Sunday, November 27, 2011

Another kick at the can (Dominion x2, Panic Station, King of Tokyo)

The Wags group welcomed this week a new player, ececec. Unfortunately I arrived late and missed the two opening games of Dominion (with various expansions thrown in). All I know is that ececec beat Kozure bay single point in the last game.

We set up Panic Station. Ececec wanted to give it a try and I think we all wanted to give it another shot as well. Since last week's game, I realized a few things... First, the game DOES have a backstory that makes sense of a few of the game's odd mechanics. Apparently, the aliens are immune to traditional bullets so the players are searching for bullets specially developed by the decimated inhabitants of the ship to combat the aliens. Secondly, the androids are linked to the human's psychi so that's why they both get infected simultaneously. Whatever.

This session was not like the earlier sessions. Shemp was the infected one, but he decided to lay low for a while. So much so that I literally had no idea who I couldn't trust and just one turn before I thought I could win the game for the humans no one else was infected (and as far as I could tell, no attempts had been made either). I started looking around the table in case the host card has been accidentally left out of the game.

I then committed a grave error. I ended my turn in the hive, with all the gas cans I needed, but without any actions left to actually burn the hive. In swoops Shemp. I deflect the infection with a gas can, but then have only two left. Over in the other corner of the map, ececec does a heat scan and it's revealed that I am still human. He then trades a gas can with my android. On his turn, Kozure does the same. My turn again, oops! Let's move the critters and sure enough 4 of them come into the hive (1 in 4 chance of that happening!) and my human is pulverized. We then spend a few rounds coordinating a run by Kozure and Ececec to get my gas cans and burn the hive while avoiding the swarms and Shemp. A well placed grenade thinned the swarm nicely, and Kozure succeeded in putting the hive to the torch.

Again, I had fun,despite the somewhat clunky rules and thematic oddness/ blandness. It does keep you guessing, and it's pretty challenging for both the humans and the infected. I think it would play better with more players, and I look forward to trying it again.

We then finished with a session of Kings of Tokyo. Ececec picked up on it quickly, and luckily didn't seem too bothered when he was eliminated mid game. Kozure's mekadragon, equipped with those damned Wings and Acid breath destroyed us all.

It's just about a perfect game for what it is.

Tuesday, November 22, 2011

Cans of Gas Stave off Alien Infection + I Have the Stupid (Panic Station x 2, High Society x 2)

Last week (November 17th) we played Panic Station, twice, plus one other game. Evidently that other game stands out so well in my mind that I've completely forgotten what it was . I'm sure Agent Easy will be along shortly to correct the record. [edit: Agent Easy recalled that it was High Society]

[edit - added "High Society"]

High Society

This is always a fun, quick game. The first game, Agent Easy and I came very close in terms of points but he had slightly more money remaining.

The second game was tight - Agent Easy and Pablo were tied for points and for most money remaining, so it came down to highest purchased item value.

Such a clever little game.

Panic Station

What to say about panic station? Traitor mechanic, exploration, high-tech weapons and equipment, explosives, sci-fi setting... what's not to like?

Execution, it seems.

I wanted to like this one, I really did, but the weird "why is this done this way?" moments started to pile up about half-way through the game and never really went away.

First up, why can't humans use guns? The "in-game" explanation is that they're carrying the flamethrower, so they don't have the "room". OK, fine. They have the flamethrower to purge the alien nest. Sure, I can buy that. But... why do they have to find or trade for the fuel to actually use it INSIDE the facility they're supposed to be purging?

OK, only androids can use guns. I can also accept that, if you assume that the androids have built-in weapons that cannot be detached. But the upgrades are detachable - indeed, they START detached... once again, INSIDE the facility they've been sent to clear out.

Also, equipment teleports back and forth between team members of the same colour, but not between team members of other colours. In addition, if the human gets infected, the same-colour android gets infected as well, and vice versa. Say what?

If a human/android goes down, all their equipment disappears. Huhn? It's possible to lose the game because you can't possibly get enough fuel cans because your team mates got eaten by a parasite and apparently their equipment evaporates when your vital signs disappear?

