My pick this week.
Louis XIV
It's been a while since I've been able to play Louis XIV, so I was very happy to have the occasion to give it another go. This was my third game, but the first two were in the same evening a long, long time ago, so a solid refresher was in order. Meanwhile, Bharmer had never played.
This is a very good game! It's got all the usual Dorn signature elements (the tower movement, additional actions, end game bonus points, multiple paths to victory and a generally dense set of rules... despite not feeling too difficult in actual play).
Bharmer, in his first time out, managed to complete two missions per round for the whole game while the rest of us managed that only 50% of the time. He was very focused on winning the tile where Louis was present, and it seemed to be paying off. I decided to go for shields and managed to accumulate quite a bit while still managing 6 missions.
Ultimately, it seemed obvious that Bharmer was going to win. However, in the final calculation all those little endgame points really added up, giving me a surprise victory! I have to admit I got very lucky with the shields, netting me about half a dozen points for majorities.
Tower of Babel
Next, we played Tower of Babel. I'm planning on trading this, but before I did I thought I'd follow some recommendations I found on BGG and eliminate the bonus cards (supposedly, that was how Knizia designed it). As I never really liked those anyway, it didn't feel like much of a loss! In the end, I think I preferred the game without the bonus but not enough to want to keep it. Bharmer won the game, thanks to a set of 4 building disks in addition to winning his share of the wonders points.
Dungeon Twister
We didn't have an enourmous amount of time left, so we weren't sure whether we should attempt Dungeon Twister. Ultimately, a second game of Louis XIV might have been more wise, but we tried it anyway.
I discovered a few things:
1) I thought I was being really clever when I bought the game. I purchased only the 3/4 player and the Paladins and Dragons expansions... not the base set I thought that rather than getting the same set of characters 4 times, that this way I would get two sets of different characters and also have the flexibility of playing from 2-4 players. It seemed like I would only be missing the rulebook, and that wasn't a huge deal. Obviously, I overlooked something important: I only had 2 sets of Jump/Action/Combat cards! So, after having set up the game, we scrounged through Louis XIV and substituted other cards to compensate and played anyway. I'll have to make up my own for the next game, or cave and buy the base set.
2) It's hard to say since we played an incomplete game under unrealistic time pressures, but Dungeon Twister seemed to work better as a 2 player game. At 2 players, there is something very satisfying (for me) in figuring out a clever set of moves and making them happen. With 4 players, it's nearly impossible to plan ahead since so much could change by the time your turn comes around. Clever move combinations were possible, and I'd say there were a few, but you really can't think about it too long or else turns would take forever. I'd also say that the rather focused two player game feels more like a free-for-all with 4 players. This feels particularly apparent when revealing tiles: with 2 players, choosing the right location for your opponent's items can be crucial. In contrast, with 4 players the location you place things is less meaningful (SOMEONE can surely get to them...).
Anyway, although I think this has the potential to be fun with 3 or 4 players but Dungeon Twister's real strength seems to be 2 player.
I don't really know who won the game, but I think it was Kozure.
Showing posts with label Tower of Babel. Show all posts
Showing posts with label Tower of Babel. Show all posts
Friday, May 04, 2007
Thursday, August 10, 2006
Getting the red haired step children out to play (Pueblo, Domaine, Tower of Babel, Aladdin's Dragons, Carcassonne: The City)
A big pile of games played this week. Bharmer and Kozure couldn't join us, but JayWowzer rounded us out to a foursome. I chose a number of games which rarely get played in the group. Many don't get out often simply because they are four player, but most of them have oddities which make them "niche" games in my mind.
Prior to JayWowzer's arrival, we played a three player game of Pueblo. We had Shemp's wife choose the locations for the "Sacred Sites", and the resulting board was devilishly difficult. As usual, Luch displayed a knack for burying himself deep behind other player's pieces. He had quite a lead up to the end of the game. Unfortunately for him, in the last round he was forced to play two very costly pieces (he misplayed the block order, leaving him with 2 coloured ones to place last). Once the final score was calculated, the shaman saw more of Luch than he could handle... giving me an unlikely win (I still have a sneaking suspicion that we counted something incorrectly... Luch was REALLY well buried except on that one face). I really enjoy pulling this one out every once in a while... it's a nice change of pace.
Domaine was next. It had been a long time, and we always seem to play this one incorrectly. Still, it's a great game if you are in the mood fore some good, confrontational fun. However, as I've often mentioned, the game is pretty fragile... If everyone isn't paying attention, a player can inadvertently get a windfall. Unfortunately, this kind of happened. Luch and I didn't do what we needed to do to prevent JayWowzer from winning the game as he inherited a huge territory down the middle! Oh well, it's a part of the game to manipulate things to be in the right place at the right time, for all I know he might have orchestrated the whole thing! I thought I had a good shot until it happened, though.
