It was my turn to pick once more, so I selected an old and new favorite... Taj Mahal and Pandemic.
Taj Mahal
Sessions of this game don't lend themselves very well to description, so I won't bother. Suffice it to say that I pulled ahead of the pack about halfway through the game and ended up with a huge lead by the time it was over. Not a very exciting game, though at least Kozure and Shemp were neck and neck for 2nd place (they ended the game tied). I still really enjoy this one, despite the anticlimactic session. I've found in the past that this is best with 4, so maybe that was part of the problem.
Kozure mentioned that he felt the "pacing" was very important in order to do well in Taj Mahal. I absolutely agree.
1) Don't spend too many cards to get your second character chit if several other players are on the verge of getting that same chit. You'll spend your cards and lose the character ability next round as the others claim it.
2) Keep an eye on the connections you need on the board (for chains) and the goods available for winning the upcoming provinces. If the thing you really want is coming up in the next province, don't fight too hard in the current one.
3) If your priority is to place on the board to set up connections, it often pays to lead with a double noble card and then pull out early. You might get more stuff by staying in longer, but the space you need is probably taken. Alternatively, fight for the king.
4) Keep an eye on the suits other players have in front of them. If you avoid what has been played, you will be allowing the other players to get what they want, but if you cancel out another player's entire set you are encouraging them to fight back (in other words, if you cancel one of two things another player is going for, there is a chance they will pull out with what they have. If you cancel all the leads they had, they will surely play more cards in order to avoid coming away with nothing. Problem is, that other card they play might come in conflict with a suit you are going for)
*Edit* 5) It's easy to forget that the goal is to collect VPs, not nobles. Collecting nobles for their own sake will get you nowhere, and you will find yourself getting a single VP per round far too often. Make sure that you keep your goals focussed on collecting sets of goods or creating chains on the board, and seeing how the nobles can help you get there.
Pandemic
An expansion should be coming out soon for Pandemic, so I wanted to get a few games in of the basic set. I was worried that Shemp would reverse his positive rating on the game after playing it again (not because it's a bad game, but because Shemp typically dislikes cooperative games. Luckily, he came away from two back to back games still liking it, and I have to admit I feel the same.
I feel at three we did a great job of cooperating our abilities and cards. Rules I had not seen played often where being used frequently, such as the trading mechanics. We won both games on the regular difficulty, first as the Medic/ Scientist/ Dispatcher and second as the Medic/ Ops Expert/ Dispatcher. In the session there was only one outbreak all game, but in the second the last turn yielded a number of outbreaks which threatened the game. I think we are now ready to try the expert level of difficulty... and/or the expansion!
Showing posts with label Taj Mahal. Show all posts
Showing posts with label Taj Mahal. Show all posts
Friday, June 19, 2009
Sunday, January 18, 2009
Off to India (Maharaja, Taj Mahal)
Just as fast as Bharmer returns... he is gone.
But before he left, he dictated we play two games he felt hadn't been on the table recently enough: Maharaja and Taj Mahal.
Maharajah
We played another session of "the game Bharmer always wins" and, well, he won. We did our best to stop him, though... in fact I'd say we did a much better job of spreading out and working the whole board than we usually do (as opposed to collectively going from one scoring city to another). There were lots of people who struck out on their own to claim the central palaces in non-scoring cities while manipulating the maharaja track to maximize the scoring opportunities. Still, Bharmer managed to always be in the right place at the right time: Always grabbing the cheap third place scoring when it was available, always sneaking in to get first or second when it really mattered, always somehow ahead of the pack in palace construction. Luch did manage to give him some competition by keeping up with the palaces, but when Bharmer finished the game by building his last two Luch was nowhere near ready to do the same.
This type of game is normally right up my alley, but I simply can't wrap my head around it to find a winning strategy. I certainly see the possibilities, but not fast enough. I'm starting to feel like there would be a way to succeed at Maharajah that would be primarily based on denying other players their actions, but I'm just guessing.
Taj Mahal
This is a game that I often win at, but it seems that tonight was not going to be my night. I started out decently enough, but seriously floundered in the end. If memory serves, I didn't do anything at all in the last 2-3 palaces!
I prefer Taj with 4 players, and this week's game cemented that for me. One less player makes the game shorter, and players are much less likely to get completely shafted in the auctions.
I think Shemp won the game, with Kozure just a few points behind (but it's pretty fuzzy in my head, so I could be wildly off on that)
But before he left, he dictated we play two games he felt hadn't been on the table recently enough: Maharaja and Taj Mahal.
Maharajah
We played another session of "the game Bharmer always wins" and, well, he won. We did our best to stop him, though... in fact I'd say we did a much better job of spreading out and working the whole board than we usually do (as opposed to collectively going from one scoring city to another). There were lots of people who struck out on their own to claim the central palaces in non-scoring cities while manipulating the maharaja track to maximize the scoring opportunities. Still, Bharmer managed to always be in the right place at the right time: Always grabbing the cheap third place scoring when it was available, always sneaking in to get first or second when it really mattered, always somehow ahead of the pack in palace construction. Luch did manage to give him some competition by keeping up with the palaces, but when Bharmer finished the game by building his last two Luch was nowhere near ready to do the same.
This type of game is normally right up my alley, but I simply can't wrap my head around it to find a winning strategy. I certainly see the possibilities, but not fast enough. I'm starting to feel like there would be a way to succeed at Maharajah that would be primarily based on denying other players their actions, but I'm just guessing.
Taj Mahal
This is a game that I often win at, but it seems that tonight was not going to be my night. I started out decently enough, but seriously floundered in the end. If memory serves, I didn't do anything at all in the last 2-3 palaces!
