Showing posts with label Paranoia. Show all posts
Showing posts with label Paranoia. Show all posts

Tuesday, December 11, 2012

Cylons Wear Hats... Mostly

The game of the week, chosen by Pablo "No Nickname" H., was Battlestar Galactica (no expansion).

I like BSG. It has a certain feel - a combination of gritty, "let's make the hard decisions" resource management and paranoia that you don't quite get from any other game. Shadows Over Camelot wasn't bad, but got a little tiresome, and Panic Station had too many thematic problems for me to enjoy. I haven't played "The Resistance", the other candidate for the tinfoil hat prize for paranoia in gaming, but I suspect that it would be less engaging without the opportunity to push little models of Vipers around and making pyew-pyew-pyew noises while blowing up Cylon Raiders.

Well, what to say about this session except it featured a undeserved brigging of Shemp (as Apollo), the destruction of Caprica One by terrorists, an early suspicion and subsequent brigging of Bharmer (as Chief Tyrol) and a Academy Award (tm)-worthy performance by Pablo (as trouble-maker President Zarek), who turned out to be the second, very deep cover Cylon operative, unsuspected by anyone until the very end. It also featured one of the highest Raider kill counts by a single pilot (Easy's Starbuck) I've seen in the game -- somewhere upwards of 20+ --  and a very above moral reproach but ultimately futile tenure as Admiral by me as Karl Agathon.

The suspicion thrown on Shemp's behaviour by an early (and, if I recall correctly, misread) play led to him being brigged at a fairly critical time. With him being unable to get out without the firm support of the other human players, it was difficult, and then when it became apparent that Pablo was the other cylon, we couldn't brig him because the Admiral's quarters were damaged - and Tyrol had already "gone cylon", so repair cards were few.

It was an interesting dynamic. We had Bharmer pegged as a cylon early (and brigged early), but in the mid-game, none of the humans were sure who the cylon was until certain potentially Cylon-game-winning strategies were ignored both by me and Shemp, at which time it was difficult to get him out. By the time we recovered, resources were in the low reds, and there was no escaping.

We fell to a morale loss at distance 6. To my credit as the admiral, we had only lost one civilian ship to enemy fire and Galactica was never in serious danger from Cylon ship-based attacks. No, we lost this one because we couldn't identify and brig the second cylon, and Pablo's machinations caused us to lose several key morale-based crises. We were high on population, mid-range on fuel, low on food and critical on morale when we lost. I was generally happy with my performance as admiral, less so with my ability to figure out who the cylon was and act on it decisively.

The difficulty of this game varies dramatically depending on whether there are zero, one or two cylons from the initial loyalty deal to the sleeper phase, and in this case, there were two right from the start, making it the most difficult it can be in a five-player game.

This game may not be the most balanced and it is a little long; but for the dramatic experience it's one of the better ones.

Also, Cylons wear hats. It's a fact.

Thursday, June 16, 2011

Easy Come, Easy Go. [Historical]

EASY GO:

Blue Moon City
Phoneicia
Quo Vadis
Pueblo
Betrayal at House on the Hill
Zombies!

Monday, December 12, 2005

Conspiracy. Intrige. Paranoia.

3 games. I think the "theme" is clear. Italian Sausages, clearly a "suspicious" food, provided sustenance.

In attendance: Easy, Kozure, Luch, Shemp, Sonja.

Kozure hadn't yet arrived, so we started with Conspiracy (a 4 player game). We settled into our roles (I was Paris, Shemp was Tokyo, Luch was Washington and Sonja, new to the game, flexed her command of the German language as Berlin).

Brief recap: Conspiracy is a game where each player represents a major power who wants to reclaim a secret briefcase located at the center of the board. 12 spies (each with a terrible pun for a name), occupy the board... but they aren't controlled by particular players. Instead, the players are given $10 000 to "bribe" the spies to do their bidding. Since bribing is secret, no one ever really knows which spy is working for who until someone tries to make a move someone else doesn't want. And since additional bribes can be made throughout the game, loyalties shift.

As is often the case in this game, the likely winner changed several times over the course of the game. There aren't many "steps" between the center of the board and a player's home base (3 being the shortest route, I think), so it's not uncommon for the briefcase to move a single square and have everyone suddenly realize that a particular player is suddenly in a position to win.