Tower of Babel saw it's first play in some time. Always an enigma, I like to give this one a shot once in a while. There is no game in my collection which eludes me as much as this one... I understand the mechanics, but I don't understand the strategy. After last night, I came to the conclusion that it's a fragile game in a lot of ways: 1) the tendency is to hoard cards and complete works on your own. Once that starts, the game gets boring real fast because everyone is just waiting for their turn to build their monument (and the ultimate winner is probably determined by the player who is lucky enough to draw the needed cards first.) 2) Since the bidding strategy isn't obvious, many players are making bad bids. This has the compounding effect of making a "well played" bid irrelevant, since there is usually a better (i.e. poorly played) one available. Anticipating what others might do becomes basically impossible. 3) the bonus cards just don't work very well. Some are significantly better than others (hmmm, would you like to exchange 5 cards or take a 2nd turn... I wonder). With all that, I'm still going to keep giving it chances until it clicks or someone offers me something for it in trade. It's certainly not bad, and it's short for an area control/ bidding type game. We'll see. I spent the game trying to accumulate purple chips, 2nd/3rd placement points on temples and scorned auction points. I was feeling pretty good about my prospects and in fact I thought I won the game... until Luch pulled out 2 of his bonus cards which gave it to him!
As I was returning Aladdin's Dragons to JayWowzer, we played a farewell session. As with many bidding games, it takes a while to get familiar with the relative values of items and enjoyment of the game increases with repeated play. I played my worst game so far (coming in last with 5 artifacts, while Luch had 7), but I won't hold that against it. One aspect of the game which revealed itself to me this game: go for spells early AND USE THEM,,, as the game progresses, they become nearly impossible to play! I was also surprised to see that very few players had to pass over artifacts this game due to insufficient funds. By contrast, it was quite commonplace in our first few games.
Last, but not least, was Carcassonne: The City. I don't often play this since I actually prefer the base game (particularly with the first two expansions), but it's still quite good. I stumbled across a pretty lucrative tower guard when I started the second round, so I eventually tried to maximize that by placing the notable buildings in his view (ignoring most other scoring methods). If I had thought of it earlier, it probably would have worked out better. As it was, I managed a decent 2nd place to Luch.
Well, this was definitely Luch's night. Out of 5 games, he won 3 (and nearly won a 4th).
Prior to JayWowzer's arrival, we played a three player game of Pueblo. We had Shemp's wife choose the locations for the "Sacred Sites", and the resulting board was devilishly difficult. As usual, Luch displayed a knack for burying himself deep behind other player's pieces. He had quite a lead up to the end of the game. Unfortunately for him, in the last round he was forced to play two very costly pieces (he misplayed the block order, leaving him with 2 coloured ones to place last). Once the final score was calculated, the shaman saw more of Luch than he could handle... giving me an unlikely win (I still have a sneaking suspicion that we counted something incorrectly... Luch was REALLY well buried except on that one face). I really enjoy pulling this one out every once in a while... it's a nice change of pace.
Domaine was next. It had been a long time, and we always seem to play this one incorrectly. Still, it's a great game if you are in the mood fore some good, confrontational fun. However, as I've often mentioned, the game is pretty fragile... If everyone isn't paying attention, a player can inadvertently get a windfall. Unfortunately, this kind of happened. Luch and I didn't do what we needed to do to prevent JayWowzer from winning the game as he inherited a huge territory down the middle! Oh well, it's a part of the game to manipulate things to be in the right place at the right time, for all I know he might have orchestrated the whole thing! I thought I had a good shot until it happened, though.
Tower of Babel saw it's first play in some time. Always an enigma, I like to give this one a shot once in a while. There is no game in my collection which eludes me as much as this one... I understand the mechanics, but I don't understand the strategy. After last night, I came to the conclusion that it's a fragile game in a lot of ways: 1) the tendency is to hoard cards and complete works on your own. Once that starts, the game gets boring real fast because everyone is just waiting for their turn to build their monument (and the ultimate winner is probably determined by the player who is lucky enough to draw the needed cards first.) 2) Since the bidding strategy isn't obvious, many players are making bad bids. This has the compounding effect of making a "well played" bid irrelevant, since there is usually a better (i.e. poorly played) one available. Anticipating what others might do becomes basically impossible. 3) the bonus cards just don't work very well. Some are significantly better than others (hmmm, would you like to exchange 5 cards or take a 2nd turn... I wonder). With all that, I'm still going to keep giving it chances until it clicks or someone offers me something for it in trade. It's certainly not bad, and it's short for an area control/ bidding type game. We'll see. I spent the game trying to accumulate purple chips, 2nd/3rd placement points on temples and scorned auction points. I was feeling pretty good about my prospects and in fact I thought I won the game... until Luch pulled out 2 of his bonus cards which gave it to him!
