Saturday, September 26, 2009

Another game about classical Romans (Mare Nostrum, Ra, Dominion:Intrigue)

I've mentioned this a few times, but I've always been on the lookout for a good civ. type game that plays in a reasonable amount of time. I've tried a whole lot of them, and none have really satisfied. It's hard to cram politics, war, technologies, etc into one game that plays in roughly 3 hours, so it's understandable that most have dropped one or more of these facets.

Mare Nostrum has been on my watchlist since it's been released. It has had a much publicized falling from grace on BGG due to it's inability to live up to the Civ-lite hype, but I wanted to try it for myself because it has a very attractive presentation and an admirably simple ruleset. I received it and the mythology expansion at the most recent math trade, so I got my chance.

Mare Nostrum

Since we were only 4 players, and since it was our first game, we played with just the base game despite the fact that I've heard so many positive things about the expansion. We DID include the Greek blockade rule, and the revised heroes, etc. We set it up and got started. I was Carthage, Shemp was Rome, Kozure was Greece and Luch was Egypt.

There was a standoff brewing north of the Mediterranean between Rome and Greece. Meanwhile, on my side of the pond I focused 100% on producing resources. My sole, starting legion wandered eastward and attacked an undefended Cyranae. I was able to convert it and hold it for a few rounds, and during that time I had quickly amassed 2 heroes and a wonder. That last wonder seemed easy to get, but just then Luch managed to take back what was his. I was just a resource or two short of purchasing that last wonder/ hero, but by then the fleets and legions of Rome and Greece were heading southwards to make sure I wouldn't make it. Helen of Troy was doing her best to make my enemies love me, but it wasn't enough. I was decimated. Meanwhile, Shemp had managed to claim the military leader and the director of commerce roles and Rome was unstoppable. Despite a failed attempt to disrupt the Greek trireme chain to Carthage, which would have stranded many of Kozure's forces there, Shemp still managed to pull together enough resources to get the win.

We made a few rules errors: We forgot to carry over 2 tax cards from turn to turn, and during my reign as director of commerce I didn't know I was supposed to give a card from my hand to even out the trades if one player ended the trading period with one less card than the others. Given the difference a single resource card makes in this game, I'm glad I didn't win because I would have felt like I cheated.

All in all, it was a very fun game. The constant exchange of cards is irritating, but in most other respects there is a lot to like. The small number of... everything (legions, caravans, triremes, etc) keeps the game moving along, both in terms of forcing players to act aggressively in order to avoid getting shut out AND because there simply aren't huge numbers of units to consider. The heroes and wonders aren't really the same as a technology tree, but the impact (your civilization gains an advantage over the others) is quite similar. The combat mechanic is simple, but the fact that it integrates randomness keeps things unpredictable enough to be exciting. Lastly, the competition for resources and space makes a certain amount of alliances and deal making inevitable. Having players take on various roles to determine turn order and determining the trade limits is equally interesting aspect which also opens the door for a certain amount of diplomacy.

Speaking of trade limits, the trading mechanism in the game is very peculiar. The way it works is that the director of trade names a number of goods and every player HAS to put that many down and then the director chooses one of the available cards. That player can now choose an available card, and so on until all cards have been chosen. If you can't put down the number of cards, you can't participate. The reason this makes any sense is that the board very cleverly groups goods in various corners of the board, making most starting civs able to produce a couple units of a couple of different goods right from the start. The trick is that in order to use goods to purchase things, you need to make sets of DIFFERENT goods. This means that in the beginning, it is very easy to accumulate one or two sets of three different cards to purchase military units, caravans and influence markers, but getting sets of 6 or even 9 different goods requires some conquest and/or trading. The act of exchanging cards creates diversity without forcing players to take a province in each corner of the map, and simulates the actual exchange of goods that would take place in the world without taking the time necessary to actually barter between players. Already in our first game, certain strategies emerged. With four players, it's possible for three players to exchange amongst themselves and shut out the fourth player. This was used to good effect against me, forcing me to put all my doubles back into my hand, and thus not having the set of 9 needed to win before Luch started taking back provinces. Taxes seemed less popular than goods, but a few players started taking advantage of this and specifically targeted these easy to get cards (the rule that allows 2 tax cards to be carried over would make this even more attractive). I'm less sure how to make the most out of limiting trades to zero, unless the director of trade has more diversity than the others. I'm sure there is quite a lot more than we are seeing. I can also see that players looking for a traditional trading game could be disappointed, and that others might just not "get" this very important stage of the game and might dislike the experience because of the seeming uselessness of it all. Gladly, I thought it was quite interesting, and I think the whole group did, too.

