys?

I think that ultimately Steam is better suited to my tastes, and I certainly appreciate the smaller footprint and shorter playtime. However, there are things I liked about RRT that are missing: I like the effects of some of the cards, particularly hotels. This type of card succeeds in altering the texture of a map from game to game in a way that isn't replicated in Steam. Similarly, the major lines add a second set of goals to the game that I enjoyed, as long as they were laid out at the start of the game (this is why I wasn't crazy about the service bounty cards, as they often seemed to just give bonus points to however happened to be closest). In theory, I also like the hidden roles aspect of RRT, but in practice the ones supplied in the game were oddly imbalanced and unsatisfying. Finally, I liked the fact that income started decreasing over time, somewhat keeping the leader in check (Steam has a rule that could have a similar impact in the advanced game, where the level of your engine is deducted from your income every round, but we haven't played with that yet).

Since Kozure also has RRT, I'll be able to play it once in a while even if I trade away my copy. If that does come to pass, I think I'll be keeping the Europe map so we can play that on occasion, because it really was a lot of fun.

Pandemic: On the Brink

For our second crack at the Pandemic expansion, Shemp decided he wanted to try the "Mutation Challenge". This one introduces a 5th disease, purple, but otherwise plays very much like the original. Purple is easier to cure, and doesn't seem to spread very rapidly, but the number of cubes is very low so if it starts to spread players can easily lose because the supply runs out.

In this game, Luch was the Operations Expert, Kozure was the Medic, Shemp was the Archivist and I was the Field Operative. The purple disease didn't show up until late into the game, and then mostly just sat there so it didn't appear to be very threatening. Then, suddenly a chain of events caused it to explode all over china and we were suddenly very close to losing. We got it under control, cured it and three of the other diseases, and then struggled to find a way to cure the last one before the deck ran out. We were *1* action short of winning, but ended up losing (I had the 3 samples and the 3 cards I needed, and I was at the research lab, but didn't have an action left to perform the cure.

Doesn't get any closer than that.

All in all, I think I preferred the virulent strain expansion, but this was certainly fun as well.

Excape

We played a couple of games of Excape. We laughed a lot. A lot. More than in Steam, even(?). At one point, Luch kicked Kozure off the 2 step of the track and I saw his eyes roll back further than I`d ever seen them go before. It was classic. This is a great game to end a night of thinky games with. Although it looked like I might win the first game, Luch came back from behind for the win. In the second game, it was Luch all the way on a series of lucky double threes.

Kozure and Shemp mentioned that they felt the "doubles" rules dissatisfying (pawns move forward the number shown on the dice if they are doubles). I like it, because it both moves the game along and allows a player to come back from behind. Their complaint had more to do with the fact that it can also puch the leader to a distant win, which is true. I suggested that a simple fix would be to dissallow the first place player to benefit from the rule, for the second place player to only be able to move on double 1s, the second place player to move on double 1s or 2s, and the third place player to get 1s,2s and 3s.

Even simpler, the rule could simply not apply to the leader.

I`ve only played this with 4, but as much as I like it I don't think it would work well with 6. With four players, the balance between taking a risk on a number and having it sometimes make it's way back to you seems pretty much spot on. With more, I would imagine the odds of having your dice get back to you are pretty remote, and the game might therefore take quite long.

Also, Kozure mentioned that he preferred Can't Stop. I like Can't Stop, but it's a longer game, with more downtime between turns. There is certainly more depth there, but I didn't have as much fun so I think I have to give the nod to Excape.

Edit: I forgot to add a (semi) interesting tidbit: Not only were the games the same as last week, but the results are also quite similar. Kozure won Steam (last week was a draw between him and Shemp), we lost Pandemic and Luch won Excape (well, last week Kozure won once/ Luch won once, and this week Luch won twice). Ok, maybe not so interesting after all.

Friday, October 09, 2009

Hmm. Steamy. (Steam, Pandemic: On the Brink, Excape! x2)

More new games!

Steam

I've always really like Railway Tycoon. Despite this, and despite the fact that I like many heavy strategy games, I've had very little interest in Age of Steam. It's reputation as being a particularly unforgiving game and some of the discussion I've read about wonkiness in some of the rules kept me from giving it a try. That being said, Railroad Tycoon has it's own set of issues (well known by now... huge board with sections that will never get used even with 6 players, a card system that can unfairly advantage a player if the right cards come up, component colour issues, long play time, etc). When the Railways of Europe expansion came out, I was thrilled because it really fixed a lot of the things that bugged me about base RRT. I liked it a lot, but it remained a long game and the cards never really felt right.

Anyway, when I heard about Steam I was definitely interested... smaller box, shorter playtime, streamlined design... it sounded like it was the refinement in the system that I was waiting for. I've had it for a while now, but this week we finally were able to try it out.

I'm not going to list all the differences between the two games, but I will talk about a few of the more interesting ones. I will say that for a game that is ultimately very similar to RRT, Steam felt very different.