As I was returning Aladdin's Dragons to JayWowzer, we played a farewell session. As with many bidding games, it takes a while to get familiar with the relative values of items and enjoyment of the game increases with repeated play. I played my worst game so far (coming in last with 5 artifacts, while Luch had 7), but I won't hold that against it. One aspect of the game which revealed itself to me this game: go for spells early AND USE THEM,,, as the game progresses, they become nearly impossible to play! I was also surprised to see that very few players had to pass over artifacts this game due to insufficient funds. By contrast, it was quite commonplace in our first few games.
Last, but not least, was Carcassonne: The City. I don't often play this since I actually prefer the base game (particularly with the first two expansions), but it's still quite good. I stumbled across a pretty lucrative tower guard when I started the second round, so I eventually tried to maximize that by placing the notable buildings in his view (ignoring most other scoring methods). If I had thought of it earlier, it probably would have worked out better. As it was, I managed a decent 2nd place to Luch.
Well, this was definitely Luch's night. Out of 5 games, he won 3 (and nearly won a 4th).
Labels:
Aladdin's Dragons,
Carcassonne: The City,
Domaine,
Pueblo,
Session,
Tower of Babel
Thursday, November 10, 2005
Attack of the middle weight Euros!
Six, count 'em... SIX (6) games played last night.
We focused on 3 middle weight games: Through the Desert, China and Tower of Babel.
I call a game "middle weight" when the rules are relatively simple, playtime is relatively short but there is still a depth of strategy to the game.
For context:
Light = For Sale! (very light), Caracassonne, Ticket to Ride (this is borderline)
Middle Weight = Settlers of Catan, Modern Art, Ra
Heavy = Tigris and Euphrates, El Grande, Puerto Rico
It's arbitrary, but it works for me.
Anyway, Through the Desert was first up. It was new to everyone, and I was really looking forward to it. First reaction (I bet you can't guess!)... Pastel camels... hmmm. Why did they have to be pastel? The colours blend in anything but bright light, and for Shemp (or resident colour blind player) a few were nearly impossible to tell apart. Not sure if they were trying to maintain a "bleached" look to keep in theme with the whole desert thing, but I wish they were easier to tell apart. The rest of the components are decent but unspectacular (plastic palm trees, thick chips for water holes and score markers)
The game is quite simple. Everyone has 5 starting camels on the board, one of each colour. on a turn, two camels are placed to extend on of their existing "caravans" (or lines of camels). Points are scored for crossing water holes, connecting to oasis or enclosing areas. End game points are scored for longest caravans of each colour. Other than a few placement restrictions (such as not being allowed to place a camel of a certain colour adjacent to another player's camels of the same colour), that's it. Game ends once all camels of one colour are placed.
In our first learning game, we stumbled along semi-randomly trying to figure out what to do. AS with many Knizia games (and german games in general), there is always far more things you WANT to do than you CAN do. Should I snatch the 3 point waterholes sitting right in front of my pink camel, or connect to the oasis before I get blocked? I went for water holes and oasis at first, but I did secure a medium sized piece of the desert. Kozure was unfortunately cheated as I forgot to mention that enclosed areas could not have any other camels in it. Luch ran away with the victory by successfully doing just about everything... getting long caravans, connecting to point sources and securing areas! Our second game was more thoughfully played. I managed to grab a corner of the board from under Kozure's nose. Luch's enormous green caravan didn't help him too much, and Shemp was still confounded by the colours. Despite not connecting to very many oasis, my long caravans and waterhole chits managed to give me a narrow 2nd place. Kozure won the game by 3 points (a very sneaky land grab near the end won him the game!).
China came next. I had played this at BSW as Web of Power, and liked it for being a nice straightforward strategy game. It's been called El Grande light, and I can understand the comparison, though it's pretty thin (it's area control...on a map...that's about it). Gameplay is pretty simple: Play 1 or 2 cards into a province of China. Place that number of houses or advisors. When the province is full, score it. At the end of the game, check if any player has a majority (or a tie for majority) in neighboring provinces for bonus points. Connected series of 4 or more houses are worth points too. (Game ends once the deck has been run through twice). The trickiest thing about the rules is the odd scoring for majority of houses... 1st place player gets points equal to the number of houses in the province. 2nd place gets points equal to the number of houses the 1st player has. etc, etc. This has a great impact on the strategy (in a province with 8 spaces, if 6 are controlled by red, and 1 by blue, red would get 7 points and blue would get 6. While there is little/no benefit for either player to fill the last space, a third player could swoop in and tie for 2nd with one house and swiftly pick up 6 points as well). Since the game moves so quickly, and opportunities disappear faster than you can react to them all, it's important not to overbuild unless you need to do so to block.