I do have one big concern, however. Most games that revolve around resource gathering force players to build up their stockpiles over several rounds in order to afford bigger purchases. This makes it necessary to budget over time, and to weigh the short and long term benefits of the various items up for sale. In Mare Nostrum, players get resources every round, and must spend all of them that round. Then, the game makes the winning condition the purchase of 4 of the most expensive items, heroes and/or wonders. This means that a player who is able to generate 9 resources one round is also probably able to produce them the next round and the next round unless provinces are taken away or trading is shut down. Once a player gets to 9, the other players essentially have a two turn window to smack down that player or the game is over. So the first part of the problem for me is that I found this a little strange, that a player goes from nowhere to the verge of victory so quickly. The second part of the problem is that once the other players decide to take down a player, there probably isn't too much that player can do to stop them, and I don't see any reason why this process couldn't go on forever (one player rises up, others conspire to take him down). It reminds me of Ideology, another game where the leader can be bashed forever and the game can go on for much longer than it should because of it. I would have liked to see a kind of timer mechanism like end of the Triumvirate to ensure an end to the game after a set period of time. Anyway, with only a single game under my belt I have no idea if it will actually be a problem, but it is a concern that I have. Now that we've seen how the game can go, we will certainly be more wary of letting anyone get ahead... will it lead to a vicious cycle? Who knows.

So, ultimately Mare Nostrum is a world domination game more than a civ-lite game, but I am happy to say that it's an upper tier one. I look forward to playing it again, and to eventually including the mythology expansion.

Ra

We played a quick game of RA, which is always fun to play, and I'm glad we did... I won by healthy margin! (Ha!) I think I had the better part of the Nile sitting in front of me, and a fortunate grab gave me a number of monument points right at the end.

Dominion: Intrigue

Luch made up a semi random set of cards, and we quickly realized it was mainly composed of expensive cards and powers that screwed other players. For this reason, it took some time before anyone managed to get an engine going in order to start purchasing the 6 victory point cards. I never got there, but Luch starting grabbing them at an alarming pace. My saboteur robbed Kozure of 2x 6 point victory point cards, but otherwise I did very little in the game. I came in a distant last, Luch came in a distant first. A postgame recap revealed that Kozure would have narrowed the gap considerably if I hadn't made him lose those cards. Sorry, man.

It was an enjoyable game, though frustrating at times. I feel like I'm not very good at quickly processing the combos I need to get going. Like Race for the Galaxy, I enjoy the game despite not feeling like I'm any good at it. For me, the two occupy a very similar space... optimising random cards for VPs. Whereas Race for the Galaxy feels like a far more strategic optimization game with more options than Dominion, there is less direct interaction as well. I'd say I still like Race better, but I think I'm in the minority at WAGS.

One thing that clicked for me this game, however, is that you really want to do whatever it takes to draw as many cards as possible at all times. HAving multiple actions and buys is often useless if you are only holding five cards (or 4, as I was for much of the game due to Shemp's constant play of the torturer. Grrr.) Maybe I'll do better next time.

Monday, September 21, 2009

Out to sea, with no Romans in the Boat (The End of the Triumvirate, Mexica)

Another Math Trade has come and gone, and this one has been particularly good to me. New in my collection are Mare Nostrum+ expansion, Steam, Attika and End of the Triumvirate. I'm sure they'll all eventually see some table time (well, not sure about Attika), but this week End of the Triumvirate was chosen by Shemp along with Mexica.

End of the Triumvirate

When this game came out a few years ago, I was intrigued. Games that play well with three are probably the most difficult to find, and this one comes along that is specifically designed for three. It was also getting good reviews, which didn't hurt.

It's a game set in (where else?) ancient Rome. Caesar, Pompei and Crassus are vying for control of Rome in the dying days of the senate. Players take on the role of one of these leaders and try to win by achieving one of three possible victory conditions:

1) Military victory: Control 9 regions.
2) Political victory: Get elected consul twice, or get elected consul once and then get 6 senators under your influence.
3) Competence victory: Reach the maximum level of competence in politics and military skill.

On a turn, a player checks to see how much income or legions his controlled provinces generate, then moves around the board collecting said resources and/ or conquering new ones. The last step of the turn is to take up to three actions, with the available actions changing depending on the province the player's marker ended on. Possible actions include swaying politicians, training military units or advancing competency on the political or military track.

A few things struck me as I played the game:

- Mechanically, this is a very streamlined, very abstract euro. The game is essentially a variety of ways to push around cubes, and these types of games often have thinly applied themes. Surprisingly, the theme comes through very well and I consider that a testament to the quality of the design. To me, there was a real feeling of balancing three spheres of influence (military, politics and competency). The conquest of provinces worked well, and the combat mechanic was very nice (essentially, it's a one for one loss system, but supplemented with a cube draw from a bag. Any cubes drawn count as extra casualty for the other side. Simple, not fussy, but adds a little excitement and risk).

- The component design is excellent. There are a number of little touches that make reinforce the rules in unobtrusive ways. For example, players are given 9 province markers. When they are all placed, one of the victory conditions is met. Another example: the player marker is an odd flat square. When moving around units (which happens a lot), the piece is perfect for loading up the units and bringing them together to their destination.

- The ability to win through three distinct paths meant that everyone was in the running until the very end. It was anyone's guess who would win, and it's also possible to make it look like you are pursuing one path while secretly going for another.

