We liked Container so much the first time, it was picked again this week, along with a game we haven't played in quite a while... Domaine.
Container
Our second session was quite different from the first. The biggest difference was the length... this one lasted 2.5 hours, which felt too long. The dynamics of the economy where different as well, though it's hard to describe what. I personally felt that I saw opportunities I missed the first time. For example, the advantage of buying from the factory store on your left revealed itself this game (freeing up space in the factory store encourages that player to produce more, and when they produce they pay a dollar to the player on their right). Similarly, it became apparent that a player can become blocked if they produce and store all they can, and then no one buys from them. Shemp found himself in this situation for quite a while, ultimately having to firesale his goods to get himself out of it. It was in intriguing situation, and it made me see that it would be possible for the game to choke if too many people miscalculated demand and then simultaneously started playing defensively.
Luch started out the game with a huge lead. He literally filled his section of the island with containers while we only had 1-3 of a single colour (so, you know, 0$ worth). Unfortunately for him, he couldn't capitalize on it. Although I don't know the exact reason, he couldn't finish the game as quickly as it looked like he was going to (it may be that he was saddled with debt... carrying as much as three shares at a time. And yes, we did figure out that the limit is supposed to be two, but since we started the game that way, and since other players had done the same, we finished it that way). Regardless, since he was SO far ahead with his goods, every other player had no incentive to finish the game until we could approach a similar stash. It took a long time, but ultimately myself and Kozure got a lot of goods to the central island. When the scores were tallied, it turned out to be unbelievably close: Me: 104, Luch 102, Kozure 101. Shemp, well, Shemp tried hard (kidding aside, he had a monstrous amount of cash in hand, but couldn't bring himself to bid the required amounts to get containers on the central island. He only netted 1$ from his containers there).
Still quite a good game, but if the next session lasts this long, I'll be removing some containers from the pool to make it shorter.
Domaine
Wow, it turns out I really suck at this game. Luch boxed-in one of my three castles a few turns into the game (in a move that happened to me in a previous game as well, apparently). I couldn't get anything going with my other to castles. Meanwhile, Shemp and Kozure were jockeying for first place, way ahead of me. Shemp had an impressive economic engine going, with three mines producing for him every round. Unfortunately, I was the kingmaker in my last move, either giving Kozure the win or Shemp, depending what I did. I played the move I was planning to make before I realized what was happening, and that meant Kozure won. Sorry Shemp!
Glad to get that one out again. There's a lot of game there in one hour. And we even managed to play it correctly!
Thursday, March 26, 2009
Saturday, March 21, 2009
You can't drink glue... (Down in Flames-Aces High x2, Container)
Unfortunately for Luch, his bike got a flat tire on his way to Kozure's place. Although Container was the main event for the evening, we played a hand of Kozure's "Down in Flames - Aces High" while we waited.
Down in Flames - Aces High
This is essentially a reissue of a game we've played before called Zero!, with updated graphics and gameplay. I haven't played the old version often enough to really see the difference, so I'll talk mostly about the new version.
Down in Flames is a card game about World War 2 aerial combat. Each player gets a plane with characteristics such as "performance", "number of bursts", etc. From a common deck of maneuver cards, each player gets a hand. Players then proceed to take turns attempting to gain position on each other's planes and taking shots when the opportunity arises. The system consists primarily of maneuvres and counter maneuvres. If I play a "barrel roll", you can counter it with a card that lists barrel roll in the counter section.
From memory, I'd say that the game feels pretty much the same as the previous incarnation. There seems to be a lot more countering involved, however (in other words, when you lay a card, most times it gets countered). I suppose this makes it more like real aerial combat, where maneuvering can go on for a while before a good shot is available. From a game perspective, I was wondering once in a while what I could do to increase my odds of success, and I couldn't figure it out. Players draw cards at the beginning and the end of their turn, so a cautious player can easily have a full hand most of the time. This means that most of the time you have what you need to counter the other player's card. I assume that experienced players get to know the relative rarity of the cards, and can therefore estimate how likely a particular card is to play successfully. For a new player, success and failure feels fairly random.
That's not really a bad thing, however. As a card game, it plays pretty quickly and the "dance" is simulated well. Taking a chance on a big shot and having it succeed is fun, and getting out of a tough situation and turning reversing the situation leads to memorable moments. Of the various war themed card games Kozure owns (and he seems to own a few), this is easily my favorite.
I was the first to go "down in flames". When we played again as the evening closer, I went down first again. Come to think of it, I typically go down first in Wings of War as well... Hmm.... I should make it a point never to fly a plane in real life.
Container
Luch having arrived, we set up Container. I've been intrigued by this game from the moment I read about it, but for whatever reason I held off purchasing until now. It's a game about manufacturing and shipping containers that successfully creates a mini economy between the players in the process. I've heard it can be somewhat fragile, in the sense that if players play "incorrectly", the game can grind to a halt, or some players can be shut out. I was very curious to see if the issues were real.
The system is simple enough. Every player starts the game with one factory (each producing a different kind of good), one good produced and one storage shed in the docks. There is an island at the center of the table. Players try to produce goods, sell them to each other, load them onto ships and deliver them to the central island for sale. The trick is that at every step of the way, the players control various aspects of supply and demand... How much of a given good will I produce? What price will I set for the goods I produce? What price will I set for the goods I sell at my docks? Which goods will I bring to the island for auction? In addition, each player has a secret goal card which describes how many points the different goods are worth to that player, ensuring that everyone sees the goods on offer a little bit differently. A final twist is that there is a bonus for getting at least one of every type of good, and the good you have the most of on the island doesn't score...
The whole system DOES do a good job of creating a mini-economy. We didn't see the economy stall in our learning game, so I imagine it's not that fragile. Early on, it appeared that Kozure, Shemp and Luch where expanding their docks while I was adding factories. I flooded the market with goods I ultimately wanted on the island, in the hopes that they would eventually get there. As the game went on, I started making black goods available ultra cheap, because they were my lowest scorer and I obviously wanted that to be the colour I discarded when scores were calculated. It worked. I managed to get a lot of high scoring containers on the island and had enough black ones to cover them. Although I had -4 cash in hand, the cash generated on the island was enough to win me the game.
This game kept me thinking for a while after we played it. On one hand, I was engrossed in a way very few games manage to do (El Grande comes to mind, but few others). Trying to figure out how you can manipulate the economy, trying to guess what your opponents are trying to do and how you can turn that to your advantage, etc, really had me thinking. I definitely enjoyed myself quite a bit. On the other hand, there aren't many different things to do. On a couple of turns, it was a struggle to find two actions worth doing. It's far to early to tell if the game would get repetitive quicker than it should, but for now I can say without reservation that I'm looking forward to playing again.
Down in Flames - Aces High
This is essentially a reissue of a game we've played before called Zero!, with updated graphics and gameplay. I haven't played the old version often enough to really see the difference, so I'll talk mostly about the new version.
Down in Flames is a card game about World War 2 aerial combat. Each player gets a plane with characteristics such as "performance", "number of bursts", etc. From a common deck of maneuver cards, each player gets a hand. Players then proceed to take turns attempting to gain position on each other's planes and taking shots when the opportunity arises. The system consists primarily of maneuvres and counter maneuvres. If I play a "barrel roll", you can counter it with a card that lists barrel roll in the counter section.