Too many shaky "plot-points" that might have been 'hand-waved' with better background story writing, or better yet, avoided altogether with better rules writing.

Also, once again, the future is white ... except for one human who may or may not be Asian (Raven). They couldn't fit in a single visible minority? [edit: judging by surname "Ramirez" would seem to be Hispanic, so not entirely WASP] To top it off, all the androids look identical and are the stereotypical bald female hottie with silvery no-iris eyes.

The art is lazy. Actually, I take that back, the equipment art and the station location art is fine. The humans, androids and parasites are lazy. Compare:

Picture of "Alien Parasite":



with picture of "Japanese beetle Larvae":



You're using barely modified images of insect larvae as your evil swarming Alien/Body-Snatcher-esque take-over creature? Did someone on the production team have a bad phobia-generating incident on their lawn?

Okay. Deep breath.

I'm giving this one at least more try before I pass final judgment because people seem so crazy about it on BGG and usually the chattering masses aren't completely wrong, at least at BGG.

So far, though, not very impressed.

Now, to be fair, I screwed up the first game because I (and no one else) forgot the vitally important (but thematically none-too-intuitive) rule that people can avoid being infected by trading a gas can (... wait, what?) so I thought everyone was infected when in fact only three people were infected. I tried to make the case for ending the game early when in fact there was at least one viable human left.

In the end, the infected still won, but the experience was somewhat tainted.

Not to be outdone by my stupid mistake in the first game, I then nearly made the exact same mistake in the second game, fortunately it was spotted and corrected before it did too much damage.

UNfortunately, a strange (though probably not entirely unusual) combination of card trading around mid-game utterly confused both Shemp and Agent Easy making it look like I thought I was uninfected when I was, or was infected when I wasn't (I was actually infected), so a long period passed where Shemp and Agent Easy thought I was playing very stupidly, when in actuality I was really doing the only logical thing, which was to stay away and keep my infected guys out of danger (and being forced to trade back the stolen gas cans) because I had no infection cards left.

Not so! (This time.)

What had happened is that I had tried repeatedly to infect Pablo, only to be given a gas can each time, with the net effect that I had taken all of his gas cans. By reasoning out loud, Agent East figured out what had happened, but this clued Shemp in at the same time. Fortunately for humanity, some canny play by Pablo and Shemp allowed the humans enough time to search for more gas cans and win the game by burning the nest. Cleanse it with FIRE!

Humans 1, Aliens 1.

Now if I could just remember what the other game we played was, I could close down this blog entry in peace. [yeah, it was High Society]

Wednesday, November 16, 2011

Maria x2

I'm a few weeks behind, but I wanted to post this before tomorrow's game night so I will keep it short.

Over the past two weeks we've played Maria, the successor to Friedrich. It apparently plays best with three, which is very useful in our group (Friedrich is best with four).

In a nutshell, although we've only played the simple version so far I really like it. Movement is a logistical challenge for the players that aren't playing Maria since units must maintain supply and supply is slower than the troops. Combat is very interesting because the board is separated in regions and each region has a traditional card suit assigned to it. During combat, only cards from the appropriate suit can be used. This has the interesting effect of encouraging players to pay attention to where battles have been fought, because if a suit is exhausted by an earlier battle it can be advantageous to try to take advantage.

Anyway, the full game apparently introduces politics and different armies that change the dynamics substantially. Looking forward to trying it, though it will be hard to find the 5 hours to commit to it.

In our first game, I played France and managed a win on the very last action of the last turn of the game. Similarly, in our second game I won on the last action of the last turn as the Prussians. In both games, I was extremely lucky with my card draws so I can't claim any particular prowess at the game! So far, each power seems to play quite differently (the supply situation for the prussians is much more difficult than it is for France, it seems to me) which is nice to see.

Anyway, highly recommended even at the basic game.

Friday, October 28, 2011

If Babe Ruth was chased by zombies (Last Night on Earth)

To celebrate Halloween we played Last Night on Earth, a game that I enjoy well enough but only really gets played this time of year.