- The game has a distinct "Tug of War" feeling with the military. Provinces are taken and lost throughout the rounds, but there is never a feeling of futility because the voting for consuls and progression in competency means that the end has to arrive eventually. A player going for a military win needs to act quickly to succeed, while the political win takes more time. The competency track seemed like it progressed at a similar pace between players, and it seemed like the most likely way for the game to end early. It's also the one way that players have no way of directly countering the leader's progress (provinces can be retaken, and politicians can be swayed back).

Overall, I was very impressed with the game. As a three way tug of war with a timer continuously running in the background, the action started right away and the tension did not let up until the last round. The mechanics are impressive in their elegance and simplicity, and the playtime is short for this type of game at one hour. My only concern is that the whole thing is simple and streamlined enough that I'm not 100% sure how much it will be re-playable before it gets stale. Luckily, few of my games get played often, so it shouldn't be too much of a problem...

For the record, I took a rather aggressive tact as Caesar and amassed a number of armies and conquered quite a few regions. Meanwhile, I had designs on winning a political victory while the other two were focussed on combat. Unfortunately, Shemp slyly stole the first consul vote from me. By the last round, I had managed to get my first consul vote and had the choice to end the game by improving my competence for the win or enlisting the 6 senators I needed. I went for the senators, because it seemed cooler...

I think Shemp liked the game quite a bit as well. Luch, well Luch seemed like he had more fun sending the player marker out to sea without soldiers than playing the game itself. He said at the end that he wasn't crazy about it. Oh well.

Mexica

Afterwards, we played Mexica for the second time a a group. Not much to say, except that there was a lot of nasty bridge moving by the end and the area majorities where hard fought. We concluded that we probably spend too much time defending our regions by attempting to block bridges, etc, than allowing the chips to fall where they may while being aggressive elsewhere (I don't want to make it sound like we were playing in silos, however, we WERE all over the board and in each other's faces... ). Anyway, Luch managed to out Aztec-temple us for the win.

In the end, the board was an absolute mess of canals and bridges to blocked spaces. If we were in charge of Aztec planning,
they may not have become such a great civilization after all.

It's a very good, fairly abstract euro. I'd say I like it nearly as much as Tikal, and yet they are different enough to keep both for now.

Monday, September 14, 2009

Games with "tik" in the title (Tikal, Antike)

It was Kozure, Luch and I this week, joined by a surprise visitor, David.

It was my choice, and I chose a few older favorites that played well with three (though, luckily they also play well with four!)

Tikal

We played this long time favorite for the first time in a while. I love the game, and I'd say that it's probably one of my favorite games to introduce to people when I want to show them what these games are like. Simple rules, straightforward but interesting decisions, beautiful board and components, it's all there. The only problem is the downtime when played by new/ hesitant players, which is why I prefer it with 2-3 players. Luckily, the four players in question did their best to keep things moving.

As an aside, the recent acquisition of Mexica has been interesting because it offers a similar package but with shorter playtime and less AP. Having played it a few times, I'd say that it's also quite compelling but even though it's slightly shorter or easier, I wouldn't say the difference is significant. Further, the components are fine but not nearly as appealing to me. For now, both can exist side by side in my collection.

It was a pretty close game. David managed to keep up admirably considering we all had more experience with the game than he did. Kozure managed to sneakily make my life quite difficult by adding pawns on a couple of temples I was counting on keeping to myself late in the game. On his second last move, he stole a 9 temple I had been building for a while and it was impossible to get it back. To be fair, I had just claimed a temple under his nose a few turns earlier. Ahhh, these types of plays are why I love the game.

Kozure won by a nose, but everyone was close. Well played.

Antike

Antike is yet another game I claim to like a lot, but then don't play. I guess I should say instead that I appreciate the design quite a lot, but I constantly have this feeling that I'll play a game and THAT TIME I'll have a bad experience like the ones I read about on BGG (where people just build up their forces eternally and exist in perpetual stalemate for hours until people get bored and quit). It's never happened to us, and I've never seen signs of the possibility, but the doubt remains. I suppose it could happen, but in practice when we play there seems to be a compelling force which causes us to avoid this situation game after game. I'm not sure what to make of it, except to say that it must boil down to some sort of group-think.

I started out with just a few land units, expanding the empire and focusing on gold. I had successfully won in the past by focussing on tech. David was building a lot of temples (a strategy I've never tried), Kozure was building quite an army and Luch was expanding very rapidly. I failed at an attempt to destroy one of David's temples because I miscalculated a little bit. Advertising my intentions in this way unsurprisingly came back to bite me... but I was still doing ok. I was one point from winning but I couldn't find an avenue for that last point. My army was too small, my borders were threatened by Kozure and David, and Luch was quickly heading to victory. We weren't able to stop him, and he won by getting his last point by completing all the technologies.