From memory, I'd say that the game feels pretty much the same as the previous incarnation. There seems to be a lot more countering involved, however (in other words, when you lay a card, most times it gets countered). I suppose this makes it more like real aerial combat, where maneuvering can go on for a while before a good shot is available. From a game perspective, I was wondering once in a while what I could do to increase my odds of success, and I couldn't figure it out. Players draw cards at the beginning and the end of their turn, so a cautious player can easily have a full hand most of the time. This means that most of the time you have what you need to counter the other player's card. I assume that experienced players get to know the relative rarity of the cards, and can therefore estimate how likely a particular card is to play successfully. For a new player, success and failure feels fairly random.
That's not really a bad thing, however. As a card game, it plays pretty quickly and the "dance" is simulated well. Taking a chance on a big shot and having it succeed is fun, and getting out of a tough situation and turning reversing the situation leads to memorable moments. Of the various war themed card games Kozure owns (and he seems to own a few), this is easily my favorite.
I was the first to go "down in flames". When we played again as the evening closer, I went down first again. Come to think of it, I typically go down first in Wings of War as well... Hmm.... I should make it a point never to fly a plane in real life.
Container
Luch having arrived, we set up Container. I've been intrigued by this game from the moment I read about it, but for whatever reason I held off purchasing until now. It's a game about manufacturing and shipping containers that successfully creates a mini economy between the players in the process. I've heard it can be somewhat fragile, in the sense that if players play "incorrectly", the game can grind to a halt, or some players can be shut out. I was very curious to see if the issues were real.
The system is simple enough. Every player starts the game with one factory (each producing a different kind of good), one good produced and one storage shed in the docks. There is an island at the center of the table. Players try to produce goods, sell them to each other, load them onto ships and deliver them to the central island for sale. The trick is that at every step of the way, the players control various aspects of supply and demand... How much of a given good will I produce? What price will I set for the goods I produce? What price will I set for the goods I sell at my docks? Which goods will I bring to the island for auction? In addition, each player has a secret goal card which describes how many points the different goods are worth to that player, ensuring that everyone sees the goods on offer a little bit differently. A final twist is that there is a bonus for getting at least one of every type of good, and the good you have the most of on the island doesn't score...
The whole system DOES do a good job of creating a mini-economy. We didn't see the economy stall in our learning game, so I imagine it's not that fragile. Early on, it appeared that Kozure, Shemp and Luch where expanding their docks while I was adding factories. I flooded the market with goods I ultimately wanted on the island, in the hopes that they would eventually get there. As the game went on, I started making black goods available ultra cheap, because they were my lowest scorer and I obviously wanted that to be the colour I discarded when scores were calculated. It worked. I managed to get a lot of high scoring containers on the island and had enough black ones to cover them. Although I had -4 cash in hand, the cash generated on the island was enough to win me the game.
This game kept me thinking for a while after we played it. On one hand, I was engrossed in a way very few games manage to do (El Grande comes to mind, but few others). Trying to figure out how you can manipulate the economy, trying to guess what your opponents are trying to do and how you can turn that to your advantage, etc, really had me thinking. I definitely enjoyed myself quite a bit. On the other hand, there aren't many different things to do. On a couple of turns, it was a struggle to find two actions worth doing. It's far to early to tell if the game would get repetitive quicker than it should, but for now I can say without reservation that I'm looking forward to playing again.
Thursday, March 12, 2009
Calpulli - in - space!!! (Mexica, Space Alert! x2, Jungle Speed)
It's been a few weeks, I was glad to be back.
I traded away a few games recently for Mexica, an older title from the Kramer & Kielsing's "Mask Trilogy" (Tikal, Java and Mexica). Tikal is a game I really like, and Mexica has been described as a faster playing and shorter game that still has interesting gameplay. I've had a few opportunities to get it at trades over the years, and always passed. Finally, curiosity finally got the better of me.
Mexica
Like the rest of the Mask trilogy, Mexica is essentially an area majority game. Here, players place canal tiles to subdivide a large island into smaller regions (which is worth points), and then try to earn further points by gaining majorities in the created regions (the measure of a player's influence in a region is determined by having the largest temples).
Another characteristic it shares with Tikal and Java is that it's based on the action point system. Mexica gives 6 points with which to build canals, temples, bridges, or simply to move around the board. One twist is that up to 2 points may be carried over to future rounds.
I found that the game is certainly shorter than Tikal, but that the level of confrontation and opportunity for "screwage" is far higher than I would normally associate with a "light" game. In my mind, this is much more of a medium weight game... in line with Settlers of Catan and the like.
We started by settling the edge of the board and working our way inwards. There was a substantial amount of nasty blocking and stealing of majorities by all players (a good thing), but Kozure seemed to always be a few steps ahead. The fact that he secured the majority in the unfounded region at the center of the board when the game ended only cemented his win.
I've now played twice (once with WAGS, and once with my in-laws) and both games have been very enjoyable. I have this strange feeling that the incentive to actually end the first round might prove to be lacking, since the first player to do it is at a substantial disadvantage, but we'll see.
Space Alert!
We attempted Space Alert! again, this time with 4 players. After we got creamed in our first session, we decided it would be best if we tried again. Hopefully experience counts for something, right? No. We died again.
This game is certainly an odd duck. My enthusiasm for it has not diminished, despite our continued dismal showings. On the other hand, the group still doesn't seem sold on it (not sure what Luch thought of it). The chaos factor is high, and apparently our ability to self organize under pressure is lacking.
- We have difficulty setting targets, like "fire guns in the red sector on the 6th phase" and making them happen.
- We don't pay enough attention to the text on the threats that come up. In this session, we coordinated an attack on an internal threat, but it was unharmed because none of us noticed it would move around the ship when it crossed the "X" event.
- etc. etc.
Anyway, I had a great time, despite sucking at it. I'm sure that if we kept playing it we'd get better and eventually succeed frequently but I don't get the sense that our group will ever find out! Oh well, at least it plays solo.
Shemp also mentioned that he was surprised I liked the game since I have often complained about unnecessary "fiddliness" in the past. He's right, but for the type of gaming experience this game offers it doesn't bother me. I wish it had been streamlined more, of course, but I also give it credit for being an original idea for a game.
Jungle Speed
We ended with Jungle Speed. It's been a while, so we were all quite rusty. I warmed up in time, and won the game after a shaky start. Fun game usual... perfect for what it is!
I traded away a few games recently for Mexica, an older title from the Kramer & Kielsing's "Mask Trilogy" (Tikal, Java and Mexica). Tikal is a game I really like, and Mexica has been described as a faster playing and shorter game that still has interesting gameplay. I've had a few opportunities to get it at trades over the years, and always passed. Finally, curiosity finally got the better of me.
Mexica
Like the rest of the Mask trilogy, Mexica is essentially an area majority game. Here, players place canal tiles to subdivide a large island into smaller regions (which is worth points), and then try to earn further points by gaining majorities in the created regions (the measure of a player's influence in a region is determined by having the largest temples).
Another characteristic it shares with Tikal and Java is that it's based on the action point system. Mexica gives 6 points with which to build canals, temples, bridges, or simply to move around the board. One twist is that up to 2 points may be carried over to future rounds.
I found that the game is certainly shorter than Tikal, but that the level of confrontation and opportunity for "screwage" is far higher than I would normally associate with a "light" game. In my mind, this is much more of a medium weight game... in line with Settlers of Catan and the like.
We started by settling the edge of the board and working our way inwards. There was a substantial amount of nasty blocking and stealing of majorities by all players (a good thing), but Kozure seemed to always be a few steps ahead. The fact that he secured the majority in the unfounded region at the center of the board when the game ended only cemented his win.
I've now played twice (once with WAGS, and once with my in-laws) and both games have been very enjoyable. I have this strange feeling that the incentive to actually end the first round might prove to be lacking, since the first player to do it is at a substantial disadvantage, but we'll see.