For an area control game, it goes incredibly fast. There are important decisions to be made, but not too much information to take in, so decisions can be made quickly. In the first game, I confined myself to the southern provinces and concentrated on establishing a network of advisors, and won. However, we discovered that Shemp and Kozure were playing under the impression that ties didn't count as a majority, so that hindered them. In the second, I tried to go for 2nd or 3rd place in as many provinces as possible but didn't succeed very well. Luch successfully grabbed a few house and advisor majorities, giving him the win. It's clear that advisors, used properly, are very powerful. I wonder whether the advanced game, wich introduces a monument which doubles the points from one province, is an attempt to balance that. Either way, I suspect that future games will see us being more aggressive in preventing advisor majorities.
I liked this version of the game, but a few comparisons to Web of Power are in order.
While the 3-4 player board is a bit more constricted, the 4-5 player board (which we used) is WIDE open. In contrast, Web of Power has a very "slanted" distribution of connections, alliances (and, I think, card distribution). I think this means that China is easier to jump into right away, but I bet Web of Power has more inherent flavour (i.e. taking control of France necessitates playing a different game plan than going for Italy, for example). I'm not good enough at WofP to know that for sure, but it's my impression. 2nd, scoring provinces once they are complete seems to weaken the building strategy somewhat (in WofP, the provinces are scored both times the deck is exhausted... meaning they are scored twice versus the "Advisor" and "Road" scorings which only happen once). Again, I can't be sure but I think I the older version might have been more balanced. In the end, though, these are minor criticisms. The game was very well received and does what it is trying to do very well!
Last was 2 additional plays of Tower of Babel. Our first game left me feeling a bit puzzled and dissapointed. While I can't say that I have warmed to the appearance of the game, the gamePLAY has gotten much better. I still find it difficult to process all the ramifications of my bids: bidding high places me on the board if I get accepted, and gives me victory points if I don't, but it allows the "building" player an easy chip, a bonus card and he can keep many of his cards. Bidding low increases my chances of getting on the board for 2nd or 3rd place points, but the building player will get the majority and the bulk of the benefit. Even more difficult is the "trader"... sometimes it's best used to "sour" an offer you don't want the other player to accept, other times it's a shrewd way to trade away a majority for a chip you might need for a set. I don't think I'm doing any worse than any other players, but I often only realise the impact of my offer AFTER it's been revealed and the opponent has chosen. Similarly, making an educated decision on which "wonders" to build, and when, is eluding me somewhat.
In my mind, I keep making comparisons to Domaine: The game WANTS to be broken, I think. Just as Domaine leads to a win by "large land grab" unless players actively play to stop it, Tower of Babel encourages players to hoard cards until they can build on their own and to offer as many cards as possible at every auction to get easy victory points. I'm not sure what the best way to fight these strategies! I suppose a that all things being equal, the player who acts quickly and makes smart collaborations to build could build a lead that way. It also seems that one ways to defeat a player who constantly offers a large number of cards for every bid might be to actually accept them... he is then stripped of using them again and winds up with very little scoring power until he rebuilds his hand. Anyway, not sure. I can't quite wrap my head around it.
In the first game, Shemp led for most of the game on the strength of his building strategy (and had enough sets of tiles to seal the win). For whatever reason, most of us spent much of the game with huge hands of cards... I think we were being too stingy to accept large offers of cards, wanting the majorities ourselves.
In the second, I tried to see if it was possible to compete without going for the matching tiles, and instead trying to score as many points as possible on the board. Aided in no small part by a "take a 2nd turn" card I completed a few monuments and placed in many others. I had NO points from the chips when the game ended (I only had 2), but the others weren't able to catch up so I won.
A final note: The graphic designers for this game need to be disciplined on two counts. 1) Bland Bland Bland! (I've said this before) 2) The illustrations for the bonus cards make no sense. I'm all for language independent cards, but at least make an effort for the symbols to match the effect. The "take a 2nd turn" card is unforgiveably missrepresented! (this is a fault of another recent knizia game with semi-random and language independent bonus cards... Amun Re)
I loved being able to get in so many games into one evening, I think these will come out a lot.
Through the Desert: 7.5 (really an 8, but knocked back for the colour issues)
China: 8
Tower of Babel: 8 (revised from 7)
We focused on 3 middle weight games: Through the Desert, China and Tower of Babel.
I call a game "middle weight" when the rules are relatively simple, playtime is relatively short but there is still a depth of strategy to the game.
For context:
Light = For Sale! (very light), Caracassonne, Ticket to Ride (this is borderline)
Middle Weight = Settlers of Catan, Modern Art, Ra
Heavy = Tigris and Euphrates, El Grande, Puerto Rico
It's arbitrary, but it works for me.
