Kozure dug into the back catalogue for his selection this week... two oldies but goodies: Louis XIV and Glory to Rome.
A quick search on the blog reveals that it has been almost exactly 3 years since we've last played Louis (November 2009 for Glory to Rome). As you might imagine, a rules refresher was in order.
Louis XIV
It's always interesting going back to an older game after a little while. I always felt like Louis XIV was a solid and interesting design, but during this session I had the distinct feeling that I was playing a somewhat convoluted version of El Grande meets... something with hidden missions (Princes of Florence? Traders of Genoa?). Still very enjoyable, and nice and short for this type of game. For a game that depends on the deal of the cards, I felt like there was a good amount of control available, too. It's not a game that I feel I need to play often, but it deserves to come out more than it does.
I had a very good game. I was able to complete my four missions every round, as well as accumulating a number of extra tokens which gave me shields at the end. This is not a game that lends itself to session reports, so I won't go into detail. I won by a significant margin, though. HA!
Glory to Rome
It was the return of the least broken "broken game" there is. Every session, everyone points the finger at a new card or combo and says that it's hopelessly unbalanced. What was it this time? I built the Colosseum, which allows me to take from other player's clientele when I use the legionnaire AND PLACE THE CLIENT IN MY VAULT. It's very powerful if none of the other players have built palisades. I was simultaneously filling my vault and reducing the other player's ability to play multiple actions in a turn. In all honesty, I felt my chances and a second landslide win in a single evening were pretty good when the draw deck ran out. Kozure surprised me with a rather rich vault that he was sneakily filling the whole game, but it wasn't enough... I did win but it was a much narrower victory than anticipated.
Those sneaky Kozurians.
Showing posts with label Louis XIV. Show all posts
Showing posts with label Louis XIV. Show all posts
Sunday, July 25, 2010
Friday, July 27, 2007
Potluck! (Yspahan, Dungeon Twister, Louis XIV, Jungle Speed) 8169
I had everyone bring a game they owned tonight.
Yspahan
Yspahan is a game I'd heard much about recently, but what I heard hadn't intrigued me very much. Having played it, I'm happy Bharmer took the plunge... it's a very good game.
It's a game about trading in the middle east, but the theme is thinly applied. This falls squarely in the category of games where theme could be just about anything (not to imply that the theme isn't appropriate or welcome, just that it's somewhat irrelevant). Really, it's just one in a long line of euros where the goal is to get as many victory points as possible by managing your resources and making tough choices along the way. What sets this game apart for me (after one play, mind you) is that there seems to be several legitimate avenues to success and the level and type of confrontation feels just about perfect. All this, and the game is very short at 45min. to an hour!
Each turn. players must choose between claiming souks for points, building buildings (for points and special powers), claiming spots on the "camel track" and gaining money or camels (a form of currency in the game). One of the most interesting aspecs of the game is the dice mechanic which generates these choices: the starting player rolls eight dice. The dice are then spread on a board with 6 fields. All the dice showing the highest number rolled get placed in the "generate money" field. The dice showing the lowest value is placed in the "generate camels" field. The rest of the dice are spread out according to the value shown on the fields in between in ascending order. Example:
Roll=1,2,2,2,4,6,6,6.
Result=Place the die with the 1 on the camel field, the three dice with 2s on them on the second field, the die with the 4 on the third field and the three 6s on the highest field (because no 3s or 5s were rolled, this leaves the fourth and fifth field empty).
The fields with dice on them determine the choices available to the players. 3 dice on the camels would allow a player to take three camels. 3 dice on the second field allows a player to place three cubes on the sooks of a particular region (among other things). Etc, etc. In this way, the choices are constantly changing, and depending on the situation a player might want to choose something to advance his strategy, or to prevent another player from doing something advantageous to them.
My biggest complaint about the game would be that for such a quick and light game, there are a lot of rules. Once learned, it's easy to ignore this criticism, but I would consider it a barrier to teaching it to some people I think would otherwise enjoy this level of game. On the other hand, rules density shouldn't be a surprise considering one of the main strengths of the game is that many viable strategies are available.
Bharmer won. I came in a reasonably close second and Tilli was third.
Dungeon Twister
Luch arrived and we set up to play Dungeon Twister. Rather than attempt a four player game, we played two simultaneous 2 player games. I really enjoy the game for the balance it brings between strategy and chaos, and the theme helps releive it of some of the dryness it could have had otherwise. The rest of the group isn't enamoured with it, sadly, so I might not get to play much until I find someone who likes it as much as I do.
I won against Kozure 5-0, and Luch won against Bharmer 5-4.