Space Alert!
We attempted Space Alert! again, this time with 4 players. After we got creamed in our first session, we decided it would be best if we tried again. Hopefully experience counts for something, right? No. We died again.
This game is certainly an odd duck. My enthusiasm for it has not diminished, despite our continued dismal showings. On the other hand, the group still doesn't seem sold on it (not sure what Luch thought of it). The chaos factor is high, and apparently our ability to self organize under pressure is lacking.
- We have difficulty setting targets, like "fire guns in the red sector on the 6th phase" and making them happen.
- We don't pay enough attention to the text on the threats that come up. In this session, we coordinated an attack on an internal threat, but it was unharmed because none of us noticed it would move around the ship when it crossed the "X" event.
- etc. etc.
Anyway, I had a great time, despite sucking at it. I'm sure that if we kept playing it we'd get better and eventually succeed frequently but I don't get the sense that our group will ever find out! Oh well, at least it plays solo.
Shemp also mentioned that he was surprised I liked the game since I have often complained about unnecessary "fiddliness" in the past. He's right, but for the type of gaming experience this game offers it doesn't bother me. I wish it had been streamlined more, of course, but I also give it credit for being an original idea for a game.
Jungle Speed
We ended with Jungle Speed. It's been a while, so we were all quite rusty. I warmed up in time, and won the game after a shaky start. Fun game usual... perfect for what it is!
Tuesday, March 10, 2009
Now that we've got THAT out of the way (Caylus)
I wasn't there, but the group played Caylus this week.
As a group we kind of avoided this one when the hype was on. Sounded too long, too complicated and too samey for me to seek it out, and Kozure didn't seem motivated either.
Bharmer got it. It sounds like the group liked it, though Luch noted it's probably best with fewer players due to length.
As a group we kind of avoided this one when the hype was on. Sounded too long, too complicated and too samey for me to seek it out, and Kozure didn't seem motivated either.
Bharmer got it. It sounds like the group liked it, though Luch noted it's probably best with fewer players due to length.
Sunday, February 22, 2009
A Perfect Storm (Fury of Dracula, Entdecker)
We were three players again, so my plans to pick Cosmic Encounter and Space Alert were dashed. Instead, I chose Fury of Dracula and Entdecker.
Fury of Dracula
Kozure and I have been Dracula numerous times, so Shemp tried his hand as the count for the first time. After the usual rules recap (man, this game has a lot of rules), we started the search. Kozure and I decided after a few turns that Drac was likely in the east... and a bit of searching there revealed his trail as we had hoped. Shemp managed to elude us for a while, but didn't manage to leave the east. Cornered by our four investigators, he tried to escape to sea. Unfortunately for him, I had stormy seas in hand and I was 99% sure I knew which sea space he was in. Even more unfortunate (for Shemp, anyway), after I picked correctly he revealed that to get back to land he needed to cross his path! After losing the blood and clearing his trail, we knew exactly where he was and we closed in for the kill. Outnumbered, outequipped and forced to fight during the day the vamp was slaughtered over the course of a few combats. At 1.5 hours, this was likely the shortest game of Fury of Dracula ever.
This game is interesting because while there is definite room for skill, strategy and cunning, the order that the cards come out can create situations that heavily favour one side or the other. In this case, the only "mistake" Shemp made was to leave himself no way out if he was ever forced to return to land. If I didn't have that card, he would have made a perfect escape and we would have lost him.
While it wasn't a normal session, it was still fun. I wonder whether Shemp will want a rematch next week?
Entecker
Entdecker is a game that I picked up in a math trade, and which exemplifies the problem with good games that don't stand out. For whatever reason, even though the game is enjoyable it lacks a certain spark. I mean, the theme of sea exploration is well captured by the mechanics, the idea of the players creating the regions to be scored is one I quite like and there is no denying that the seascape created in the game is quite attractive. Still, it's ultimately a Carcassonne and El Grande mash-up, a VP fest. As Kozure pointed out, it's also a little long for what it is.
It does work though, and I do do enjoy playing it.
Even though Shemp hadn't yet played it, he did very well. He snagged a couple of big islands, and my attempts to come in 2nd in as many islands as I could didn't pay off. When the native huts where all tallied, he beat me by about a dozen points.
Fury of Dracula
Kozure and I have been Dracula numerous times, so Shemp tried his hand as the count for the first time. After the usual rules recap (man, this game has a lot of rules), we started the search. Kozure and I decided after a few turns that Drac was likely in the east... and a bit of searching there revealed his trail as we had hoped. Shemp managed to elude us for a while, but didn't manage to leave the east. Cornered by our four investigators, he tried to escape to sea. Unfortunately for him, I had stormy seas in hand and I was 99% sure I knew which sea space he was in. Even more unfortunate (for Shemp, anyway), after I picked correctly he revealed that to get back to land he needed to cross his path! After losing the blood and clearing his trail, we knew exactly where he was and we closed in for the kill. Outnumbered, outequipped and forced to fight during the day the vamp was slaughtered over the course of a few combats. At 1.5 hours, this was likely the shortest game of Fury of Dracula ever.
This game is interesting because while there is definite room for skill, strategy and cunning, the order that the cards come out can create situations that heavily favour one side or the other. In this case, the only "mistake" Shemp made was to leave himself no way out if he was ever forced to return to land. If I didn't have that card, he would have made a perfect escape and we would have lost him.
While it wasn't a normal session, it was still fun. I wonder whether Shemp will want a rematch next week?
Entecker
Entdecker is a game that I picked up in a math trade, and which exemplifies the problem with good games that don't stand out. For whatever reason, even though the game is enjoyable it lacks a certain spark. I mean, the theme of sea exploration is well captured by the mechanics, the idea of the players creating the regions to be scored is one I quite like and there is no denying that the seascape created in the game is quite attractive. Still, it's ultimately a Carcassonne and El Grande mash-up, a VP fest. As Kozure pointed out, it's also a little long for what it is.
It does work though, and I do do enjoy playing it.
Even though Shemp hadn't yet played it, he did very well. He snagged a couple of big islands, and my attempts to come in 2nd in as many islands as I could didn't pay off. When the native huts where all tallied, he beat me by about a dozen points.
Friday, February 13, 2009
Backstabstract (So Long, Sucker! x2, Cosmic Encounter x2)
It was Shemp's pick, and it was positively Luchian: He did a search on BGG for the word "Backstabby" and then selected 5 games from the list it returned. In the end it didn't matter, we played two sessions of two of the games instead.
So Long, Sucker!
This is an abstract backstabby game (or "Backstabstract", if you will) which was co-designed by John Nash, the mathematician featured in "A Beautiful Mind".
It's simple on the surface, as abstracts often are. It's a chip placement game, but with a heavy emphasis on cutting deals a la Intrigue.
We played two games, and lots of deals were made. Moves can be planned several turns in advance, and frequently a whole sequence of turns would be proposed between two players to achieve a certain nefarious goal. Our group showed a particular knack for living up to the letter of the agreements, but not the spirit: loopholes in agreements where gleefully exploited (not that the game forces players to live up to agreements, but it's more fun to do it this way). Kozure masterminded his way to the top in game 1, and Shemp edged me out in game 2.
Cosmic Encounter
I have the new Fantasy Flight version of this game from the late 70s/ early 80s. I had high hopes for it as a light, fun game with lots of negotiation, backstabbery and variety.