Anyway, Through the Desert was first up. It was new to everyone, and I was really looking forward to it. First reaction (I bet you can't guess!)... Pastel camels... hmmm. Why did they have to be pastel? The colours blend in anything but bright light, and for Shemp (or resident colour blind player) a few were nearly impossible to tell apart. Not sure if they were trying to maintain a "bleached" look to keep in theme with the whole desert thing, but I wish they were easier to tell apart. The rest of the components are decent but unspectacular (plastic palm trees, thick chips for water holes and score markers)
The game is quite simple. Everyone has 5 starting camels on the board, one of each colour. on a turn, two camels are placed to extend on of their existing "caravans" (or lines of camels). Points are scored for crossing water holes, connecting to oasis or enclosing areas. End game points are scored for longest caravans of each colour. Other than a few placement restrictions (such as not being allowed to place a camel of a certain colour adjacent to another player's camels of the same colour), that's it. Game ends once all camels of one colour are placed.
In our first learning game, we stumbled along semi-randomly trying to figure out what to do. AS with many Knizia games (and german games in general), there is always far more things you WANT to do than you CAN do. Should I snatch the 3 point waterholes sitting right in front of my pink camel, or connect to the oasis before I get blocked? I went for water holes and oasis at first, but I did secure a medium sized piece of the desert. Kozure was unfortunately cheated as I forgot to mention that enclosed areas could not have any other camels in it. Luch ran away with the victory by successfully doing just about everything... getting long caravans, connecting to point sources and securing areas! Our second game was more thoughfully played. I managed to grab a corner of the board from under Kozure's nose. Luch's enormous green caravan didn't help him too much, and Shemp was still confounded by the colours. Despite not connecting to very many oasis, my long caravans and waterhole chits managed to give me a narrow 2nd place. Kozure won the game by 3 points (a very sneaky land grab near the end won him the game!).
China came next. I had played this at BSW as Web of Power, and liked it for being a nice straightforward strategy game. It's been called El Grande light, and I can understand the comparison, though it's pretty thin (it's area control...on a map...that's about it). Gameplay is pretty simple: Play 1 or 2 cards into a province of China. Place that number of houses or advisors. When the province is full, score it. At the end of the game, check if any player has a majority (or a tie for majority) in neighboring provinces for bonus points. Connected series of 4 or more houses are worth points too. (Game ends once the deck has been run through twice). The trickiest thing about the rules is the odd scoring for majority of houses... 1st place player gets points equal to the number of houses in the province. 2nd place gets points equal to the number of houses the 1st player has. etc, etc. This has a great impact on the strategy (in a province with 8 spaces, if 6 are controlled by red, and 1 by blue, red would get 7 points and blue would get 6. While there is little/no benefit for either player to fill the last space, a third player could swoop in and tie for 2nd with one house and swiftly pick up 6 points as well). Since the game moves so quickly, and opportunities disappear faster than you can react to them all, it's important not to overbuild unless you need to do so to block.
For an area control game, it goes incredibly fast. There are important decisions to be made, but not too much information to take in, so decisions can be made quickly. In the first game, I confined myself to the southern provinces and concentrated on establishing a network of advisors, and won. However, we discovered that Shemp and Kozure were playing under the impression that ties didn't count as a majority, so that hindered them. In the second, I tried to go for 2nd or 3rd place in as many provinces as possible but didn't succeed very well. Luch successfully grabbed a few house and advisor majorities, giving him the win. It's clear that advisors, used properly, are very powerful. I wonder whether the advanced game, wich introduces a monument which doubles the points from one province, is an attempt to balance that. Either way, I suspect that future games will see us being more aggressive in preventing advisor majorities.
I liked this version of the game, but a few comparisons to Web of Power are in order.
While the 3-4 player board is a bit more constricted, the 4-5 player board (which we used) is WIDE open. In contrast, Web of Power has a very "slanted" distribution of connections, alliances (and, I think, card distribution). I think this means that China is easier to jump into right away, but I bet Web of Power has more inherent flavour (i.e. taking control of France necessitates playing a different game plan than going for Italy, for example). I'm not good enough at WofP to know that for sure, but it's my impression. 2nd, scoring provinces once they are complete seems to weaken the building strategy somewhat (in WofP, the provinces are scored both times the deck is exhausted... meaning they are scored twice versus the "Advisor" and "Road" scorings which only happen once). Again, I can't be sure but I think I the older version might have been more balanced. In the end, though, these are minor criticisms. The game was very well received and does what it is trying to do very well!