Me and Kozure were the zombies, Pablo and Shemp were the humans.

The last few times we've played this it's been on irregular maps, so playing the "Save the Townsfolk" scenario felt a little like a throwback.
Since the hero's objective is to keep searching until they find 4 townsfolk, the actual gameplay boiled down to: run to the other side of the board, where the zombies aren't, and then search. Ok, the zombies are close again, run back to the other side. For whatever reason, I don't recall previous games to be this way.

Anyway, the back and forth running went inform a while, occasionally (ok, frequently) peppered by Johnny blasting a zombie with his endlessly loaded shotgun. As the zombies, we were having a hard time cornering the heroes, so we weren't managing to damage them much. In thelastthird of the game, the hero's had found the villagers and were trying to survive until morning. Three of the heroes had taken refuge in the gun store in the corner, trying to keep the horde of undead at bay. It was quite close in the end, but the heroes prevailed because only one of them fell victim to the zombies.

The highlight of the game, for me, was when Johnny the jock sprinted through a wall of zombies. He attacked one and rolled a 5. Pablo, who was playing John, needed anything except a 5 or a 6. Oddly, he yelled "roll a 2!". The zombies did roll a 2 and Pablo nearly jumped out of his hair in excitement.

Clearly, comparisons between Johnny and Babe Ruth's famous prediction were earned and given...

Sunday, October 16, 2011

Metal fatigue is a harsh mistress (Galaxy Trucker, Power Grid w/ alternate power plants)

The recent announcement of another expansion for Galaxy Trucker reminded me it had been a while since we had played this great game. I though it would be fun to try a really punishing series of flights, so we skipped round 1 entirely and instead did the following:

Ship 2 with evil machinations
Ship 3 with evil machinations and 2 Rough Road Ahead cards
Ship 3A with evil machinations and 2 Rough Road Ahead cards

The first round went pretty smoothly, but starting with round 2 we really started feeling the heat. The rough road cards are pretty tough... Round 2 had a card that made any energy use cost an extra tic-tac and another card that reduced our ship's speed for every ship connection that matched a 3 connector with a 2 or a 1. As you can imagine, ship building was slow and batteries/ furnaces where hot commodities.

... But we all made it without horrible consequences. My MVP was certainly the techie blue alien, since it made the first battery expenditure each encounter free.

Round three saw Remorseless fate (which is every bit as bad as it sounds) and Metal Fatigue. Now, between remorseless fate and metal fatigue, I thought the first sounded the most dangerous. Shemp would beg to differ.

Before launching, Shemp pointed out that this was his best ship ever. No bad connections, plenty of the tiles he wanted, every space used up. The problem is that ship 3A looks a lot like the Enterprise... It's got a very narrow middle. A single mishap there, and the ship splits in half. During the second event, Shemp lost a piece which protected the critical part through metal fatigue and then in event 3 a meteor struck and Shemp had to pick whether he wanted to keep flying with the front or the back of his ship. He chose the front.

When Shemp arrived at the end, he had approximately 5 tiles left in his ship, a single crew member, and no engines ( he lost his final one on the last card). It was pretty funny. Also, since ship 3 A is uninsurable, he paid nearly 30$ for the damage.

Ultimately, Kozure won the game. I actually thought I had it, but he snuck past me by a few points. I really enjoy this every time it comes out, even though it's definitely an experience game and not to be taken seriously.

Power Grid

We then played a three player game of Power Grid with the new power plants expansion (the expansion isn't new, only new to us). Although I enjoy Power Grid, I find it requires too much constant calculation which kind of ruins the pace. Also, I dislike the lull that seems to often happen during the middle of the game because nobody ever wants to by the middle powerplants. Apparently, the solution is to play with only 3 players and use the alternate plants because I found this game quite enjoyable.

It's hard to pick out the differences, but I never felt like nothing on offer was worth buying. We did have an odd result because many of the higher plants got pulled before the start ofthegame (as per the 3 player rules). This led to an end game where only I actually could power the 17 cities once they were built. I unintentionally foiled Shemp's hail Mary to beat me because he planned on buying up the resources preventing me from actually powering to capacity. I decided at the last minute not to power all my cities on the before last turn and kept the resources I needed for the last round so I did pull off the win.