The goal in cosmic Encounter is to get your ships on 5 of the other player's planets first. The basic structure of the game is that on your turn you draw a card which instructs you regarding which player to attack. Then, alliances are made on the offensive and defensive side, each main player chooses a card from their hand and the highest total (number on card + number of ships) wins. If you win as the attacker, you and your allies get to set up a colony on that player's planet. If you win as the defender, your planet is safe and your allies get to draw cards or recuperate destroyed ships as compensation.
This basic structure is livened up by the fact that each player represents a race which has a unique, game changing power. Also, the attack deck is peppered with "flares" which are limited versions of all the race powers in play (which become "super flares" in the hands of the correct race). Finally, in addition to the attack and flare cards, there are "negotiate" cards which allow... negotation.
In our first game, I was the "observer" race. My power was that my allies don't die in battle. I thought it sounded intriguing, and on the very first turn I asked Shemp to help me in a battle under the pretense that "he had nothing to lose". Beleiving this to be true, he committed a large part of his army of flying saucers to my cause. Little did either of us know, but there are cards in the attack deck which cancel the use of a race power. Kozure, playing the "Zombie" race, prevented me from saving Shemp's ships when I lost. Shemp never recovered. Although Kozure was easily dominating the game, Bharmer spied an opportunity to sneak his way to 4 colonies on his turn, giving him the win.
I think we all had a good time, and it was short enough to try again so we did.
In our second game, I player "The Loser". This race has the ability to reverse the winning conditions in a battle (i.e. a win result means "lose", a lose result means "win". Kozure was "The Oracle" which forces battling opponents to reveal their card before the Oracle reveals hers. Shemp was a race that grew in strength when it won a battle, and grew even more when it lost. Bharmer had a power which allowed him to keep a full hand at all times.
For whatever reason, we struggled on a couple occasions to figure out how certain powers interact. There was a situation where I, as the Loser, reversed the win conditions to a battle with Kozure, the Oracle. I reversed the win conditions but he only had a negotiate, so what happens then? We ruled that the negotiate card would normally lose and collect retribution, so if reversed he should win and collect retribution. Another example: If the Oracle has her super flare, which allows her to stop a combat and send the attacking aliens home, but when attacked she has no encounter cards left and should therefore draw a new hand. When I looked at the timing listed on the cards afterwatrds, it was clear that the hand needed to be discarded and re-shuffled (the artifact can only be played in the "resolution phase", which occurs after both players have chosen their cards).
The struggle to interpret cards led to more downtime for the other players. Also, we seemed to get more greedy because players were refusing any allies during most of the combats. As a result, it was substantially less fun than the first session.
I won by converting a combat in to negotiations and proposing a simple exchange of colonies with Kozure, who didn't notice it would win me the game (it was late and everyone needed to leave, so it was okay, right?).
If we can keep the game length down, get comfortable enough with the rules and interactions that sessions don't devolve into interpretation parties and ratchet up the negotiations and backstabbing, I think this could be a great game (that is a lot of "ifs", however). The powers really do have a major impact on the feel of the game, and negotiations are similarly affected. There isn't a large number of items to negotiate for other than allowing bases on planets, which is a touch disappointing. However, the impact and interaction of the race powers means that while in each individual game there may not be a lot of depth in deal making, the kinds of interaction, negotiation and backstabbing that are likely to take place are going to be fairly different from game to game. That's a good thing in my book.
It was fun. Looking forward to trying it again.
So Long, Sucker!
This is an abstract backstabby game (or "Backstabstract", if you will) which was co-designed by John Nash, the mathematician featured in "A Beautiful Mind".
It's simple on the surface, as abstracts often are. It's a chip placement game, but with a heavy emphasis on cutting deals a la Intrigue.
We played two games, and lots of deals were made. Moves can be planned several turns in advance, and frequently a whole sequence of turns would be proposed between two players to achieve a certain nefarious goal. Our group showed a particular knack for living up to the letter of the agreements, but not the spirit: loopholes in agreements where gleefully exploited (not that the game forces players to live up to agreements, but it's more fun to do it this way). Kozure masterminded his way to the top in game 1, and Shemp edged me out in game 2.
Cosmic Encounter
I have the new Fantasy Flight version of this game from the late 70s/ early 80s. I had high hopes for it as a light, fun game with lots of negotiation, backstabbery and variety.
The goal in cosmic Encounter is to get your ships on 5 of the other player's planets first. The basic structure of the game is that on your turn you draw a card which instructs you regarding which player to attack. Then, alliances are made on the offensive and defensive side, each main player chooses a card from their hand and the highest total (number on card + number of ships) wins. If you win as the attacker, you and your allies get to set up a colony on that player's planet. If you win as the defender, your planet is safe and your allies get to draw cards or recuperate destroyed ships as compensation.
This basic structure is livened up by the fact that each player represents a race which has a unique, game changing power. Also, the attack deck is peppered with "flares" which are limited versions of all the race powers in play (which become "super flares" in the hands of the correct race). Finally, in addition to the attack and flare cards, there are "negotiate" cards which allow... negotation.
In our first game, I was the "observer" race. My power was that my allies don't die in battle. I thought it sounded intriguing, and on the very first turn I asked Shemp to help me in a battle under the pretense that "he had nothing to lose". Beleiving this to be true, he committed a large part of his army of flying saucers to my cause. Little did either of us know, but there are cards in the attack deck which cancel the use of a race power. Kozure, playing the "Zombie" race, prevented me from saving Shemp's ships when I lost. Shemp never recovered. Although Kozure was easily dominating the game, Bharmer spied an opportunity to sneak his way to 4 colonies on his turn, giving him the win.
I think we all had a good time, and it was short enough to try again so we did.
In our second game, I player "The Loser". This race has the ability to reverse the winning conditions in a battle (i.e. a win result means "lose", a lose result means "win". Kozure was "The Oracle" which forces battling opponents to reveal their card before the Oracle reveals hers. Shemp was a race that grew in strength when it won a battle, and grew even more when it lost. Bharmer had a power which allowed him to keep a full hand at all times.
For whatever reason, we struggled on a couple occasions to figure out how certain powers interact. There was a situation where I, as the Loser, reversed the win conditions to a battle with Kozure, the Oracle. I reversed the win conditions but he only had a negotiate, so what happens then? We ruled that the negotiate card would normally lose and collect retribution, so if reversed he should win and collect retribution. Another example: If the Oracle has her super flare, which allows her to stop a combat and send the attacking aliens home, but when attacked she has no encounter cards left and should therefore draw a new hand. When I looked at the timing listed on the cards afterwatrds, it was clear that the hand needed to be discarded and re-shuffled (the artifact can only be played in the "resolution phase", which occurs after both players have chosen their cards).
The struggle to interpret cards led to more downtime for the other players. Also, we seemed to get more greedy because players were refusing any allies during most of the combats. As a result, it was substantially less fun than the first session.
I won by converting a combat in to negotiations and proposing a simple exchange of colonies with Kozure, who didn't notice it would win me the game (it was late and everyone needed to leave, so it was okay, right?).
If we can keep the game length down, get comfortable enough with the rules and interactions that sessions don't devolve into interpretation parties and ratchet up the negotiations and backstabbing, I think this could be a great game (that is a lot of "ifs", however). The powers really do have a major impact on the feel of the game, and negotiations are similarly affected. There isn't a large number of items to negotiate for other than allowing bases on planets, which is a touch disappointing. However, the impact and interaction of the race powers means that while in each individual game there may not be a lot of depth in deal making, the kinds of interaction, negotiation and backstabbing that are likely to take place are going to be fairly different from game to game. That's a good thing in my book.
It was fun. Looking forward to trying it again.