Last was 2 additional plays of Tower of Babel. Our first game left me feeling a bit puzzled and dissapointed. While I can't say that I have warmed to the appearance of the game, the gamePLAY has gotten much better. I still find it difficult to process all the ramifications of my bids: bidding high places me on the board if I get accepted, and gives me victory points if I don't, but it allows the "building" player an easy chip, a bonus card and he can keep many of his cards. Bidding low increases my chances of getting on the board for 2nd or 3rd place points, but the building player will get the majority and the bulk of the benefit. Even more difficult is the "trader"... sometimes it's best used to "sour" an offer you don't want the other player to accept, other times it's a shrewd way to trade away a majority for a chip you might need for a set. I don't think I'm doing any worse than any other players, but I often only realise the impact of my offer AFTER it's been revealed and the opponent has chosen. Similarly, making an educated decision on which "wonders" to build, and when, is eluding me somewhat.
In my mind, I keep making comparisons to Domaine: The game WANTS to be broken, I think. Just as Domaine leads to a win by "large land grab" unless players actively play to stop it, Tower of Babel encourages players to hoard cards until they can build on their own and to offer as many cards as possible at every auction to get easy victory points. I'm not sure what the best way to fight these strategies! I suppose a that all things being equal, the player who acts quickly and makes smart collaborations to build could build a lead that way. It also seems that one ways to defeat a player who constantly offers a large number of cards for every bid might be to actually accept them... he is then stripped of using them again and winds up with very little scoring power until he rebuilds his hand. Anyway, not sure. I can't quite wrap my head around it.
In the first game, Shemp led for most of the game on the strength of his building strategy (and had enough sets of tiles to seal the win). For whatever reason, most of us spent much of the game with huge hands of cards... I think we were being too stingy to accept large offers of cards, wanting the majorities ourselves.
In the second, I tried to see if it was possible to compete without going for the matching tiles, and instead trying to score as many points as possible on the board. Aided in no small part by a "take a 2nd turn" card I completed a few monuments and placed in many others. I had NO points from the chips when the game ended (I only had 2), but the others weren't able to catch up so I won.
A final note: The graphic designers for this game need to be disciplined on two counts. 1) Bland Bland Bland! (I've said this before) 2) The illustrations for the bonus cards make no sense. I'm all for language independent cards, but at least make an effort for the symbols to match the effect. The "take a 2nd turn" card is unforgiveably missrepresented! (this is a fault of another recent knizia game with semi-random and language independent bonus cards... Amun Re)
I loved being able to get in so many games into one evening, I think these will come out a lot.
Through the Desert: 7.5 (really an 8, but knocked back for the colour issues)
China: 8
Tower of Babel: 8 (revised from 7)
Labels:
China,
Session,
Through the Desert,
Tower of Babel
Thursday, October 20, 2005
We are the comic police, do not make us use farce
...or, more accurately, "We are the Karmic police, do not make use Force" (with a bad accent, the two sentences sound strangely similar)
The adventure continues for the most hapless trio to ever be in charge of saving the world... Stan McCormick (Psychic sensitive), Sam Buchanan (Nega-psychic) and Helmut von Stauffenberg auf Ulm (Genius)!
Our fearless gamemaster, Shemp, has given us the option of continuing the campaign we had just brought to a conclusion. We all thought that would be a great idea, but we wanted to change systems. He converted our characters from the mostly awful Paladium (Beyond the Supernatural, to be specific) to the Hero system, which he holds in much higher regard. To get our feet wet, we played a sample combat. The scenario was a brief flashback to an encounter which should have occurred in a plane of existence between the world we just saved (?) and the new world we "rifted" into.
As the scene opened, there was a large plain, the three of us, and (in the distance), three humanoids with really big helmets.
I can't remember their names, but they were funny enough that I hope Shemp chimes in with them for posterity. In addition to the funny names, they spoke in a funny accent, which had us misunderstanding many of their comments (se blog title). They were the Karmic Police, and they were here to have us settle our debt with "the force", or whatever. Armed with torn sleeves which gave us glimpses into a universe larger than ourselves (I am so insignificant!), "Cubes of Desolation" and invisible guns, they made for very interesting opponents.
Stanly rushed the leader, demanding to know where the temple they were just standing in had gone too. He was promptly attacked and responded with a quick (but effective) jab to the head. Sam started handling "Big Helmet #2" while Helmut fell prey to the cube of desolation. Soon after Stan knocked out his opponent and Sam crushed one of the cubes, the two remaining creatures regrouped with their fallen comrade and disappeared into nothingness. I have a feeling our debt isn't settled.
I'm happy to say that so far, the system looks promising. It's substantially heavier than what I would expect Shemp to choose, but I don't count that against it. The rules encourage "cinematic" combat, which means that it takes longer but is far more involving and satisfying than a random dicefest. Combat maneuvers are effective and affect future offensive and defensive positions, meaning that they actually get used as characters jockey to gain advantage in combat. It also means that there is more storytelling involved in the fighting, which is great. The fact that this system allows for meaningful character advancement is just icing on the cake...
My only (minor) complaint is with the initiative system. I don't find it very satisfying to act at the same time, every time. Not sure how to improve it without making things any more complicated than they are, but it would be nice.