I still admire the game, and I enjoyed the session quite a lot. In my opinion, every player would need to decide that an arms race was required in order to lead to an interminable game. If even a single player opts out, others are forced to react and keep up. Anyway, if I had to criticize the game it would be more because much of the theme is left on the cutting room floor when streamlining a game to this degree. It's chess meets Risk, not civ-lite.

Friday, September 04, 2009

It's for the good of Rome... (The Republic of Rome)

Ummm. Wow.

Kozure chose to play an old Avalon Hill game called "The Republic of Rome" this week. Although we all knew we likely wouldn't finish due to length, we gave it a try.

The Republic of Rome is a game that attempts to recreate the feeling of operating in the Roman senate during the time of the republic. A such, the core element of gameplay revolves around voting for various things... whether Rome should raise troops, go to war, and who should lead the armies. Who should the next leader be? Who should be sent out of Rome to be the governor of a faraway conquered land? Around this central concept, players attempt to increase their senator's influence, popularity, etc. Random events occur, such as the advent of war, labour strikes, plagues, etc. So many things are happening, it will make your head spin.

This is definitely an old style game. The rules are long and complex, play time is very long, luck is highly prevalent, it can take a long time between player turns, each turn has an enormous amount of steps to go through, etc, etc. I would normally really criticize this type of game, but in this case it seemed to work. Not for me, because I could never get this long of a game to the table, but at a different point in my life I can see myself enjoying the game.

The cool thing is that most games of this type graft a political system onto a war game. This means that the process of building units and moving pieces on a board usually dominate the experience. RoR dispenses with all this and leaves the players with a multi layered exercise in politics which seems to work quite well. The wars, the revolts, the natural disasters, etc, are all abstracted, but the experience of working in the senate is elaborate and flavourful. Deals need to made constantly because no player can advance his/ her own agenda without the help of another player.

The other thing I really liked is that all the players need to work together to prevent Rome from falling to wars, etc, but parallel to this each must try to fulfill conditions which will guarantee their victory should Rome survive to the end of the game. In our partial session, this worked very well to keep us all focused, to force us to arrive at solutions, but also to encourage players to keep an eye out for any/all opportunities to gain every small advantage for the possible win.

In this session, Kozure and Shemp quickly rose to the top ranks. Shemp became the field consul and promptly won a war. Upon his return, he threw some games for the people and he became quite popular. Kozure was the Consul of Rome and seemed to be skyrocketing in influence. A death in my faction on the first round was a blow, but Counsellor Furious offered himself up to lead troops to the next battle. Upon doing so, he failed myserably. Meanwhile, Senator Fluvius became governor of some God-forsaken place. He intended to steal from the coffers of the populace. My senators were all out of Rome, and I paid for that somewhat. When Furious did come back victorious, he tried to use his new-found popularity to become consul of Rome, which worked. However, it was too little, too late. I was very far behind and when we wrapped up I wasn't close enough to be a challenge. If I had to guess, I'd say that Kozure was winning.

Anyway, in theory I quite like the game. I think we only scratched the surface of the political intrigue that is possible in this game. It would be great if someone could somehow use this system in a game that would be half the length.

Monday, August 31, 2009

Forever, and a day (Through the Ages)

The pick this week was Through the Ages.

Shemp hadn't yet played. Kozure and Luch had played 3-4 times each. My mind must have been eslewhere, because I had a downright awful time trying to recall the rules from my single previous session. Granted, it's not the most intuitive game, but I was really struggling for the first little while. I did eventually get it, thankfully (and then, of course, it seems simple). Oh well.

I was skeptical last time regarding certain aspects of the game, and now my opinion is solidifying somewhat: It's an interesting resource management game, but the military aspect is (in my opinion, of course) fundamentally broken.

There was a very interesting snippet of conversation that occurred halfway thorugh the game where Shemp mentioned that this was superior to the Sid Meier Civilization boardgame because the feeling of civ. growth wasn't bogged down by endless fiddling with purchasing, deploying and managing various military units. Kozure then replied that for many people, that fiddling about is the highlight of the game. I feel somewhat differently than both of them: Fiddling with military unit purchasing and movement is normally the main source of downtime in a world domination/ civilization game, and that is a problem that few games of this type have managed to solve (RISK suffers least due to the simplicity of the system, but even Antike suffers from this problem despite having elegantly streamlined most of the typical civilization game timewasters). On the other hand, if you abstract this part of the equation entirely, as Through the Ages tries to do, you have to somehow maintain the logic of why/how conflicts happen. In a typical game that involves conflict (of any sort, not just war), a player needs to size up a situation and ask themself what they hope to gain.
Are they trying to pry away a resource from the other player? Do they feel vulnerable to a possible future attack and wish to preempt it? Can they satisfy a pertinent goal by conquering a specific territory? Further, where goals do not determine an exact path of action, frequently geography does. Who is adjacent to who? Is one unassailable due to superior positioning? etc.