Steam's biggest difference, in my opinion, is the fact that the victory point chart is separate from the income chart. When delivering a good, the player has to decide if the want to put the points into the company (income chart) or into his pocket (VP). Whereas RRT sees players start on a slow progression to sustainability as the income levels grow, in Steam you start at "0" and can go up or down based on the shares you take out and the various items you can build/ buy. Achieving profitability is it's own goal for the first part of the game, and the decision to go to VPs is not an easy one. This is a change that I quite liked, but it gives the game a much less forgiving feeling than RRT.

The second biggest difference is that turn order is determined by selecting roles. Each role gives the selecting player a special power for the turn, such as delivering cubes first, building extra track, urbanizing a town, etc. The clever aspect is that the role you pick this turn also determines the order you will select roles in the next turn (and picking early can be very important if you need a specific action). Although I like that the system manages to accomplish more than the RRT auctions could do in a fraction of the time, in practice I was surprised at how long it took us to feel comfortable with it. The was something about remembering the turn order, and the exceptions to the turn order due to powers, that had us stumbling a lot. Also, the freedom available in RRT to do anything you want on your turn instead of hoping you are able to grab the right role tile proved frustrating at times. Time will tell whether the initial awkwardness will fade, and whether the constrained action selection will reveal itself to be an interesting strategic layer or a simply an artificial stumbling block.

The third biggest difference is the impact of a series of minor rules changes on gameplay. In RRT, City Growth and Urbanization were rarely used in our groups due to the prohibitive costs and uncertain result. Similarly, high cost kept many players from increasing their engine level to beyond 4 in a typical game. In Steam, these actions become part of the role selection mechanic and are therefore theoretically used one a turn. With the goods cubes visible from the start, and the actions much less expensive, new cities and City Growth and high level engines were the norm. The board just felt like it was transforming more than the RRT maps do.

All in all, I liked the game quite a bit. I'm not sure that I'd go so far as to say that I like it better than RRT, but I do like it as much as that one (and with the shorter playtime it's likely to see more play as well). I found it odd that on many turns none of the special actions appealed to me, and found myself picking solely for turn order.

In our game, I started on the east coast, while Luch was in the north-west, Shemp in the south and Kozure a bit more in the middle. I became profitable earlier than the others, but a couple of bad decisions meant that I was missing opportunities. Luch unfortunately figured out too late that his starting setup was less than ideal. Far from other cities, he started taking a hit on the income track and flirted with the "stock death spiral" but managed to get a few deliveries in and dig himself out of the hole. In the end, the game was a tie between Kozure and Shemp (Luch needed to make a delivery on his last round that would see either Kozure or Shemp get the point, and whichever got it would win). We called it a draw instead.

Pandemic: On the Brink

Finally! The expansion I'd been waiting for for so long has finally arrived! The game ships with nice petri-dishes, many new roles and special action cards and 3 new ways to play the game.

We tried the "virulent Strain" expansion game.In this one, a single colour of cube becomes "Virulent" and gains a new characteristic every time an epidemic card is drawn. It's interesting that, unlike Lord of the Rings co-op, the added challenge isn't balanced by added powers. This game is just harder than the base game. I can imagine that combining these expansions and playing on the newly introduced "legendary level" would be pretty challenging for just about anybody.

It turns out that Red was the problematic disease in our session. The added challenge made it harder to concentrate on all the other diseases and in the end, a series of yellow and black outbreaks ended the game. We worked together as well as we could, but in the end we succumbed. I liked the new roles we played with (I was a field operative that could collect "samples" of diseases and use them to make cures more easily).

I really liked this expansion. It felt like we were playing a somewhat more interesting version of the same game, with the added bonus of a lot more roles to choose them. I suspect that the mutation expansion and certainly the Bio-terrorist will make it seem more like a substantially different experience.

Excape

What do we do? Excape? Why? Who cares?!!!

I bought this filler just because of the name. There is a single funny line in an old Jack Black movie called "Orange County"... a stoned Jack Black says "we have to Excape!" (in the movie, it's funny). It's stupid reason for wanting a game, but it was cheap and it's Knizia so I took a chance.

I really like it. It's a simple push your luck game that allows players to bump each other out of contention but the balance achieved between the main scoring mechanic and the various other results keep it interesting an unpredictable throughout (pairs advance tokens immediately, Xs end your turn and make you go back, etc). We played twice and each game lasted only 10 minutes. We laughed and groaned a lot, and I was surprised how much I enjoyed it.

It's worth mentioning that both the winners (Luch and Kozure) ended the game in the same highly unlikely scenario: The rolled a 76 (the highest roll possible) on their last turn. The only way to beat this is to also roll a 76 and then bump them. Even more unlikely: I DID roll a 76 to bump him! E V E N more unlikely, the newly bumped Kozure immediately rolls double 3s to advance for the win.