With some time to spare, we pulled out "Tower of Babel", a recent Knizia release I just picked up. I wanted a few games which were relatively short, strategic and played well with 3-4 players (I also purchased China, and will pick up Ra when it's available). Other than some very positive comments by Chris Farrell at his blog, I didn't know much about it... I guess it was a bit of an impulse buy.
The idea is fairly straightforward: Players are cooperating to build the wonders of the world, each represented by three discs. It's an area majority and set collection game, but the method used to get tokens on the board is odd. On a turn, a player must either draw a card, or offer to build a section of a wonder (one of the three disks). If building is chosen, the disk will indicate a symbol and a number, which represents the number of matching cards which must be played in order for the player to successfully build it. If successful, a number of tokens equal to the value of the disc are placed on the wonder (the method to determine which player's tokens are placed will be described below). This is the crux of the "area majority" part of the game. The acting player normally takes the disc for end game scoring, forming the "set collecting" part of the game.
Of course, there is a Knizia twist:
A player will normally not have enough cards to satisfy the requirement of the disc. When the building action is announced, all other players simultaneously offer cards from their hand to "help" the acting player build the disc. Any, all or no offers can be accepted, but they must be accepted as offered. All players who's offer was accepted place tokens on the board for each card which was accepted, FOR ALL OTHER PLAYERS, A VICTORY POINT IS SCORED FOR EACH CARD OF THE APPROPRIATE COLOUR WHICH WAS OFFERED BUT REJECTED (bluffs are not scored). The majority of the decision making in the game happens here... An offer for lots of cards can help you conserve your own, but it will compromise your majority on the board. Rejecting the offer gives that player a lot of victory points. (A special card, the "Trader" adds another wrinkle: if offered along with other cards, the player is indicating that he/she wants the building disc rather than the tokens on the board as a reward for providing cards).
Wonders are scored "El Grande" Style (1st=points, 2nd= less points, etc, etc) when their third disc is "built". The points are on a sliding scale, however, so the first wonder to be built will be worth substantially less than the later ones. The game ends when all discs of one type have been built. Sets of discs (2 or more) are worth points at the end.
The fact that offers need to be accepted or rejected AS-IS makes the game, in my opinion. If I have three camels and try to build a 5 disc, and the other players offer 1, 1, and 4 camels... what do I do? I could accept 2 two singles and give the "4" player that many victory points, but retain the majority on the board (at the cost of giving away, in a best case scenario, easy third place points to those players). Alternatively, I could take the 4 and play only one card from my hand, preserving those cards to go after another camel disc on the board on my next turn, but giving up the majority on the wonder.
What if the trader is offered? Am I willing to give up the building disc? If i'm behind on the wonder area majority, it might be worth it.
The end result isn't bad at all, but is far from spectacular. It plays in the advertized time (+/- 45 minutes), offers continuous player interaction and offers various strategies worth pursuing. Unfortunately, the play itself feels a little awkward, the graphics are DULL, DULL, DULL, and the theme sets new standards for "pasted on". Also, the bonus cards a player gets for completing the third disc of a wonder feel fairly tacked on.
The session saw us all pursuing a fairly random agenda of wonder building and disc collecting. I tried to focus on picking up the white discs, and managed to get 4. The score was fairly even amongst us right to the end, and Shemp also managed to collect a set of 4, but a 5 point bonus card and a few points for unfinished works put me in the lead.
I wasn't blown away, but I didn't quite have a grasp of the possible strategies either. It's quite possible that this will get better with time (as has been said by others on the net), and the fact that it plays in such a short time pretty much ensures that it will come out again.
Tower of Babel: 7
The adventure continues for the most hapless trio to ever be in charge of saving the world... Stan McCormick (Psychic sensitive), Sam Buchanan (Nega-psychic) and Helmut von Stauffenberg auf Ulm (Genius)!
Our fearless gamemaster, Shemp, has given us the option of continuing the campaign we had just brought to a conclusion. We all thought that would be a great idea, but we wanted to change systems. He converted our characters from the mostly awful Paladium (Beyond the Supernatural, to be specific) to the Hero system, which he holds in much higher regard. To get our feet wet, we played a sample combat. The scenario was a brief flashback to an encounter which should have occurred in a plane of existence between the world we just saved (?) and the new world we "rifted" into.
As the scene opened, there was a large plain, the three of us, and (in the distance), three humanoids with really big helmets.
I can't remember their names, but they were funny enough that I hope Shemp chimes in with them for posterity. In addition to the funny names, they spoke in a funny accent, which had us misunderstanding many of their comments (se blog title). They were the Karmic Police, and they were here to have us settle our debt with "the force", or whatever. Armed with torn sleeves which gave us glimpses into a universe larger than ourselves (I am so insignificant!), "Cubes of Desolation" and invisible guns, they made for very interesting opponents.