My memory is hazy (as always), but I beleive I blew "Peking Tom"'s cover fairly early on... a character several players had invested heavily into. With "Miss Behavin'" nearby I tried a quick snatch and grab of the suitcase towards Paris but was intercepted. Soon after, Shemp looked like a threat as a series of characters under his sway gathered near Tokyo and seemed unstoppable. Through cooperation, we managed to get it out... and into Sonja's territory. She was within one move of winning, but it was not to be.... Luch, who's initial large investment in "Rock Bottom" seemed to be going to waste (since NO ONE was moving him anywhere), was pleasantly surprised to see that character suddenly find himself with the case 2 squares from his base. We had no way of stopping him.

Next up was Intrige. This was our first game with 5 players (Kozure had arrived by now), and the dynamics are quite different with an odd number of players! In a 4 player game, 2 pairs of players usually end up helping each other (using the term loosely!). With 5 players, things aren't quite as even, and "Friendships" (again, used loosely) come and go much faster. Backs were stabbed all around, and I can't think of any particular alliances which lasted more than a turn or two (Though my France saw a lot of Shemp's American employees, and vice versa, until the final few turns). Shemp had the unfortunate luck of being deemed the leader early on and was hopelessly shut out for the 2nd half of the game because of it. Sonja and I managed to accumulate quite a bit of wealth as things went on, but I ended the game with a very tiny lead for the win.

Last up was was Paranoia, Mandatory "Bonus Fun" Card game. I was pleasantly surprised last time as this seemed to be a decent game, for a "Take That" system. I liked that the "missions" focused the card play rather than letting it be a free for all. I liked that each player had objectives which would naturally lead to backstabbing, chaos and "general hilarity". It seemed to work, and we laughed a lot, so I was happy with the purchase (despite some of the obvious shortcomings concerning graphic design and play length issues). Having played it a second time, though, I'm not so sure. For whatever reason,things weren't "clicking". We kept forgetting the fiddly rules about discarding treason counters for exposing/killing traitors. We missplayed the way characters are meant to come back to the game after they get killed. etc, etc. I looked through the ruledbook too many times for a game of this "weight". Also, I had more hands filled with cards I couldn't use than last time. All these things contributed to a hand that wasn't much fun. I hope to try it again, with a cheat sheet at my side, but it's not likely to get many more chances if it goes like that again.

Friday, November 04, 2005

Tikal, the Domaine of Paranoia!

This Wednesday, Luch decided to pick Domaine and Tikal. I brought along "Paranoia, Mandatory *Bonus Fun* Card game", a fairly recent acquisition, as filler.

Domaine has been a staple in our group for some time. Initially, I was put off by the big land grab at the end which was always determining the winner. With a few plays, this simply became part of the strategy... try to keep other players from getting such a windfall, while trying to line one up for yourself. The other issue I had was that we never got the rules right. Even after several plays, the rule which prohibits using the chancery after all face down cards have been drawn kept getting forgotten! This session was the first where we played 100% correctly.

I started out with my usual strategy... aim to capture as many mines as possible. One of my initial placements, right in the middle of the board, was adjacent to 3 different mines. I was able to take them quite early and had plentiful income for the whole game because of them. The other players weren't far behind (typically 2 apiece), however, so the advantage wasn't that great. I wound up with a really good shot at getting a large chunk of land, but didn't draw the cards I needed to close it up. That, and the other players noticed it in time to make sure they weren't helping! I did eventually get a large chunk of land out of it, but by then it had been cut nearly in half by the others. Meanwhile, as Shemp, Kozure and Luch built fairly powerful kingdoms across the board no one noticed the end run Kozure was planning on. Before we could react, he closed of a large chunk and won the game. Another fun session of Domaine!

Next was Tikal. It was Shemp's first go at the game, and after a brief rules explanation we off exploring! I started pouring explorers onto the board, thinking that I it would give me an advantage over time to be out early (this is normally a good strategy in El Grande). I combined this with a plan to set up "corridors" and base camps at choke points to give me near exclusive access to sections of the board. Unfortunately, each and every one of these decisions turned out to be bad ones! The mass of of explorers at the beginning of the game haunted me because it's very difficult to maintain a majority there since it's so wide open and accessible to everyone. To make things worse, they are low value temples which require a significant investment to improve. As things developed, the map did have many corridors, making movement quite difficult for everyone. I managed to get base camps far enough down those corridors to get me there faster than other players could, but Shemp (drawer of all volcanoes this game), kept laying them in ways which effectively reduced those corridors to dead ends. My explorers had a very difficult time to get anywhere. The others had much more effective strategies of reaching and holding harder to access temples. In the end, Kozure had his pieces well distributed at many otherwise abandoned mid level temples and ran away with the victory (Shemp, in his first playing, came in second closely followed by myself and Luch in a tie for last). A wonderful game!