Louis XIV
Another game I like very much, Louis XIV is another example of a very nice strategy game that packs a lot of punch in a short timeframe (and a small box). Now that I think about it, it's also pretty rules heavy. Goes with the territory, I suppose.
Things went very well for me. I was able to get almost all the goods I needed, when I needed them. I completed the mission which gives you a free cube where Louis is every turn... I think that one is very powerful. With it, I managed to fulfill 7 missions over the course of the game, giving me a victory (Bharmer was a close second). Very good game.
We finished off with two rounds of my favorite closer of all time, Jungle Speed . Good times.
Yspahan
Yspahan is a game I'd heard much about recently, but what I heard hadn't intrigued me very much. Having played it, I'm happy Bharmer took the plunge... it's a very good game.
It's a game about trading in the middle east, but the theme is thinly applied. This falls squarely in the category of games where theme could be just about anything (not to imply that the theme isn't appropriate or welcome, just that it's somewhat irrelevant). Really, it's just one in a long line of euros where the goal is to get as many victory points as possible by managing your resources and making tough choices along the way. What sets this game apart for me (after one play, mind you) is that there seems to be several legitimate avenues to success and the level and type of confrontation feels just about perfect. All this, and the game is very short at 45min. to an hour!
Each turn. players must choose between claiming souks for points, building buildings (for points and special powers), claiming spots on the "camel track" and gaining money or camels (a form of currency in the game). One of the most interesting aspecs of the game is the dice mechanic which generates these choices: the starting player rolls eight dice. The dice are then spread on a board with 6 fields. All the dice showing the highest number rolled get placed in the "generate money" field. The dice showing the lowest value is placed in the "generate camels" field. The rest of the dice are spread out according to the value shown on the fields in between in ascending order. Example:
Roll=1,2,2,2,4,6,6,6.
Result=Place the die with the 1 on the camel field, the three dice with 2s on them on the second field, the die with the 4 on the third field and the three 6s on the highest field (because no 3s or 5s were rolled, this leaves the fourth and fifth field empty).
The fields with dice on them determine the choices available to the players. 3 dice on the camels would allow a player to take three camels. 3 dice on the second field allows a player to place three cubes on the sooks of a particular region (among other things). Etc, etc. In this way, the choices are constantly changing, and depending on the situation a player might want to choose something to advance his strategy, or to prevent another player from doing something advantageous to them.
My biggest complaint about the game would be that for such a quick and light game, there are a lot of rules. Once learned, it's easy to ignore this criticism, but I would consider it a barrier to teaching it to some people I think would otherwise enjoy this level of game. On the other hand, rules density shouldn't be a surprise considering one of the main strengths of the game is that many viable strategies are available.
Bharmer won. I came in a reasonably close second and Tilli was third.
Dungeon Twister
Luch arrived and we set up to play Dungeon Twister. Rather than attempt a four player game, we played two simultaneous 2 player games. I really enjoy the game for the balance it brings between strategy and chaos, and the theme helps releive it of some of the dryness it could have had otherwise. The rest of the group isn't enamoured with it, sadly, so I might not get to play much until I find someone who likes it as much as I do.
I won against Kozure 5-0, and Luch won against Bharmer 5-4.
Louis XIV
Another game I like very much, Louis XIV is another example of a very nice strategy game that packs a lot of punch in a short timeframe (and a small box). Now that I think about it, it's also pretty rules heavy. Goes with the territory, I suppose.
Things went very well for me. I was able to get almost all the goods I needed, when I needed them. I completed the mission which gives you a free cube where Louis is every turn... I think that one is very powerful. With it, I managed to fulfill 7 missions over the course of the game, giving me a victory (Bharmer was a close second). Very good game.
We finished off with two rounds of my favorite closer of all time, Jungle Speed . Good times.
Labels:
Dungeon Twister,
Jungle Speed,
Louis XIV,
Yspahan
Friday, May 04, 2007
(Louis XIV, Tower of Babel, Dungeon Twister)
My pick this week.
Louis XIV
It's been a while since I've been able to play Louis XIV, so I was very happy to have the occasion to give it another go. This was my third game, but the first two were in the same evening a long, long time ago, so a solid refresher was in order. Meanwhile, Bharmer had never played.
This is a very good game! It's got all the usual Dorn signature elements (the tower movement, additional actions, end game bonus points, multiple paths to victory and a generally dense set of rules... despite not feeling too difficult in actual play).
Bharmer, in his first time out, managed to complete two missions per round for the whole game while the rest of us managed that only 50% of the time. He was very focused on winning the tile where Louis was present, and it seemed to be paying off. I decided to go for shields and managed to accumulate quite a bit while still managing 6 missions.