Unfortunately, ALL of this is lost in Throught he Ages. The system features a series of mecanisms that all boil down to allowing the strongest to benefit at the expense of the weakest, regardless of goals/ positioning/ etc. Raids, conquering the territories that come up, the future events, Wars, etc, all revolve around two players... the strongest and the weakest. The effects can be quite punishing on the losing player as well.

Given the terribly punishing nature of falling behind on military, it's unfortunate that keeping up with military is so highly dependent on the luck of the draw. The mecanism for developing you civ, the card track, is quite interesting because of the way it forces each player to stay on their toes and grow their civ based as much on opportunity of available cards as planned long term strategy. I like that part a fair bit. You might be behind on ideas, ahead on culture production, doing ok in food, catching up on ore, etc. Each civ is different and the it's up to the player to address the areas they are deficient in in time. However, orchastrating the aquisition of the right leader/ wonders/ military technologies/ military units/ and tactics cards requires a fair amount of luck of the draw for something this critical. If someone happens to hit you when you are catching up, you can end up nosediving as you then become the easy target for all future aggression. I can't see a way out of it if the other players really take advantage of the situation. I think that an experienced player going strong on military probably wins most games, as long as that player is willing to use the power at his/her disposal (I make that comment mostly because it feels so cheap to use military might that I'm convinced many players often won't because it's distasteful).

Anyway, other that the significant length, I like the rest of the game. It's fiddly, but most of the things going on seem to be there for good reason. Too bad about the military.

We didn't complete the full game, ending after the second era. Shemp read a few strategy article prior to starting and went hard on military just as I had last game. I tried to go strong on a culture engine, but was severly hampered by lack of food early, too much food late, and very few ideas. Shemp destroyed my Eiffel Tower after I had sunk many turns constructing the first two thirds, which was a big blow. Luch ended up being the real wipping boy, however... after leading most of the game, he sunk his military too low and we all decended like vultures. I succesfully waged a war against him and there were a number of aggression. Sorry, man.

Kozure won, though it was quite a tight game scoring wise. I am convinced I made significant errors in the beginning which distorted my score somewhat (I think my score should have been lower). Practice makes perfect, I guess.

Tuesday, August 25, 2009

Apparently, I'm hot (Railroad Tycoon: Rails of England and Wales, Mission: Red Planet)

It's getting late, so I'll keep this short.

We played the brand new Railroad Tycoon map, Rails of England and Wales. Now this is a map I hadn't even heard of until it was staring me in the face at Fungamescafe.com. Probably, this is partly due to the fact that it's actually an expansion to the upcoming Rails of the World game and not Railroad Tycoon. However, it's by the same designer and is 100% compatible, so that's good enough for me.

This expansion comes with advanced rules to play a game that more closely resembles Chicago Express or an 18xx game, but we didn't bother with that just yet. As an expansion to Railroad tycoon, it is pretty good. Better than the base map, but not as good as the Europe one. The city density is incredibly high, to the point that the board becomes quite hard to read by the time you are 3/4 through a game. The railroad engineer card, which gives you 4 free tracks, loses some of it's value because you rarely need to build that many.

We played with a series of variants which seemed lifted from Martin Wallace's recent "Steam". Six piles of goods are available at all times to choose from for urbanize actions, turn order is auctioned, etc. Most interesting was the mechanic that forced a player to choose between gaining victory points or income when claiming deliveries. Unfortunately, while the goods cubes setup was a great addition, the income/ VP split was less interesting in practice. I can't say whether it feels different in Steam, but the sliding income scale in RRT meant that we all pretty much gave up on increasing our income at the same level. I'd have to see how the income track works in Steam, but ultimately I think I'll stick with the combined track for RRT in the future (one benefit of the Europe/ England tracks is that the income reductions come sooner, providing a more tangible impact on the leader).

I enjoyed the map. Amazingly, colour issues persist. Grey appears to be blue when the two aren't side by side. Purple is also similar. How hard can it be to get this right?

I had a good lead for much of the game but I boxed myself in to a region that had no future. As other players were starting their long deliveries, I was struggling to find ANY deliveries. Shemp, Luch and Kozure had a pretty tight finish, but if I'm not mistaken Shemp ended up victorious with the help of a north/south track that tied in well with a couple of his own hotels and proved quite lucrative.

Mission: Red Planet

We haven't played this one in a long while (January 2007, to be exact), and I was wondering if it was worth keeping. Now that I've played, I think I'll keep it for a while longer. There is a mixture of chaos and relatively fast play which is pleasant and fun. Kozure said he felt that with a few tweaks, he would consider this better than El Grande. I absolutely disagree, but in the end neither Kozure's comments or my disagreement are very surprising. As entertaining as the whole choosing of roles + launching mechanic can be, the area majority part of the game is kind of lacking. The situation on Mars seems pretty static throughout the game, and the scoring mechanism (giving only the majority any points at all) is a little heavy handed.

Anyway, I amassed a large stash of Ice as well as the 3 point resource, fullfilling both the 9 point bonus and my secret mission, for the win. All three other players used their seductress to convert my cubes, so I must be pretty hot.

