Showing posts with label Monsters Menace America. Show all posts
Showing posts with label Monsters Menace America. Show all posts

Tuesday, August 29, 2006

The Pleasure Of The Shaft.

Surely the title of this entry will get us some more hits from Google!

But alas, it refers not to that which the depraved Google searcher searches for, but rather to screwing over another player when one does not stand to gain from that action. A pure shafting! Last week we played Monsters Menace America and Bohnanza, and more than one player experienced the Pleasure of the Shaft. In this case, 'tis better to give than to receive.

We've played both of theses games before, and have already recapped the basic rules of both Monsters Menace America and Bohnanaza. I won't rehash that here.

I will say that I LURVED MMA to pieces. The only way it could be better is if it was named Monster Menace: America! instead of Monsters Menace America. I love giant monsters, and the sillier the better. In this game, the monsters are very, very, giant; they are also very, very silly.

Our session this time was marred by a rules error - we failed to draw a "military enhancement" card whenever our army units defeated a monster in battle. If we had done this, I think that the game may have been prolonged, due to the increased incentive to attack and increased armed force effictiveness resulting in Stomps happening more slowly. I don't, however, think this really affected the fairness of the game, since we all were playing under the same rules, and it's unclear if a longer game would have helped any particular player.

As it was, Luch pulled off a spectacular come from behind victory, as his strategy of accquiring infamy over hit point increases paid off. His Giant Praying Mantis defeated the Giant Tentacled Eyeball, The Giant Toxic Pile, and The Giant Lizard That Isn't At All Like Godzilla in succession for the victory.

Afterwards I was discussing MMA with Easy, and he suggested that he thought the game would be improved with greater control over the military units. Between the raging Ukranian Festival and vomiting children I didn't get the chance to ask him to expand on that thought, but hopefully he will in the comments. I'd welcome any improvement, but MMA is damn fine as is!

Secondly, we played Bohnanza, with Bharmer being a first time player. This time we actually followed the rules, and removed the numerous Coffee Beans from the deck, as there were four players. I think things played a bit more smoothly as a result, and things were very close, with final scores of 19, 17, 16, and 15. I was able to pull out a victory due to the fact I was the only one willing to lower myself to planting Wax Beans, repeatedly. In fact, I was the only player to plant a low-value Wax Bean at all in the first round, gaining two consecutive four coin harvests. The strategy worked wonderfully this time, but I think that it was a singular occurance. Likely this gaming group will remember, and prevent giving anyone easy monopolies in the future.

Since both games played last week are a little bit fluffy, and a little bit light on strategy, several time actions were taken to harm other players which might not have been taken in a more rigourously designed game. I would sound a slight warning about playing these with a group of thin-skinned gamers - both (particularly MMA) lend themselves to a little bit of a "What the Hell, why not" approach, which often leads to a playering giving in to the Pleasure of the Shaft.

Which is not always something you want to see, no matter how much the shafter is enjoying themselves.

So to speak.

(I'm so glad this will only be the top entry briefly. So, so glad.)

Monday, August 28, 2006

I have no idea what happened (Monsters Menace America, other things)

I wasn't there, so I don't know what happened... except that Monsters Menace America was played. Shemp told me what they played afterwards, but I forget what he told me. I retain very little of what I am told.

Friday, October 14, 2005

Passive Aggressive vs. Aggressive Aggressive

"This just in… it seems a number of… creatures… have started menacing the U.S. and Southern Canada. Reports are scattered, but apparently there are… What? A giant gorilla, squid and a floating eyeball?"

Dave… is this for real?

"Okay, we're going to connect with our correspondent in Chicago to get a better idea of what's happening over there. Stan, can you hear me?"

"Yes, I can. Thank you. Carl, I have to say, I can't believe what I'm seeing. There's this giant ape just… wrecking… everything. It's about a half mile away from me. I'm hiding at the mouth of a parking garage and watching it swat the army jets out of the sky like flies. Oh, it looks like one of the rockets scored a hit! Wait a minute… IT'S A ROBOT INSIDE. Sparks are flying everywhere. It looks angry. OH MY GOD IT"S RUNNING TOWARDS US. GET…"

"…"

"…"

"Stan?"

"…umm, do we have anyone else? OK, Helmut. OK."

"Allo, I am here vith ze giant creatures. There is a big noise here, ze gorilla is literally MASHING the eyeball. Now he has the squid by the neck. Oooh, that wasn't pretty. Uh-Oh. It looks angry. OH MY GOD IT"S RUNNING TOWARDS US. GET…"

"…"

"…"

"Helmut?"