Ultimately, it seemed obvious that Bharmer was going to win. However, in the final calculation all those little endgame points really added up, giving me a surprise victory! I have to admit I got very lucky with the shields, netting me about half a dozen points for majorities.
Tower of Babel
Next, we played Tower of Babel. I'm planning on trading this, but before I did I thought I'd follow some recommendations I found on BGG and eliminate the bonus cards (supposedly, that was how Knizia designed it). As I never really liked those anyway, it didn't feel like much of a loss! In the end, I think I preferred the game without the bonus but not enough to want to keep it. Bharmer won the game, thanks to a set of 4 building disks in addition to winning his share of the wonders points.
Dungeon Twister
We didn't have an enourmous amount of time left, so we weren't sure whether we should attempt Dungeon Twister. Ultimately, a second game of Louis XIV might have been more wise, but we tried it anyway.
I discovered a few things:
1) I thought I was being really clever when I bought the game. I purchased only the 3/4 player and the Paladins and Dragons expansions... not the base set I thought that rather than getting the same set of characters 4 times, that this way I would get two sets of different characters and also have the flexibility of playing from 2-4 players. It seemed like I would only be missing the rulebook, and that wasn't a huge deal. Obviously, I overlooked something important: I only had 2 sets of Jump/Action/Combat cards! So, after having set up the game, we scrounged through Louis XIV and substituted other cards to compensate and played anyway. I'll have to make up my own for the next game, or cave and buy the base set.
2) It's hard to say since we played an incomplete game under unrealistic time pressures, but Dungeon Twister seemed to work better as a 2 player game. At 2 players, there is something very satisfying (for me) in figuring out a clever set of moves and making them happen. With 4 players, it's nearly impossible to plan ahead since so much could change by the time your turn comes around. Clever move combinations were possible, and I'd say there were a few, but you really can't think about it too long or else turns would take forever. I'd also say that the rather focused two player game feels more like a free-for-all with 4 players. This feels particularly apparent when revealing tiles: with 2 players, choosing the right location for your opponent's items can be crucial. In contrast, with 4 players the location you place things is less meaningful (SOMEONE can surely get to them...).
Anyway, although I think this has the potential to be fun with 3 or 4 players but Dungeon Twister's real strength seems to be 2 player.
I don't really know who won the game, but I think it was Kozure.
Louis XIV
It's been a while since I've been able to play Louis XIV, so I was very happy to have the occasion to give it another go. This was my third game, but the first two were in the same evening a long, long time ago, so a solid refresher was in order. Meanwhile, Bharmer had never played.
This is a very good game! It's got all the usual Dorn signature elements (the tower movement, additional actions, end game bonus points, multiple paths to victory and a generally dense set of rules... despite not feeling too difficult in actual play).
Bharmer, in his first time out, managed to complete two missions per round for the whole game while the rest of us managed that only 50% of the time. He was very focused on winning the tile where Louis was present, and it seemed to be paying off. I decided to go for shields and managed to accumulate quite a bit while still managing 6 missions.
Ultimately, it seemed obvious that Bharmer was going to win. However, in the final calculation all those little endgame points really added up, giving me a surprise victory! I have to admit I got very lucky with the shields, netting me about half a dozen points for majorities.
Tower of Babel
Next, we played Tower of Babel. I'm planning on trading this, but before I did I thought I'd follow some recommendations I found on BGG and eliminate the bonus cards (supposedly, that was how Knizia designed it). As I never really liked those anyway, it didn't feel like much of a loss! In the end, I think I preferred the game without the bonus but not enough to want to keep it. Bharmer won the game, thanks to a set of 4 building disks in addition to winning his share of the wonders points.
Dungeon Twister
We didn't have an enourmous amount of time left, so we weren't sure whether we should attempt Dungeon Twister. Ultimately, a second game of Louis XIV might have been more wise, but we tried it anyway.
I discovered a few things:
1) I thought I was being really clever when I bought the game. I purchased only the 3/4 player and the Paladins and Dragons expansions... not the base set I thought that rather than getting the same set of characters 4 times, that this way I would get two sets of different characters and also have the flexibility of playing from 2-4 players. It seemed like I would only be missing the rulebook, and that wasn't a huge deal. Obviously, I overlooked something important: I only had 2 sets of Jump/Action/Combat cards! So, after having set up the game, we scrounged through Louis XIV and substituted other cards to compensate and played anyway. I'll have to make up my own for the next game, or cave and buy the base set.