Saturday, August 15, 2009

There is sizzle, but is there steak? (Caylus, Dominion: Intrigue)

I have a confession to make: I had never played Caylus until this week. A further confession... the same goes for Dominion.

Neither game interested me much, despite the massive hype around them. Caylus seemed like more of the same, but longer and with particularly ugly art. Dominion just sounded like too little game with too much shuffling.

I didn't think I'd be able to make it this week, but luckily things worked out. Even more luckily, both these games I hadn't managed to play yet got to the table and I was able to determine first hand whether my initial reactions were correct.

Caylus

Where to start with this game? Caylus is a monster eurogame, similar in weight to Die Macher or Le Havre (not quite, but close). Reading the rules gives the impression that the game is unplayable, but playing the game is not nearly as hard. In a nutshell, there is a castle and town under construction. Players use their worker pawns to build parts of the castle or new buildings for the town. If a player builds a building, that new building can be used as an action later on (to get goods, build a special building, get a gold piece, etc). The advantage of building is that a victory point will be awarded every time another player uses whatever you've built. If a player builds a part of the castle, it is possible that he/ she will be granted royal favours (VP, money, goods or discounted construction actions), if various criteria are met. Whoever gets the most VP wins.

There is a lot more to the game than this brief synopsis talks about. There is a bailiff that moves up and down the road, which can limit which buildings can be used, there is a provost which times the end of the game, there are a couple of mechanisms surrounding the order that players choose to withdraw from the round, buildings can be converted and upgraded, etc, etc. Most of the mechanics are intertwined with the other mechanics.

The result is a euro which has a distinctly "kitchen sink" feel. There seems to be a little bit of everything in here, and it will surely take a few games before it's even possible to know if it all works. It's a long game at 2.5 hours for 4 players, and there is the appearance of tons of options at every turn. Something didn't feel right, though. Many subsystems seem underused. The royal favours track seems uneven, and some buildings appear significantly more useful than others, etc. One space, the bridge, had us all scratching our heads regarding why anyone would ever choose it! A BGG search afterwards revealed a large number of posts on the topic, and the conclusion seems to be that under certain specific circumstances it can be useful... but not many. A couple of things that seemed odd:

- Why would anyone pull out before they run out of money 90% of the time? The disadvantage of acting fewer times seems like a big sacrifice for a single coin. And potentially preventing another player from acting because the action cost has gone up seems equally undone by the fact that you also cannot act anymore.

- The favours seem underpowered. Money is useful, but building buildings is a much more lucrative source of VPs than going for the VP track. At the final level of the various tracks, you achieve benefits in line with many basic building actions... so why go through the trouble of collecting 3 different goods and contributing more/ first than all the other players just for the benefit of getting something so lame? I tried it out but I couldn't see the benefit of the castle beyond the base VPs it provided.

- The whole mechanic of withdrawing and recording player order doesn't seem to have much of an impact on the game.

Bharmer mentioned that different strategies become more or less useful depending on the order the various buildings are built. If that is true, and it works, then my opinion of the design would change significantly because that kind of thing is hard to pull off.

Given it's popularity at BGG, and particularly given the rest of the group's positive reaction after a few plays, I'd like to think further play will put my doubts to rest. I did enjoy the game, because exploring this type of system is usually pretty enjoyable.

Anyway, Bharmer won the game but it was very tight. I made a couple of boneheaded moves where I would try to build buildings and then spend the resources I needed before getting to that step... wasting the turn. Still, I think I did well considering I hadn't played before. I know it doesn't sound like it from my post, but I do look forward to playing again!

Dominion:Intrigue

Dominon is a game that supposedly scratches the CCG itch but in a boardgame format.

Every game features a set of 10 stacks of cards (each stack consisting of all identical cards). You start with a small deck consisting mainly of money cards, you draw 5 cards and decide what is the best use of your hand. Normally, this means spending that money on a new card, which is then added to your discard pile along with your entire hand (no matter how much of it you used). That new card will eventually be reshuffled into your deck, and then will eventually be found in one of your hands. The idea is to "buy" cards that give you additional actions, special moves and combos with other cards. You need VP cards to win, but generally speaking these are dead weight in your hands to you have to be careful how soon you want to start adding these to your deck. The game ends when a certain set of stacks are depleted.

It's certainly an interesting game. It's harder to pick up than I expected, though that might boil down to a particular card that I couldn't quite grasp at first. It goes VERY fast. It's fun watching your deck grow and change, and trying to look out for potential combos.

I doesn't really feel like a CCG, though. It's very peculiar that the cards you build your deck with get dealt to you in discreet sets of 5, which are then discarded together. The concept of combos in a CCG involves drawing cards and then having them come together in your hand... in Dominion the hand you draw might as well be your entire deck as far as you are concerned. Well, that's not really true because one of the main mechanics of the special cards is allowing you to draw more cards into your hand, in order to hopefully make those combos you had planned. It's not worse than a CCG, but it does feel different.

I like Dominion a fair bit. It's definitely a different experience than most of our games, so that's always a plus.