Anyway, it would be interesting to know if the new plants simply have a lower capacity and the struggle to attain 17 is intentional. Either way, it was fun.

Sunday, October 09, 2011

Shempuzelan TV is more entertaining than Easylander jousting (Civilization, King of Tokyo)

We played another three player session of the new Sid Meier's Civilization. It was Kozure, Shemp and I as Russia, Egyptians and Americans (respectively).

I was flailing around, not really having much success getting a strategy going (poor choices in city locations meant that the available resources were a touch thin). I purchased the Hanging gardens early so my military was easy to come by, so I went that way. Kozure had quite a productive empire, but also his military was surpassing me in technology. Shemp, meanwhile, was racing after a cultural victory.

Since no one had ever come close to wining with culture, it was not a threat we saw coming. Suddenly, Shemp was on the verge of winning! Kozure and I tried to stop him but Shemp was generating culture points too quickly. A last ditch attempt to thwart him was interrupted by his cultural superiority (he proposed we watched tv, when all we could offer was offer Jousting).

Anyway, Shemp won!

We ended off with another game of King of Tokyo. This one is getting lots of play in and out of WAGS.

Friday, September 30, 2011

Ketchup (Vikings, China, Clans, King of Tokyo, TransEuropa)

We thought we'd be five players this week, but then, before I knew it, we were back to three.

Pablo, Shemp and I gathered around a large bag of games. Our dictator was absent, but ordered us to play a very specific sequence of games in his absence. Then, the sequence was revoked. In our confusion, we ignored all instructions and chose to play a large number of short games so that Pablo could rip through his unplayed list that much faster.

We started with Vikings, which is a game I like very much. It packs a lot of game in a small package. Unlike a lot of games that try to insert a random factor in the hopes of making each game "different", Vikings succeeds at forcing you to consider each new round carefully once the tiles and Viking combinations are out. I was rocking this game, and built a very efficient set of manned islands. I started the evening with a win.

We followed with China. Another game that feels like a big game in a slim package, China never fails to conclude in approximately 1/2 hour and still provide a nice strategic experience. Shemp was gunning for me, and prevented me from completing any chains but a misunderstanding of the rules regarding emissaries caused him to fail his blocking strategies there. Pablo did manage a long chain, but ultimately I had enough majorities to pull win #2.

Clans followed. In my mind, anyone who enjoys China should also enjoy Clans. The games are completely different from a gameplay perspective, but they have a similar strategic weight, play length and semi-abstract nature. I goofed a few too many times during the game, and ultimately kept setting up the wrong colours. Shemp dominated this one.

Next up was King of Tokyo, the first repeat play for Pablo. I went first, and snagged the tentacles. Shemp stayed in Tokyo most of the game, but I was rolling lots of 3s and made it to 15 points without spending much time in the city. Shemp knocked us down with the -5 vp card but it wasn't enough... I used the tentacles to steal the jet pack from Shemp, forcing him to step down and I gathered the last few points required for the win. Pablo was yearning for hearts throughout the game but he couldn't roll them to save his life. On the other hand, he managed huge smack downs of 5 attacks on at let two occasions... This is a very fun game that achieves exactly was it's going for. Bravo.

Lastly, we played TransEuropa. In our first round, Pablo, in his first time ever playing the game, ended while Shemp still needed 8 links and I needed 5! Shemp managed to hang on a few rounds with his 3 lives before succumbing. In the last round, Pablo and I ended up tying so it was a shared victory for the final game of the evening.

Monday, September 26, 2011

The King with Wings (Roma/ Roma 2: The Arena x2, Lords of Vegas, King of Tokyo x2)

Kozure, Shemp and I gathered this week to play an evening of Vegas games. It didn't work out due to a lack of available time, but what can you do.