Sunday, February 08, 2009
Excess vs. Restraint (Glory to Rome x2, In the Year of the Dragon)
Kozure hates having to pick games when it's just three players. This was one of those nights (It was just me, Kozure and Shemp).
Glory to Rome
Shemp hadn't particularly enjoyed this when he was introduced to him in October, so I can't imagine he approached this session with much enthusiasm. Luckily, with a bit of experience under his belt the game's interaction appeared to "click" this time and I think he became a fan.
Our first game saw Shemp attempt to build the forum and face the same fate that befell Kozure when he tried that many moons ago... Kozure and I collectively froze the supply of merchants and patrons in the pool. Unfortunately, he appeared to be in the lead in points as well, so we were a little stymied on the best way to steal the victory. He had a viscious combination going (I don't recall it exactly, but I believe it had to do with using the power of the client he was placing into his clientelle, whch activate half a dozen cards as well). I completed a few quick buildings, hid a bit of treasure in the vault and then completed the catacombs to end the game. I had focussed on getting rubble and wood into the vault, gambling that I'd get easy majorities since no one else would bother. Not only did that not happen, the 1 value material meant my haul there was particularly low. I came in last, while Shemp actually did win.
We played again, though this time I fared much better. This time it was I who built the killer combos (though I nearly didn't get the chance... Kozure nearly ended the game early while he had the lead. I did something one round before he was going to do it that prevented it from happening, but I don't remember what). I had a building, the gate, which allowed my unfinished marble buildings to use their function. Marble buildings are amongst the most powerful, so this is quite an advantage! I then started 2 important marble buildings: One that made my merchant clients into wilds (Ludus Magna), one that allowed me to play multiple cards out of my hand to "follow" the lead role multiple times (Palace). I also had a completed concrete building (The storeroom) which allowed all my clients to act as labourers if I wanted.
So, essentially, I was sweeping all the materials in the pool and then using my three craftsmen and my two wilds (the merchants) to build lots of stuff. Heck, just having those two wilds and being able to "think" every turn and still act twice was incredibly powerful. Every time I play this gam, I'm tempted to say that a different card is too powerful, and this time I feel that way about the gate (incomplete marble buildings still give their power). I imagine that we are just scratching the surface with the crazy combos... I would expect that experienced players set up some pretty ridiculous chains of events.
Anyway, I won.
In the Year of the Dragon
We *almost* played a third game of Glory to Rome, but Kozure elected to play this instead (ok, I suggested it). I followed a path I typically avoid: building up my number of palaces and trying to hold on to a large number of workers. Unfortunately, I didn't manage to get the food I needed in time on two occasions and it really hurt my chances. Still, I did okay with the rest and I was keeping pace on the military track (unlike last game). With Shemp and Kozure being equally aggressive in military and VPs, it was a very competitive game to the very end. In the final tally, Shemp's large roster of buddhas gave him the lead over my large clientele. He won.
As an aside, Shemp purchased a dragon tile in the eighth month. I mentioned that it would only give him four points, but he purchased it anyway. You'll never guess how many points he beat me by...
(four)
Glory to Rome
Shemp hadn't particularly enjoyed this when he was introduced to him in October, so I can't imagine he approached this session with much enthusiasm. Luckily, with a bit of experience under his belt the game's interaction appeared to "click" this time and I think he became a fan.
Our first game saw Shemp attempt to build the forum and face the same fate that befell Kozure when he tried that many moons ago... Kozure and I collectively froze the supply of merchants and patrons in the pool. Unfortunately, he appeared to be in the lead in points as well, so we were a little stymied on the best way to steal the victory. He had a viscious combination going (I don't recall it exactly, but I believe it had to do with using the power of the client he was placing into his clientelle, whch activate half a dozen cards as well). I completed a few quick buildings, hid a bit of treasure in the vault and then completed the catacombs to end the game. I had focussed on getting rubble and wood into the vault, gambling that I'd get easy majorities since no one else would bother. Not only did that not happen, the 1 value material meant my haul there was particularly low. I came in last, while Shemp actually did win.
We played again, though this time I fared much better. This time it was I who built the killer combos (though I nearly didn't get the chance... Kozure nearly ended the game early while he had the lead. I did something one round before he was going to do it that prevented it from happening, but I don't remember what). I had a building, the gate, which allowed my unfinished marble buildings to use their function. Marble buildings are amongst the most powerful, so this is quite an advantage! I then started 2 important marble buildings: One that made my merchant clients into wilds (Ludus Magna), one that allowed me to play multiple cards out of my hand to "follow" the lead role multiple times (Palace). I also had a completed concrete building (The storeroom) which allowed all my clients to act as labourers if I wanted.
So, essentially, I was sweeping all the materials in the pool and then using my three craftsmen and my two wilds (the merchants) to build lots of stuff. Heck, just having those two wilds and being able to "think" every turn and still act twice was incredibly powerful. Every time I play this gam, I'm tempted to say that a different card is too powerful, and this time I feel that way about the gate (incomplete marble buildings still give their power). I imagine that we are just scratching the surface with the crazy combos... I would expect that experienced players set up some pretty ridiculous chains of events.
Anyway, I won.
In the Year of the Dragon
We *almost* played a third game of Glory to Rome, but Kozure elected to play this instead (ok, I suggested it). I followed a path I typically avoid: building up my number of palaces and trying to hold on to a large number of workers. Unfortunately, I didn't manage to get the food I needed in time on two occasions and it really hurt my chances. Still, I did okay with the rest and I was keeping pace on the military track (unlike last game). With Shemp and Kozure being equally aggressive in military and VPs, it was a very competitive game to the very end. In the final tally, Shemp's large roster of buddhas gave him the lead over my large clientele. He won.
As an aside, Shemp purchased a dragon tile in the eighth month. I mentioned that it would only give him four points, but he purchased it anyway. You'll never guess how many points he beat me by...
(four)
Friday, January 23, 2009
Two "Dumbs" don't make a "Smart" (Zombie Fluxyx, Space Alert x3, In the Year of the Dragon)
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 Alert
Space 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 Fluxx
I 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 Dragon
We 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.
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 Alert
Space 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 Fluxx
I 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 Dragon
We 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.
Labels:
In the Year of the Dragon,
Space Alert,
Zombie Fluxx
Sunday, January 18, 2009
Off to India (Maharaja, Taj Mahal)
Just as fast as Bharmer returns... he is gone.
But before he left, he dictated we play two games he felt hadn't been on the table recently enough: Maharaja and Taj Mahal.
Maharajah
We played another session of "the game Bharmer always wins" and, well, he won. We did our best to stop him, though... in fact I'd say we did a much better job of spreading out and working the whole board than we usually do (as opposed to collectively going from one scoring city to another). There were lots of people who struck out on their own to claim the central palaces in non-scoring cities while manipulating the maharaja track to maximize the scoring opportunities. Still, Bharmer managed to always be in the right place at the right time: Always grabbing the cheap third place scoring when it was available, always sneaking in to get first or second when it really mattered, always somehow ahead of the pack in palace construction. Luch did manage to give him some competition by keeping up with the palaces, but when Bharmer finished the game by building his last two Luch was nowhere near ready to do the same.
This type of game is normally right up my alley, but I simply can't wrap my head around it to find a winning strategy. I certainly see the possibilities, but not fast enough. I'm starting to feel like there would be a way to succeed at Maharajah that would be primarily based on denying other players their actions, but I'm just guessing.
Taj Mahal
This is a game that I often win at, but it seems that tonight was not going to be my night. I started out decently enough, but seriously floundered in the end. If memory serves, I didn't do anything at all in the last 2-3 palaces!