Thursday, August 06, 2009

"Raffi can go to Hell!" (Dominion: Intrigue x 3, Small World)

The blog title has nothing to do with the games we played - it was just a statement that came up at the end of the night after I noticed a Raffi CD on Shemp's table and commented that I used to listen to Raffi when I was a child. He said that he had it on loan from the library, then commented as quoted above. I can't remember the actual quote. He may have used harsher language; "Raffi can go %$@# himself" or similar. Shemp has very specific tastes in music. Apparently Shemp harbours no love for Raffi.

Anyhow, our fearless dictator Shemp decided on a "same as last week" agenda, so we played three games of Dominion: Intrigue and a game of Small World.

I ran away with the first game of Dominion, squeaked the win on the second, and was blown away on the third. We played a random deck in the first game, then used the rulebook-described deck "Secret Schemes" on the second and third.

There are certainly interlocking card combos which can become evident on repeated play. For example, the Swindler can be used to swindle players into losing a copper in exchange for a curse and the Trading Post can be used to cycle curses out of your hand to get silver back. The Minion can be very handy if you're finding your hand stacked with Victory cards.

All three games included the Saboteur, which I used to fairly good effect against the others in the first game, costing Shemp 12 VP and Luch around 6 VP. Consequently I won by a fair margin (54 or something vs. low 30s for the others).

I couldn't get my mojo working in the third and came up with my all time worst score in eight games - 9 VPs. I believe that Shemp won the third game using his newfound strategy of "ignore the shiny card combos".

Our game of Small World was very close. I drew the powerful combo of Alchemist Skeletons early, surprised that it had not been taken (Luch, going first, took Bivouacking Ghouls, and Shemp took some Sorceror combo). As the Alchemist power gives you two points every turn as long as you stay out of decline and the Skeleton race has one of the best staying power of all the races, I did quite well with them. Shemp and Luch were not idle, with Berserking Amazons making an appearance. Flying Orcs did their damage, as did Underground Tritons and Hill Wizards. I switched horses to Fortified Halflings mid-game, then finished with Wealthy Ratmen.

Final scores were 92 for me, 84 for Shemp and 82 to Luch.

I'm still amazed at how quick this game plays. Needs a bidding mechanic for first player, though, I think.

Wednesday, July 29, 2009

Small Games that Feel Big (Small World, Dominion: Intrigue)

Despite the unfortunate absence of Bharmer and Agent Easy this week, we managed to make it together on a *gasp* Tuesday.

We played two of this year's hot ticket games - Small World and Dominion: Intrigue.

I don't have time to go into a full length rules summary and critique of either, but both games are quick and relatively easy to learn. The kerfuffle on BGG about ambiguous rules in Small World is overblown - the only major rule omission (in my opinion) was the definition of what order you place survivors of attacks (active player first, then left from there). The rest can be worked out with common sense, though the clarification document at BGG does help.

We played Dominion first. I was hoping it would catch on well with our group and by post-game discussion with Luch and Shemp, it's a hit. I was reflecting that it actually combines many of the addictive qualities of CCGs in an even more compressed time-frame - like getting a faster buzz from a drink or *ahem* "pharmaceutical". You get deck-building, deck-optimization, shuffling, card-collection, power-combos (frequently every turn) and a number of other aspects of already addictive CCGs like Magic and Jyhad all rolled into a single 30-40 minute package. It is like a crack version of Magic... can you can make concentrated crack out of crack? Meth? Whatever.

We played two games in two hours, including set-up and rules explanation. Future games should go even more quickly. Our first game was a little extended because although we could have ended it much earlier, no one was quite sure who was winning, so we kept playing a number of turns after somone could have ended it.

Having played Dominion (the "vanilla" base set, that is) on Saturday, it was fresh in my mind for comparison. Base Dominion is faster, but with less choices. Intrigue gives you more choices and more complex card interactions. Both are good on their own merits and it would definitely be good to own both.

A note on teaching Dominion - the suggested "Victory Dance" deck in the Intrigue rulebook is a good teaching deck. However you choose to teach Dominion, try to have a relatively non-punishing deck to teach with - preferably one without curses or too many agonizing decision cards.

The first game was very close: Luch 45 (or was it 47?), Shemp 43 and me with 41. I actually ended it thinking I was ahead. Shemp scored 15 points with Dukes (five duchies times three dukes).

The second game was less close: Luch 63, Kozure 37, Shemp 29. Luch ran away with it after striking the 8 treasure goal line early and snapping up six of the twelve provinces to my three.

Small World is a polished up and tricked-out version of the Vinci rules, (previously discussed) with a cute fantasy theme. I bought it mostly for my high school friends for when we get together monthly, since they tend to prefer conquest-y games. Iwas actually thinking the game would be denser than it turned out, but there's definitely strategy. The reinforcement die does add in a little randomizing spice. The components (as usual from a Days of Wonder published game) are gorgeous, the insert is 90% well done (the unit counter tray could have been done better, counters still flip over and get stuck in the bottom and are subsequently hard to dig out).