Roma/ Roma 2: The Arena

As Kozure was in charge of his lads that evening, Shemp and I played two rounds of Roma. We pitted the two decks against each other to see how that went. We'll certainly have to play several more times to really know if one is stronger than the other, but it certainly seems to me that the original Roma is a swingier deck, with more opportunity to score big points when things work and potential to get none at all if things don't. Roma 2 seems smoother, with better odds of getting useful cards but a slower overall pace.

In our first game, I was getting creamed because I couldn't get any VP generation going. I was down to one vp if i'm not mistaken. Luckily, Shemp lost all ability to roll the dice he needed, consistently failing rolls that had a 5 in 6 chance of working. I didn't lose that last point and in fact landed two forums and started reaping the rewards. A few short rounds later I bounced back and won the game. I did realize one thing, though... Once the opponent is close to winning, getting VPs can be a bad move if it ends the game before you have more than the othe player. It was necessary to bleed out VPs from Shemp before claiming them. Tricky.

Our second game was more even, and I don't remember who won.

Still enjoying this two player game. Long live Herr Feld!

Lords of Vegas

With the kids in bed, we started our game of Lords of Vegas. As the game developed, a few patterns emerged...

1) I once again started growing a large casino in the big center-left block. I seem to do this every game.
2) Kozure once again received a disproportionate amount of disjointed properties.
3) I got into a war over a casino with Kozure. Normally, this happens between me and Shemp. Although in the end I managed to wrest control from Kozure and end the game with two decent casinos, the constant re-rolling of the casino dice drained both our money and made it hard to stay competitive with Shemp.

There wasn't a huge amount of trading this game. Not sure why... The opportunities seemed harder to find (though Shemp tried his best!).

Shemp won by quite a large margin. Kozure and I were in a tight race for second.

King of Tokyo

Tom Vassel and Michael Barnes have both recently talked up King of Tokyo and so when I saw it I thought i'd give it a try. It's a very simple and mostly silly game about competing monsters trying to destroy Tokyo and each other. Although there aren't a ton of games with this theme, it's also not really particularly original. What sets this game apart is the simplicity and focus of the design. You are either a creature in Tokyo, dealing damage to all the monsters outside of Tokyo OR you are a creature outside of Tokyo dealing damage to the monster currently in Tokyo. Since the monster inside Tokyo cannot heal, it creates a natural cycle of monsters entering Tokyo, trying to stay as long as possible, and then leaving to lick it's wounds. The game is won by either accumulating 20vps or being last monster standing. It's a dice rolling game where you can either roll wounds, healing, VPs or victory points. Each player rolls three times, hoping to get dice in the combination they are trying to achieve, yada, yada, yada. A deck of cards representing upgrades spices things up as players can save up energy to purchase them and slowly transform their creature from, for example, a simple giant dinosaur to A GIANT DINOSAUR WITH TWO HEADS, WINGS AND ALIEN METABOLISM!!!. It's easy to teach, it's short and a lot of fun to play. Big thumbs up from me and easily the best boardgames Richard Garfield has done since Robo-rally.

In our first session, Shemp dominated Tokyo for nearly the whole game because he managed to snag the "wings" upgrade early, which allowed him to spend energy to ignore damage. I think Kozure won the second game, but I'm not sure.

Saturday, September 10, 2011

Bilkis' sacks of sand (Roma 2: Arena, Macao, 7 Wonders + Leaders expansion x2)

Roma 2: Arena

When I purchased Roma, I actually thought I was purchasing Roma 2: Arena. I remembered reading that one had text instead of icons, and that the same one had more paths to victory, but I didn't know which was which. When I saw Roma at j&j cards in Waterloo, I looked at the back and saw that the cards were text based, not icons, and purchased it. Unfortunately, the picture on the back of the box is of the German version, which uses text, but the north American version of Roma 1 uses icons. I purchased the wrong one. Anyway, figuring it couldn't matter that much, I opened it and we played it anyway. As it turns out, me and Shemp liked it quite a bit. Sure, many games are lopsided and the only likely path to victory is having Forums, but it was quick and enjoyable. Shemp decided to purchase Roma 2, figuring that at the very least we could try the variant where the decks from both games are pitted against each other. This week, we got a chance to fruit out (the base game, not pitting the decks against each other). It's good. There are definitely more paths to victory, and the game seems less fragile (less games will end because they couldn't get their engine going before they went broke), but the tradeoff seems to be a significantly longer game. I'd say I did like it better than Roma 1, but not by a wide margin.