Last was Paranoia. This is a new game by Mongoose Publishing. I didn't really know what to expect, because there weren't any reviews for it (even at BGG!). I mostly bought it because I really liked the old RPG.

This appears, at first glance, to be a fairly typical "Take That!" type game. The result is better than I expected, but I have a few reservations:

The world of Paranoia involves a "Brave New World" type future, with a computer in charge of keeping everyone happy. Unfortunately, the computer has been reprogrammed too many times and has now gone insane. It is now paranoid and thinks that "Commie Mutant Traitors" are everywhere. Problem is, they sort of are. In fact, each player is a mutant and part of a secret society. Second, the Computer wants everyone to be "Happy", by lethal force if it has to. You get the idea. For the purposes of the card game, most of this is unimportant, but it puts things in context (powers and secret societies are alluded to in card text, but don't directly come into play).

Players represent "Troubleshooters", citizens of Alpha Complex unfortunate enough to be charged with accomplishing impossible missions for the Computer. Each character has a security level, which determines how many hits they can take, how much treason they can commit before they are deemed "Traitors", and how many actions they can perform (i.e. the size of their hand). One player is the "Team Leader". He starts with a higher rank, which would be an advantage, but one of the best ways to improve your character is to kill the team leader and become one yourself, so it's pretty hard to stay alive. Incidentally, all players receive 6 clones, or "lives" in video game speak...

Each round, a "Mission" card is revealed. The card identifies what the characters are told to do by the Computer, what happens if they succeed and what happens if they fail. Players hold "Action Cards" which are dealt at the same time as the mission. These are the only cards they get for the entire mission! On a player's turn, they may play one card, either on the mission or another player. Each "Action Card" contains several boxes, each containing instructions for the cards effect depending on if it's directed to yourself, another troubleshooter or *gasp!* the mission. The mission ends once any player runs out of cards, once all characters but one have died, or once the mission is accomplished. At that point, survivors get their bonus or penalty depending on the success of the mission and any characters who have too many "Traitor" counters are executed.

Then, a new Mission is revealed and new "Action" cards are dealt to each player according to current security level.

Keep doing this until one player runs out of "Clone" tokens. At that point, the highest security level character wins.

I didn't have terribly high hopes for the game after reading the rules and examining the cards. Surprisingly, I had a very good time playing the game! This might be because the basics of the game are fairly simple (All card effects and missions boil down to just three things: gaining or taking away rank, traitor tokens and/ or wound tokens). The cards are funny, but more importantly the game play is funny... with characters framing other players, attacking each other, getting screwed by "out of turn" cards which cancel or redirect effects. The sense that most missions are hopeless, and that the best way out is to backstab your friends is well preserved. On top of that, the "Mission" cards and limited hand of cards seem to focus the play a little bit (In a game like "Chez Geek, there isn't much rhyme or reason to playing your turn... you just do stuff to other people and hope to get ahead). Once players match up what's in their hand with the results of potentially succeeding or failing the mission, each one will need to try something a little different to come out ahead (or alive).

Of course, it's got issues. 6 lives is probably too much, you can wind up with a hand of cards which aren't useful and the components aren't exactly world class (though the cards are a fairly thick plastic). The biggest problem, though, is the graphic design. All instructions are rendered in text. With so many potential applications of a card, and several cards in your hand, it's just too hard to know at a glance what you can do. The frustrating thing is, since the game is reduced to just a few concepts it would have been very easy to replace most of the text with easy to understand symbols. In fact, point form text would have been an improvement! ("+1 treason" is much easier to see that "Assign 1 treason token to any player"). I'm tempted to make paste ups for the cards before I play again.

We'll see how it stands up to repeated playing, but for now I'm pleasantly surprised.

Luch won the game, and we had lots of laughs. This is not a game to take seriously. It could have been done better, it could have been done worse, but what we got was a fairly clever and enjoyable game of "Screw yer Neighbour"

Paranoia:(provisional) 7