2) It's hard to say since we played an incomplete game under unrealistic time pressures, but Dungeon Twister seemed to work better as a 2 player game. At 2 players, there is something very satisfying (for me) in figuring out a clever set of moves and making them happen. With 4 players, it's nearly impossible to plan ahead since so much could change by the time your turn comes around. Clever move combinations were possible, and I'd say there were a few, but you really can't think about it too long or else turns would take forever. I'd also say that the rather focused two player game feels more like a free-for-all with 4 players. This feels particularly apparent when revealing tiles: with 2 players, choosing the right location for your opponent's items can be crucial. In contrast, with 4 players the location you place things is less meaningful (SOMEONE can surely get to them...).
Anyway, although I think this has the potential to be fun with 3 or 4 players but Dungeon Twister's real strength seems to be 2 player.
I don't really know who won the game, but I think it was Kozure.
Sunday, March 26, 2006
Guillotine, Royal Turf, Louis XIV, Theophrastus.
Quick one:
Guillotine: A very light game about choping people's heads off. Basically, a "take that" type game which takes place over 3 "days" (hands). Each "day" the dealer lays out a string of nobles to be executed. On your turn, you have the option of playing one card before the noble at the front of the line gets executed (you get fame points for having done the deed). Of course, cards allow the order of the line-up to be changed, and other shenanigans. For fast, light, easy fun this is a very good game.
I can imagine that the theme might be awkward to introduce, however...
Royal Turf: This game is much better when played by the correct rules. By rolling first, and THEN picking which horse to move, the game ceases to be completely random. A good, light game.
Louis XIV: I'd heard so much about this one, I'm glad we finally tried it. Thematically, we are dealing with players trying to gain favours from the varous nobles in the court of Louis XIV. Mechanically, it felt a lot like a mash-up between El Grande and Traders of Genoa. From El Grande, there are elements of area control and influence token management. On the other hand, the resource collecting, "missions" oriented gameplay and movement mechanic all remind me of Traders of Genoa.
Overall, the game sounds very complicated when the rules are being read but plays as a "middleweight" game in practice. Your hand of cards dictates to a certain degree what areas you can influence, so the "decision tree" is not too bad. One of my favorite aspects of the game is that the rules make it sometimes beneficial to come in 2nd rather than 1st on any particular noble, which adds a nice twist to the decision making.
Shemp was out of the gate early with 2 missions accomplished by the first round. We did a pretty good job catching up, be we didn't quite make it. I played pretty poorly, and came in last. I'm looking forward to playing that again!
Theophrastus: Theophrastus is supposed to be showing us how to make our own magical experiments. He lays out the recipe, but leaves out some of the details (I know I need 3 base medals, but which ones?). Each player gets a turn developping Theophrastus' spell, and playing cards on their own concoctions to try to match the mysterious recipe. Various cards and abilities give players sneak peeks, allow cards to be exchanged between player, etc.
Also a nice game!
Guillotine: A very light game about choping people's heads off. Basically, a "take that" type game which takes place over 3 "days" (hands). Each "day" the dealer lays out a string of nobles to be executed. On your turn, you have the option of playing one card before the noble at the front of the line gets executed (you get fame points for having done the deed). Of course, cards allow the order of the line-up to be changed, and other shenanigans. For fast, light, easy fun this is a very good game.
I can imagine that the theme might be awkward to introduce, however...
Royal Turf: This game is much better when played by the correct rules. By rolling first, and THEN picking which horse to move, the game ceases to be completely random. A good, light game.
Louis XIV: I'd heard so much about this one, I'm glad we finally tried it. Thematically, we are dealing with players trying to gain favours from the varous nobles in the court of Louis XIV. Mechanically, it felt a lot like a mash-up between El Grande and Traders of Genoa. From El Grande, there are elements of area control and influence token management. On the other hand, the resource collecting, "missions" oriented gameplay and movement mechanic all remind me of Traders of Genoa.
Overall, the game sounds very complicated when the rules are being read but plays as a "middleweight" game in practice. Your hand of cards dictates to a certain degree what areas you can influence, so the "decision tree" is not too bad. One of my favorite aspects of the game is that the rules make it sometimes beneficial to come in 2nd rather than 1st on any particular noble, which adds a nice twist to the decision making.
Shemp was out of the gate early with 2 missions accomplished by the first round. We did a pretty good job catching up, be we didn't quite make it. I played pretty poorly, and came in last. I'm looking forward to playing that again!
Theophrastus: Theophrastus is supposed to be showing us how to make our own magical experiments. He lays out the recipe, but leaves out some of the details (I know I need 3 base medals, but which ones?). Each player gets a turn developping Theophrastus' spell, and playing cards on their own concoctions to try to match the mysterious recipe. Various cards and abilities give players sneak peeks, allow cards to be exchanged between player, etc.
Also a nice game!
Labels:
Guillotine,
Louis XIV,
Royal Turf,
Session,
Theophrastus
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