I prefer Taj with 4 players, and this week's game cemented that for me. One less player makes the game shorter, and players are much less likely to get completely shafted in the auctions.
I think Shemp won the game, with Kozure just a few points behind (but it's pretty fuzzy in my head, so I could be wildly off on that)
But before he left, he dictated we play two games he felt hadn't been on the table recently enough: Maharaja and Taj Mahal.
Maharajah
We played another session of "the game Bharmer always wins" and, well, he won. We did our best to stop him, though... in fact I'd say we did a much better job of spreading out and working the whole board than we usually do (as opposed to collectively going from one scoring city to another). There were lots of people who struck out on their own to claim the central palaces in non-scoring cities while manipulating the maharaja track to maximize the scoring opportunities. Still, Bharmer managed to always be in the right place at the right time: Always grabbing the cheap third place scoring when it was available, always sneaking in to get first or second when it really mattered, always somehow ahead of the pack in palace construction. Luch did manage to give him some competition by keeping up with the palaces, but when Bharmer finished the game by building his last two Luch was nowhere near ready to do the same.
This type of game is normally right up my alley, but I simply can't wrap my head around it to find a winning strategy. I certainly see the possibilities, but not fast enough. I'm starting to feel like there would be a way to succeed at Maharajah that would be primarily based on denying other players their actions, but I'm just guessing.
Taj Mahal
This is a game that I often win at, but it seems that tonight was not going to be my night. I started out decently enough, but seriously floundered in the end. If memory serves, I didn't do anything at all in the last 2-3 palaces!
I prefer Taj with 4 players, and this week's game cemented that for me. One less player makes the game shorter, and players are much less likely to get completely shafted in the auctions.
I think Shemp won the game, with Kozure just a few points behind (but it's pretty fuzzy in my head, so I could be wildly off on that)
Thursday, January 08, 2009
Welcome to 2009 - CYLON!
Introduction
Herein lies a twisted tale of deception and surprise. Enter if you dare.
Third game of Galactica for me, Agent Easy and Luch, but Bharmer and Shemp weren’t around for the introduction in December. The three of us who have played before feel pretty comfy with the rule set and strategies, so after what I think is a pretty concise and clear rules explanation, we set up and begin a five player game.
First player is determined. It’s one of the new players, "Bharmer". He’s never seen the re-imagined show, though he’s familiar with the rag-tag fleet concept from the old one. He picks Gaius Baltar. I open my mouth to say something, but then I think - ‘this will probably make it more fun for him’, so I close it. Political leader category down. He stares at the picture of everyone’s least favourite ladykiller for a little bit and says - ‘he’s a pretty good looking guy. Sorta looks like me.’ Surprisingly, this is pretty accurate.
Next player, "Luch" takes Chief Tyrol. Good: safe and important support role is covered.
I ("Kozure") take Starbuck. I’ve previously played Apollo and Tigh, but I gravitate towards pilot types anyway and I figure we need one.
Next player takes Saul Tigh. "Shemp" hasn’t played before and has seen neither the old nor the re-imagined series. He asks whether the Battlestar and the Vipers are intentional Star Wars rip-offs or if it’s just a coincidence. I explain in as short a time I can the whole Star Wars - Battlestar Galactica - Star Trek: The Motion Picture relationship. Short story, yeah, they’re rip-offs. Curiously, he takes Tigh because "he looks like John McCain," which is funny because Shemp’s political views are almost diametrically opposed to McCain.
The choice of categories is pretty wide open for the final experienced player, "Agent Easy". I figure it would be best to take Roslin so that the newbie won’t have to make the political decisions, but I try not to influence people about their character choices unless there’s an obvious hole in our skill card set. There isn’t, really - we’ve got piloting covered with Starbuck, tactics with Starbuck and Tigh, engineering with Tyrol and Baltar, politics with Baltar and Tyrol, leadership with Tigh and Starbuck. We’re a little weak in politics and leadership, since Baltar is more likely to "go toaster", but I figure we can handle it. Agent Easy picks Sharon ‘Boomer’ Valerii. I’m a little surprised, since that makes for two people with higher chances of being the cylon, but whatever. Easy says he wants to try his hand at piloting, so I don’t argue.
Turn order, in case you’re keeping track, is: Baltar > Tyrol > Starbuck > Tigh > Boomer. I make a comment that the seating and character choices may end up being very problematic if Baltar and Boomer turn out to be the cylons.
Loyalty deck is shuffled and dealt. I’m a toaster. Frak me. Well, I’ve only been one once before, so this should be fun. Tigh is the Admiral. Baltar is President.
Skill cards are drawn, board is set. We’re good to go.
Act I - "Uh, I think we should jump now."
The first few turns are pretty typical. I jump into a viper to fight off the raiders doing my best to be a good little human. Unfortunately (or fortunately, from my point of view) the first three crises we draw are green-yellow, and we whiffle on them all, despite the fact that I’m actually contributing greens when I can so as not to draw suspicion. I’m doing a little mental happy dance that the pathetic survivors are getting pummelled so early on, but the skill card draws seem to show (inconclusively) that someone else is sabotaging. It could just be poor initial card draws as well, so I’m not convinced there’s another cylon yet.
We’ve lost morale and food, but we’re not doing horribly. A jammed assault puts more contacts on the Dradis, but we... er... the humans are holding their own despite the onslaught. We’re slowly advancing the jump track, a few more crises with a mixture of successes and failures. By the time we reach the -1 jump, there are a lot of raiders in the air as well as heavy raiders and both basestars. It’s starting to get hairy. Good... good.
It’s bad enough that there is general consensus we should try the early jump. I offer to throw in a card to add +2 to the die roll. The jumping player rolls an 8 so he would have made it anyway without my card helping. There’s the usual relieved sighs as the board is cleared. We jump to a deserted system (jump progress 2). Safe... or so the puny humans thought.
Act II - "Toga Party on Colonial One!"
After the jump, someone draws a Virus crisis, so we have a boarder. My turn’s up next. I say, truthfully, that the boarder is a threat but we should also get some CAP out there. There is grumbling around the table. I shrug and say "OK, I’ll hit the Armory, then." Unluckily, I roll a 7 and kill the cylon boarder. Frak. I figure that should throw some of the heat off me, though.
Everyone is suspecting Baltar quite a bit, mostly for some slightly odd behavior before the first jump. There’s a little suspicion on me, for reasons I can’t make out, since I’ve been almost choirboy-innocent for every action - I haven’t even tried to sabotage anything yet. A player turn or two later though, I actually screw up trying to sabotage a crisis check being conducted by Tigh that would probably make me stand out like a neon light if he had actually counted the cards he put in.
Tigh asks me about which cards I put in. I say I put in leadership cards. He says "card..s?" emphasizing the ‘s’. I realize in a heartbeat that I actually only put in one piloting card and the only other pilot, Boomer, has curiously abstained from the check after I threw in, but to correct myself would be doubly suspicious, so I say as earnestly as I can "yeah, two cards." There is a single piloting card as well as two other cards which sabotage the check. Tyrol had also abstained, so all of the leadership cards must have really come from Tigh or the destiny deck, and there were too many for all of them to be from the destiny deck.