Shemp won the game by emptying the vp pile, scoring one "phantom point" (I.e. The vp pile was exhausted, but the bank owed him one more vp). The phantom point broke the tie, making the game 19 to 18. Well played.

Macao

I was in the mood to play Macao again, just to see if Shemp's streak is truly over. In short, it is. The game was very close, between me and Kozure, though. A miscalculation left Shemp 1 cube short of scoring big,leaving him behind. Between me andKozure, it came down to the bonus end game points, and I had more.

About 4 rounds in, I activated the artisan. This card allows you to activate one card per turn without spending the cubes (as long as you have the necessary cubes in your supply). Between that card and the various mistressesthatgaveme a free cube in their co our every turn, I was flush with goods cubes. I either played very poorly or Kozure played extremely well, because I should have killed the other two with that combo so early in the game.

7 Wonders: Leaders expansion

We capped of the evening with 2 sessions of 7 Wonders with the Leaders expansion. It's a simple expansion that introduces a new deck of cards representing famous leaders throughout history. There is a pre game draft to deal each player 4 leader cards and before each age players choose which leader, if any, players want to pay to put in play.

The end result is not terribly different from the base game. The leaders allow a little more long term strategy, which is nice, that's pretty much it. Shemp commented that the downside to having these leaders is that it predetermines a strategy for you and reduces the interaction as players concentrate on their cards instead of blocking opponents.

The art continues to be very nice, and the game remains a very fun and fluid despite the additions. I'll probably keep playing with the addition in future sessions but I'm sure I won't really miss it if I play someone else's copy.

I won the first game using a combination military and science victory (as Rome, led by Ceasar, the guy from 300 and Alexandre the Great). Kozure won the second with a more focussed military strategy that apparently also involved burying all the brick in order to prevent others from building.

Tuesday, September 06, 2011

Spite upon spite (High Frontier, Quarriors x2)

The four of us (Kozure, Shemp, Pablo and I) started with an intro game of High Frontier. Knowing that it's a difficult game, Kozure thought a learning game involving just trying to build a factory on mars would be a good idea to ease Pablo into the system (although, as Shemp aptly pointed out in our email correspondence leading up to the game, "not good" is a very generous description of our skill level with High Frontier). What is it about this game that is so challenging? Every time I play, I spin around in circles accumulating fuel endlessly only to realize that I could have launched much earlier. This game was no exception... I had forgotten how the air break leading to Mars worked, so I was trying to come up with a rocket that could get to the planet and still pay the landing costs. Anyway, Kozure got off to an early lead with a mission to drop of the robonaut he needed to build the factory. I was behind him ( once again wasting my time refueling at a nearby planet, not realizing it would be unnecessary due to the air breaking). Kozure essentially lost his lead by blowing up while going through a danger zone.

Then, out of nowhere comes Shemp with all the parts required for the refinery and successfully lands. Shemp for the win!

Pablo seemed willing to play again. We'll see.

Next up, we played 2 games of Quarriors, the new dice building game from Wiz-Kids.

Quarriors is a game that follows much of the Dominion model... Draw a hand (of dice, in this case), see what you can play from your hand and purchase one die from the center. The fact that the dice represent creatures and that there is much inherent randomness gives the game a very distinctly chaotic and light feel, but for a 1/2 hour game it's fun. I've personally been playing this quite a lot with my eight year old son and having a great time of it. The variety of creatures is very good because they very cleverly include several variant creatures and spells for use with each dice. There are synergies to be found between the dice, which is fun, but since it's a dice game you never know whether the combinations you are shooting for will really pan out.

Anyway, for the record Pablo won one of the games. He was very proud, because it was his first win at WAGS. I think I shed a tear of pride.