Gameplay is fun and quick. We got through rules explanation and a full three player game in 50 minutes. Not as much of a hit as Dominion, but still liked enough.

Both good games in my book - I'm sorry Bharmer and Agent Easy had to miss them.

Next time!

Tuesday, July 28, 2009

We Hates it, My Precious... We HATES it.

In the blog entry below this one, Agent Easy mentions some games which he indicates that I dislike. I should clarify that I don't really dislike Carcassonne; I just don't feel it offers much challenge, strategically or tactically, once you've played it often enough. I started this post as a comment in response to that post, but I realized it could be of more value as an actual entry.

Since challenge is part of the fun for me in boardgaming, I don't specifically choose Carcassonne when picking for WAGS; however, I will definitely hold onto it for playing with my kids as they grow up. Once they're past... I dunno... eight or so, I'll probably trade it or give it to a relative's family with school-age children.

I can't really think of any games that I hate off-hand.

What I can do is list games which I don't look forward to playing, but often enjoy while actually playing (I'll call them "Daunting Games"), and then games which I neither look forward to and don't particularly enjoy ("Onerous Games").

I should be very clear that just because I list a game as "Daunting", doesn't mean that I hate it, just that I tend not to want to pick it personally, especially for WAGS. Sometimes they are actually games that I feel I should play (because they are good games or because they would improve my strategic abilities) but just don't feel like playing.

Daunting Games (Don't Look Forward to, Do enjoy playing - generally)
  • El Grande
  • Tigris and Euphrates
  • Age of Steam
  • Paths of Glory
  • Advanced Squad Leader
  • Dungeon Twister
  • OCS-series wargames (eg. Burma)
  • Diplomacy
  • Empire of the Sun
Onerous Games (Don't Look Forward To, Don't Enjoy Playing - generally)
  • Yinsh (... and Dvonn, and other abstracts in this line) - too abstract
  • Maharajah - can't seem to win against Bharmer. (I kid... but I don't like this game)
  • Bohnanza - random, tedious, negotiation-heavy
  • Atlantic Star - dry, theme is badly suited and counter-intuitive
  • Phoenicia - major run-away leader issues
  • Kill Doctor Lucky - kill the leader, almost exclusively
  • Naval Battles - kill the leader, almost exclusively
  • 1856 - complex, fiddly, overlong
  • Aladdin's Dragons - random, some cards overpowered to the point of game-breaking
  • Blue Moon City - ugly, strange theme. actually a decent game, but theme and appearance kill it for me.
  • Mille Bornes - random, overlong, kill the leader issues.
  • Fluxx - generally, not enough game, not enough challenge, kill the leader issues
  • Air War - way too fiddly/complex for the sort of action it purports to try to evoke.
  • EastFront - strategically too much to consider
  • Space Alert - random, too easily foiled, crew feel like moronic automatons
Note to Agent Easy: I know you don't take it personally that I dislike a number of games that you own - the only real contributing factor is that you own a lot of games and I'm bound to dislike some of them.

Looking through the worst ranked games at BGG, I can't really find too many I would refuse to play with their age group (for example, though I wouldn't play Candyland or Hungry Hungry Hippos with adults, I wouldn't mind playing it with kids)

Some games I just won't play willingly for one reason or another:

Doctor Who: CCG, which I don't really hate... more just feel sorry for. It's just baaaad. Bad art, bad mechanics, bad gameplay.

Lone Wolf and Cub: This game is random, too tough at times and too easy at others, and downright broken in combat. I dislike it additionally because its theme is one I particularly like and they went and made a crappy game of it.

Dante's Inferno: Overlong, fiddly and boring.

Zombies!!!: Overlong and wastes the theme.

Chainsaw Warrior: Overlong, virtually no significant decisions, too difficult. Feels futile.

Mastermind: I have no interest in playing this game. For some reason, the logic of it (simple as I understand it to be) goes off like a bomb in my head and leaves me with frustration headache. One day I will sit down and figure out why I have so much trouble with it... bad mental wiring for that sort of thinking, I guess.

Finally, there is one special "dislike" category that is pretty specific, games which I enjoy playing but really dislike the artwork. For lack of a more precise term, I call them "Ugly but Lovable Games".

Ugly but Lovable Games
  • Glory to Rome
  • Galaxy Trucker
  • Ideology
I like playing these games but every time I do, I find myself wincing at the artwork or components. Glory to Rome is especially, especially painful to me as it is a really fun game otherwise.

Then there are games which are just... plain... ugly. Neither enjoyable (to me) nor attractive.

Just Plain Ugly Games

  • Blue Moon City
Anyhow... there are movies (Pearl Harbour, Space Buddies) and TV shows (almost any reality show) which I hate, but I haven't actually played a board game that I hate. Probably because I've avoided playing games which I anticipated hating (most TV-themed board games).

We now return you to your regularly scheduled smiles-and-sunshine-filled WAGS postings.