I see a moment of suspicion flash over his face, but curiously he gathers up the cards and puts them in the discard without comment. The rest of that portion of the game is mostly quiet as players gather cards and scout, and the next jump happens without much incident. I use my Destiny ability to bury a pretty tough morale crisis (though I know there are worse coming, I don’t complain when a consensus is reached that we should do it anyway). We do lose a few points on morale and food, but population and fuel are where we’d expect. At one point, something happens, I can’t recall what, which tips suspicion on Baltar into the red, and he gets brigged. He makes some initial pathetic attempts to get out, but fails. The only thing that stands out in my mind is we failed a few times as a result of piloting cards that I didn’t put in, so I’m guessing that Boomer is the other cylon. At the same time, Tigh strangely jaunts over to Colonial One on the pretext that we’ve been doing poorly on Political checks, so he wants to pick up some cards there. Strange. Tigh is spending maybe one turn in three being drunk. He announces jokingly that there is a toga party on Colonial One. Another stand out is two Riot crises in a row, which is hard to cope with.
Act III - "Secret Cylon would be a good band name."
Coming out of the next jump into a cylon ambush (now making our jump progress 5) ["Thanks, Admiral," we chorus], I immediately want to get out into space again to fight my (fellow) Cylons to put on the best possible show of loyalty. The loyalty cards are dealt in the Sleeper Phase and Boomer is brigged per her character card (there is some confusion during the sleeper phase when I realize I put the sympathizer card in when I should not have. We resolve it by removing Tyrol’s revealed sympathizer card and giving him the remaining loyalty card).
I launch, but Tigh is after my turn and I note, out of the corner of my eye, that he and Boomer exchange glances for a moment as if agreeing on something. On Tigh's action, I’m brigged - it’s almost futile for Starbuck to try to avoid being brigged by Tigh, but I have to do something. No one helps me stay out. I guess I haven’t been convincing enough and Tigh and Boomer have decided I’m a toaster. Them being right doesn’t make it any less annoying.
Another cylon attack crisis. The Galactica takes damage but is quickly patched by Tyrol. Starbuck, Boomer and Baltar are in the brig. A launch raiders icon comes up in one Crisis, a second cylon attack in the next. The Galactica has a mass of contacts on her starboard front quarter - this is literally the most raiders, heavy raiders and cylons I've seen on the board, ever. Suddenly, Boomer reveals on the second turn of her internment and offs herself, popping up cackling on the Resurrection Ship.
With tonnes of raiders on the board and Cylon-Boomer puppeting them from the Cylon Fleet, things hit the fan quickly. We lose three Civvies in short order with only redshirt vipers out there - two of the Civilian ships turn out to be the double resource ones. We have three damaged vipers and one destroyed, the rest are in the air. Once again, I’m cackling internally, all the while playing the innocent injured party. Morale is at "2" - all the other dials except population are also in the red - 3s and 4s.
President Baltar finally manages to spring himself from the Brig using a combination of high skill cards and the card that reduces the target difficulty. Starbuck is the only one left in the brig.
Then we have a crisis check. I put in my card which would help the humans, just so that it would be apparent that I’m still innocent and would have time to put in the coup de grace at just the right moment. The revealed Cylon-Boomer has already spent a bunch of his skill cards in other crises, so he doesn’t spend any on this check. We should pass.
The cards are revealed. Three spoiler cards. Crisis failed. Sabotaged again.
I’m gob-smacked. I’m the only other possible cylon other than Boomer, but with the cards distribution as it turns out (I can’t remember the distribution or the participants), the only possible culprit is Tigh. I figure someone frakked up royally and played the wrong colour, but no-one owns up. I say nothing.
Finally, we get to a point where the next crisis will kill us if it hits morale, the fleet is being decimated and we’re nowhere near jumping. It’s my turn. I languish in jail, claiming to be unable to spring myself (entirely true, actually). Tigh’s turn the crisis card flips - it’s the one that is a -2 morale hit if failed. Somehow it gets around to me and I’m the only one who can help it succeed. Obviously I deep-six the check with a high off-suite card and the humans surrender due to morale being in the toilet.
I look up. There are five confused faces. I flip my loyalty card. Cylon...obviously. Boomer is already revealed, but dutifully shows two "you are human" and one cylon card. Baltar flips. Both human. Tyrol flips. Human. Tigh flips... Cylon.
I blink. There are one too many cylons.
I reach over and grab Tigh’s card. Yup. We read it right. Boomer’s card we saw earlier. Mine is right too.
Baltar says, in a wounded voice, "Uh, I thought there was only supposed to be two cylons."
I am baffled, "So did I," I say apologetically.
We never do figure out how it happened, but apparently I somehow shuffled an extra cylon card into the initial deal. This is especially baffling (and galling) to me because I thought I took extra care with preparing the Loyalty deck because the first four-player game we had with a different guest player-teacher, he accidentally left a cylon card out, and we were missing a cylon as a result.
Nonetheless, the evidence is there: I obviously frakked up the Loyalty deal somehow. Three of the five players had been cylons from the very start. The humans never had a chance.
Herein lies a twisted tale of deception and surprise. Enter if you dare.
Third game of Galactica for me, Agent Easy and Luch, but Bharmer and Shemp weren’t around for the introduction in December. The three of us who have played before feel pretty comfy with the rule set and strategies, so after what I think is a pretty concise and clear rules explanation, we set up and begin a five player game.
First player is determined. It’s one of the new players, "Bharmer". He’s never seen the re-imagined show, though he’s familiar with the rag-tag fleet concept from the old one. He picks Gaius Baltar. I open my mouth to say something, but then I think - ‘this will probably make it more fun for him’, so I close it. Political leader category down. He stares at the picture of everyone’s least favourite ladykiller for a little bit and says - ‘he’s a pretty good looking guy. Sorta looks like me.’ Surprisingly, this is pretty accurate.
Next player, "Luch" takes Chief Tyrol. Good: safe and important support role is covered.
I ("Kozure") take Starbuck. I’ve previously played Apollo and Tigh, but I gravitate towards pilot types anyway and I figure we need one.
Next player takes Saul Tigh. "Shemp" hasn’t played before and has seen neither the old nor the re-imagined series. He asks whether the Battlestar and the Vipers are intentional Star Wars rip-offs or if it’s just a coincidence. I explain in as short a time I can the whole Star Wars - Battlestar Galactica - Star Trek: The Motion Picture relationship. Short story, yeah, they’re rip-offs. Curiously, he takes Tigh because "he looks like John McCain," which is funny because Shemp’s political views are almost diametrically opposed to McCain.
The choice of categories is pretty wide open for the final experienced player, "Agent Easy". I figure it would be best to take Roslin so that the newbie won’t have to make the political decisions, but I try not to influence people about their character choices unless there’s an obvious hole in our skill card set. There isn’t, really - we’ve got piloting covered with Starbuck, tactics with Starbuck and Tigh, engineering with Tyrol and Baltar, politics with Baltar and Tyrol, leadership with Tigh and Starbuck. We’re a little weak in politics and leadership, since Baltar is more likely to "go toaster", but I figure we can handle it. Agent Easy picks Sharon ‘Boomer’ Valerii. I’m a little surprised, since that makes for two people with higher chances of being the cylon, but whatever. Easy says he wants to try his hand at piloting, so I don’t argue.
Turn order, in case you’re keeping track, is: Baltar > Tyrol > Starbuck > Tigh > Boomer. I make a comment that the seating and character choices may end up being very problematic if Baltar and Boomer turn out to be the cylons.
Loyalty deck is shuffled and dealt. I’m a toaster. Frak me. Well, I’ve only been one once before, so this should be fun. Tigh is the Admiral. Baltar is President.
Skill cards are drawn, board is set. We’re good to go.
Act I - "Uh, I think we should jump now."