Stanly rushed the leader, demanding to know where the temple they were just standing in had gone too. He was promptly attacked and responded with a quick (but effective) jab to the head. Sam started handling "Big Helmet #2" while Helmut fell prey to the cube of desolation. Soon after Stan knocked out his opponent and Sam crushed one of the cubes, the two remaining creatures regrouped with their fallen comrade and disappeared into nothingness. I have a feeling our debt isn't settled.
I'm happy to say that so far, the system looks promising. It's substantially heavier than what I would expect Shemp to choose, but I don't count that against it. The rules encourage "cinematic" combat, which means that it takes longer but is far more involving and satisfying than a random dicefest. Combat maneuvers are effective and affect future offensive and defensive positions, meaning that they actually get used as characters jockey to gain advantage in combat. It also means that there is more storytelling involved in the fighting, which is great. The fact that this system allows for meaningful character advancement is just icing on the cake...
My only (minor) complaint is with the initiative system. I don't find it very satisfying to act at the same time, every time. Not sure how to improve it without making things any more complicated than they are, but it would be nice.
With some time to spare, we pulled out "Tower of Babel", a recent Knizia release I just picked up. I wanted a few games which were relatively short, strategic and played well with 3-4 players (I also purchased China, and will pick up Ra when it's available). Other than some very positive comments by Chris Farrell at his blog, I didn't know much about it... I guess it was a bit of an impulse buy.
The idea is fairly straightforward: Players are cooperating to build the wonders of the world, each represented by three discs. It's an area majority and set collection game, but the method used to get tokens on the board is odd. On a turn, a player must either draw a card, or offer to build a section of a wonder (one of the three disks). If building is chosen, the disk will indicate a symbol and a number, which represents the number of matching cards which must be played in order for the player to successfully build it. If successful, a number of tokens equal to the value of the disc are placed on the wonder (the method to determine which player's tokens are placed will be described below). This is the crux of the "area majority" part of the game. The acting player normally takes the disc for end game scoring, forming the "set collecting" part of the game.
Of course, there is a Knizia twist:
A player will normally not have enough cards to satisfy the requirement of the disc. When the building action is announced, all other players simultaneously offer cards from their hand to "help" the acting player build the disc. Any, all or no offers can be accepted, but they must be accepted as offered. All players who's offer was accepted place tokens on the board for each card which was accepted, FOR ALL OTHER PLAYERS, A VICTORY POINT IS SCORED FOR EACH CARD OF THE APPROPRIATE COLOUR WHICH WAS OFFERED BUT REJECTED (bluffs are not scored). The majority of the decision making in the game happens here... An offer for lots of cards can help you conserve your own, but it will compromise your majority on the board. Rejecting the offer gives that player a lot of victory points. (A special card, the "Trader" adds another wrinkle: if offered along with other cards, the player is indicating that he/she wants the building disc rather than the tokens on the board as a reward for providing cards).
Wonders are scored "El Grande" Style (1st=points, 2nd= less points, etc, etc) when their third disc is "built". The points are on a sliding scale, however, so the first wonder to be built will be worth substantially less than the later ones. The game ends when all discs of one type have been built. Sets of discs (2 or more) are worth points at the end.
The fact that offers need to be accepted or rejected AS-IS makes the game, in my opinion. If I have three camels and try to build a 5 disc, and the other players offer 1, 1, and 4 camels... what do I do? I could accept 2 two singles and give the "4" player that many victory points, but retain the majority on the board (at the cost of giving away, in a best case scenario, easy third place points to those players). Alternatively, I could take the 4 and play only one card from my hand, preserving those cards to go after another camel disc on the board on my next turn, but giving up the majority on the wonder.
What if the trader is offered? Am I willing to give up the building disc? If i'm behind on the wonder area majority, it might be worth it.
The end result isn't bad at all, but is far from spectacular. It plays in the advertized time (+/- 45 minutes), offers continuous player interaction and offers various strategies worth pursuing. Unfortunately, the play itself feels a little awkward, the graphics are DULL, DULL, DULL, and the theme sets new standards for "pasted on". Also, the bonus cards a player gets for completing the third disc of a wonder feel fairly tacked on.
The session saw us all pursuing a fairly random agenda of wonder building and disc collecting. I tried to focus on picking up the white discs, and managed to get 4. The score was fairly even amongst us right to the end, and Shemp also managed to collect a set of 4, but a 5 point bonus card and a few points for unfinished works put me in the lead.
I wasn't blown away, but I didn't quite have a grasp of the possible strategies either. It's quite possible that this will get better with time (as has been said by others on the net), and the fact that it plays in such a short time pretty much ensures that it will come out again.
Tower of Babel: 7
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