"Ughhh"

Okay, enough of that. This Wednesday we played Monsters Menace America and Tikal. (Sadly Shemp couldn't make it due to possible illness).

Monsters Menace America is a straight up aggression fest. Players take the role of large monsters inspired by B-Movies (as well as the role of a branch of the US Military). The goal is to "Stomp" as many sites as possible with your monster, accumulating strength and mutation powers along the way, until a point were a climactic battle occurs between all the monsters. Players also use their military units to attack other player's monsters in order to try to weaken them (the monsters can't attack each other until the final battle).

The game is simple fun. On the good side, the graphic presentation is quite good and the theme is captured quite well by the game. On the bad side, the rules of the game don't feel like their as good as they could have been. For example, it's odd that the creatures can't interact for most of the game. Also, for all the time they take up in the game in deployment, combat, movement and upkeep, the military units don't feel as useful or integrated as they need to be.

These are all relatively minor criticisms. If you are looking for another Puerto Rico, look elsewhere, but if you are looking for big monsters to go out and fight, it fits the bill. There is carnage. Players have fun. It's just not a very sophisticated game (they don't all have to be!)

Next was Tikal.

Tikal is a game I kept hearing about (along with it's cousins Torres, Java and Mexica) but despite the fact that Kramer designed them I never felt compelled to investigate… This is particularly odd considering that two of my favorite games (EL Grande and Princes of Florence) where designed by him. However, when Kozure mentioned he had bought it, I got very excited to play.

Tikal is game involving the discovery and exploration of ancient temples. Players send out teams of explorers into the jungle, hoping to claim the greatest of the discoveries for themselves. There is a distinct "Indiana Jones" feel to the theme.

The gameboard is a very attractive depiction of a jungle. The canopy of trees prevents players from seeing what is underneath, but in one corner a jeep and base camp indicates that the exploration has begun… 2 temples and an empty field have already been uncovered. The first order of any player's turn is to draw a tile to place on the board (the tile is designed to look like the canopy of trees has been cleared, revealing either an empty space, a temple or a treasure site). The remainder of the turn involves spending 10 action points on various potential… ummm… actions. Introducing a researcher at the base camp costs 1, for example. Other actions include moving the researchers, searching for treasure, delving into temples, etc. On occasion, a volcano turns up as the tile to be placed, and players must score their position. Points are awarded for temples which have been claimed, for unclaimed temples where a player has a majority and for treasures acquired. The game ends once all jungle tiles have been placed on the board and a final scoring takes place.

The result is an excellent, excellent game. It's not nearly as abstract as most German games, the play is strategic, and the theme is so accessible (and the rules so natural to the action), that I can't think of a medium weight game I would rather first introduce to new gamers. Carcassonne, High Society, For Sale!, Ticket to Ride, etc are all great gateway games but are decidedly "light". I much prefer this to Settlers of Catan, the medium weight "intro" game most would suggest.

The game does have one rather significant potential downfall… those 10 points can take a while to spend if you are not careful about analysis paralysis. On top of that, there isn't much to do when it's not your turn (I'm sure it's no coincidence, but these are also criticisms often leveled at El Grande and Princes of Florence). I'm perfectly happy to live with it as it is, however, because the number of points allows for some surprising comebacks and clever play. I think 3 players is probably the sweet spot for this one to keep downtime manageable (2 player might also be good, but I'm afraid that 4 player might drag).

I think my excitement for the game is partially due to a bit of Knizia overload. I REALLY enjoy those games, and have even purchased Tower of Babel recently because I think he is an amazing designer, but they have a very different feel than Kramer's games… Knizia games seem to revolve around a clever mechanic or two, with a theme applied (sometimes appropriate and well reflected by the system, sometimes not). Players must come to grips with the challenge and turn the system to their advantage against the other players. As much as they are intellectually challenging, the are a bit mechanical and often mathematical (the only Knizia game I find thematically engaging is LotR, although I consider that to be a huge achievement). Kramer's games avoid this… Elegance is found by tying theme to gameplay with innovative mechanics. The results can be abstract (Princes of Florence), Literal (Tikal) or in between (El Grande), but the results definitely have more "soul" than Knizia's games.

Not surprisingly, in my opinion the "Perfect" game (Ra) has been designed by the exact and calculating mind of Knizia, while the rest of the top 4… those I love playing but are each imperfect in one way or another, are all Kramers (El Grande, Princes of Florence and now Tikal).

For the record, as Konk in Monsters Menace America I CRUSHED Luch and Kozure, while Luch beat us both handily at Tikal.

Ratings:

Monsters Menace America: 6
Tikal: 9