The first few turns are pretty typical. I jump into a viper to fight off the raiders doing my best to be a good little human. Unfortunately (or fortunately, from my point of view) the first three crises we draw are green-yellow, and we whiffle on them all, despite the fact that I’m actually contributing greens when I can so as not to draw suspicion. I’m doing a little mental happy dance that the pathetic survivors are getting pummelled so early on, but the skill card draws seem to show (inconclusively) that someone else is sabotaging. It could just be poor initial card draws as well, so I’m not convinced there’s another cylon yet.
We’ve lost morale and food, but we’re not doing horribly. A jammed assault puts more contacts on the Dradis, but we... er... the humans are holding their own despite the onslaught. We’re slowly advancing the jump track, a few more crises with a mixture of successes and failures. By the time we reach the -1 jump, there are a lot of raiders in the air as well as heavy raiders and both basestars. It’s starting to get hairy. Good... good.
It’s bad enough that there is general consensus we should try the early jump. I offer to throw in a card to add +2 to the die roll. The jumping player rolls an 8 so he would have made it anyway without my card helping. There’s the usual relieved sighs as the board is cleared. We jump to a deserted system (jump progress 2). Safe... or so the puny humans thought.
Act II - "Toga Party on Colonial One!"
After the jump, someone draws a Virus crisis, so we have a boarder. My turn’s up next. I say, truthfully, that the boarder is a threat but we should also get some CAP out there. There is grumbling around the table. I shrug and say "OK, I’ll hit the Armory, then." Unluckily, I roll a 7 and kill the cylon boarder. Frak. I figure that should throw some of the heat off me, though.
Everyone is suspecting Baltar quite a bit, mostly for some slightly odd behavior before the first jump. There’s a little suspicion on me, for reasons I can’t make out, since I’ve been almost choirboy-innocent for every action - I haven’t even tried to sabotage anything yet. A player turn or two later though, I actually screw up trying to sabotage a crisis check being conducted by Tigh that would probably make me stand out like a neon light if he had actually counted the cards he put in.
Tigh asks me about which cards I put in. I say I put in leadership cards. He says "card..s?" emphasizing the ‘s’. I realize in a heartbeat that I actually only put in one piloting card and the only other pilot, Boomer, has curiously abstained from the check after I threw in, but to correct myself would be doubly suspicious, so I say as earnestly as I can "yeah, two cards." There is a single piloting card as well as two other cards which sabotage the check. Tyrol had also abstained, so all of the leadership cards must have really come from Tigh or the destiny deck, and there were too many for all of them to be from the destiny deck.
I see a moment of suspicion flash over his face, but curiously he gathers up the cards and puts them in the discard without comment. The rest of that portion of the game is mostly quiet as players gather cards and scout, and the next jump happens without much incident. I use my Destiny ability to bury a pretty tough morale crisis (though I know there are worse coming, I don’t complain when a consensus is reached that we should do it anyway). We do lose a few points on morale and food, but population and fuel are where we’d expect. At one point, something happens, I can’t recall what, which tips suspicion on Baltar into the red, and he gets brigged. He makes some initial pathetic attempts to get out, but fails. The only thing that stands out in my mind is we failed a few times as a result of piloting cards that I didn’t put in, so I’m guessing that Boomer is the other cylon. At the same time, Tigh strangely jaunts over to Colonial One on the pretext that we’ve been doing poorly on Political checks, so he wants to pick up some cards there. Strange. Tigh is spending maybe one turn in three being drunk. He announces jokingly that there is a toga party on Colonial One. Another stand out is two Riot crises in a row, which is hard to cope with.
Act III - "Secret Cylon would be a good band name."
Coming out of the next jump into a cylon ambush (now making our jump progress 5) ["Thanks, Admiral," we chorus], I immediately want to get out into space again to fight my (fellow) Cylons to put on the best possible show of loyalty. The loyalty cards are dealt in the Sleeper Phase and Boomer is brigged per her character card (there is some confusion during the sleeper phase when I realize I put the sympathizer card in when I should not have. We resolve it by removing Tyrol’s revealed sympathizer card and giving him the remaining loyalty card).
I launch, but Tigh is after my turn and I note, out of the corner of my eye, that he and Boomer exchange glances for a moment as if agreeing on something. On Tigh's action, I’m brigged - it’s almost futile for Starbuck to try to avoid being brigged by Tigh, but I have to do something. No one helps me stay out. I guess I haven’t been convincing enough and Tigh and Boomer have decided I’m a toaster. Them being right doesn’t make it any less annoying.
Another cylon attack crisis. The Galactica takes damage but is quickly patched by Tyrol. Starbuck, Boomer and Baltar are in the brig. A launch raiders icon comes up in one Crisis, a second cylon attack in the next. The Galactica has a mass of contacts on her starboard front quarter - this is literally the most raiders, heavy raiders and cylons I've seen on the board, ever. Suddenly, Boomer reveals on the second turn of her internment and offs herself, popping up cackling on the Resurrection Ship.
With tonnes of raiders on the board and Cylon-Boomer puppeting them from the Cylon Fleet, things hit the fan quickly. We lose three Civvies in short order with only redshirt vipers out there - two of the Civilian ships turn out to be the double resource ones. We have three damaged vipers and one destroyed, the rest are in the air. Once again, I’m cackling internally, all the while playing the innocent injured party. Morale is at "2" - all the other dials except population are also in the red - 3s and 4s.
President Baltar finally manages to spring himself from the Brig using a combination of high skill cards and the card that reduces the target difficulty. Starbuck is the only one left in the brig.
Then we have a crisis check. I put in my card which would help the humans, just so that it would be apparent that I’m still innocent and would have time to put in the coup de grace at just the right moment. The revealed Cylon-Boomer has already spent a bunch of his skill cards in other crises, so he doesn’t spend any on this check. We should pass.
The cards are revealed. Three spoiler cards. Crisis failed. Sabotaged again.
I’m gob-smacked. I’m the only other possible cylon other than Boomer, but with the cards distribution as it turns out (I can’t remember the distribution or the participants), the only possible culprit is Tigh. I figure someone frakked up royally and played the wrong colour, but no-one owns up. I say nothing.
Finally, we get to a point where the next crisis will kill us if it hits morale, the fleet is being decimated and we’re nowhere near jumping. It’s my turn. I languish in jail, claiming to be unable to spring myself (entirely true, actually). Tigh’s turn the crisis card flips - it’s the one that is a -2 morale hit if failed. Somehow it gets around to me and I’m the only one who can help it succeed. Obviously I deep-six the check with a high off-suite card and the humans surrender due to morale being in the toilet.
I look up. There are five confused faces. I flip my loyalty card. Cylon...obviously. Boomer is already revealed, but dutifully shows two "you are human" and one cylon card. Baltar flips. Both human. Tyrol flips. Human. Tigh flips... Cylon.
I blink. There are one too many cylons.
I reach over and grab Tigh’s card. Yup. We read it right. Boomer’s card we saw earlier. Mine is right too.
Baltar says, in a wounded voice, "Uh, I thought there was only supposed to be two cylons."
I am baffled, "So did I," I say apologetically.
We never do figure out how it happened, but apparently I somehow shuffled an extra cylon card into the initial deal. This is especially baffling (and galling) to me because I thought I took extra care with preparing the Loyalty deck because the first four-player game we had with a different guest player-teacher, he accidentally left a cylon card out, and we were missing a cylon as a result.
Nonetheless, the evidence is there: I obviously frakked up the Loyalty deal somehow. Three of the five players had been cylons from the very start. The humans never had a chance.
Labels:
Battlestar Galactica,
Five player,
Rule errors,
Session
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