I prefer Taj with 4 players, and this week's game cemented that for me. One less player makes the game shorter, and players are much less likely to get completely shafted in the auctions.
I think Shemp won the game, with Kozure just a few points behind (but it's pretty fuzzy in my head, so I could be wildly off on that)
Thursday, April 24, 2008
Your face is in the way (Taj Mahal, Ra, Phoenicia)
Hmmm.
Taj Mahal
It was just me, Luch and Bharmer playing the first game. In this session, I tried to see if I could win Taj Mahal by focusing mainly on connecting provinces. The short answer is No.
It may be possible to do well at Taj with this strategy, but it would take a specific board layout. In this game, the numbers were very disconnected, so despite the fact I was very successfully placing the palaces I needed, the province chains just weren't that long. Sadly, the 3-4 points I was getting couldn't keep up with the points both Luch and Bharmer were getting from goods. When I finally connected the provinces in the middle, I had two successive turns netting me 10-14 points, but it was too little, too late. Bharmer and Luch were way ahead, and Bharmer won it.
Ra
Kozure and Kozure's Kuz (ahem) showed up just as we were putting away the board. We decided to play Ra, because, well, it's a great game. Not so much with 5, but still good. Anyway, as usual I spent the 2nd and 3rd round with very low suns (note to self: why does that always happen?). I therefore was an auction calling machine. It worked for me, and I managed a huge haul of pharaohs and rivers which won the game for me. Anyway, the Kuz seemed unimpressed for most of the game, but I think he was starting to like it near the end. We'll see if chooses to come back!
Phoenicia
It was do or die for Phoenicia tonight. It died.
Kozure once again managed a small lead by the second or third round and held it until the end. Obviously, he understands something about the game that eludes the rest of us, because as much as I believe seating order is important it can't be a coincidence that he keeps killing us. He always has the lead early, and never lets it go long.
Anyway, despite the fact that there is obviously skill involved, the whole thing feels scripted and boring. It's a short game, yet the winner seems obvious far too early. I don't know, it's just not that much fun for me.
To the trade pile!
Taj Mahal
It was just me, Luch and Bharmer playing the first game. In this session, I tried to see if I could win Taj Mahal by focusing mainly on connecting provinces. The short answer is No.
It may be possible to do well at Taj with this strategy, but it would take a specific board layout. In this game, the numbers were very disconnected, so despite the fact I was very successfully placing the palaces I needed, the province chains just weren't that long. Sadly, the 3-4 points I was getting couldn't keep up with the points both Luch and Bharmer were getting from goods. When I finally connected the provinces in the middle, I had two successive turns netting me 10-14 points, but it was too little, too late. Bharmer and Luch were way ahead, and Bharmer won it.
Ra
Kozure and Kozure's Kuz (ahem) showed up just as we were putting away the board. We decided to play Ra, because, well, it's a great game. Not so much with 5, but still good. Anyway, as usual I spent the 2nd and 3rd round with very low suns (note to self: why does that always happen?). I therefore was an auction calling machine. It worked for me, and I managed a huge haul of pharaohs and rivers which won the game for me. Anyway, the Kuz seemed unimpressed for most of the game, but I think he was starting to like it near the end. We'll see if chooses to come back!
Phoenicia
It was do or die for Phoenicia tonight. It died.
Kozure once again managed a small lead by the second or third round and held it until the end. Obviously, he understands something about the game that eludes the rest of us, because as much as I believe seating order is important it can't be a coincidence that he keeps killing us. He always has the lead early, and never lets it go long.
Anyway, despite the fact that there is obviously skill involved, the whole thing feels scripted and boring. It's a short game, yet the winner seems obvious far too early. I don't know, it's just not that much fun for me.
To the trade pile!
Tuesday, August 07, 2007
This is a "Hot" scene, with... "Heat"... and ... "Chemistry" (Maharaja, Taj Mahal, Yspahan) 8237
Games set in the Middle-East, played in a very hot apartment.
Maharaja
We've played Maharaja many times. My opinion on the game has swayed, but one thing that has remained constant is that Bharmer always wins. He is always very much in control, always a few steps ahead. I was determined to make this evening the exception...
Out of the gate, I had the lowest character so I went first (we dealt these randomly... more on that later). I of course went to the next scoring area and secured a majority by claiming the center palace. With money in hand, I proceeded to the next scoring area (though I also accelerated the return of the first scoring area by advancing the character track). As the game went on, I was awash with money and doing very well. On my final turn, I placed two palaces and ended the game with a comfortable lead.
Here's the thing: this game got me thinking, and I'm pretty sure that the player who goes first in the first turn usually wins. The money earned in the easy majority on the first scoring round makes the rest of the game significantly easier. Unless we are collectively doing something wrong, it seems very difficult to catch up once you've fallen behind. I'm not sure why it's taken so long for me to notice it, but it seems rather mandatory to bid for starting order in the future! There's probably a way to take a loss on the fist round and secure a majority on the next scoring, but all it takes is a single person messing with the track to kill that strategy. Anyway, I had fun but I suspect that those who weren't in the running didn't enjoy it much.
Taj Mahal
We played our first four player of this wonderful game. Not much to tell, but I has a great time as always. Easily one of my favorite games (funny, too, because this is one I normally win but Luch beat me by a point). Kozure, who vowed to make this the "time he played Taj Mahal and didn't suck at it" was doing quite well for the majority of the game, but fell back in the last few rounds. Oh well!
Yspahan
We finished off with a three player of Yspahan. In my second outing, I tried to go for cards rather than the camel track. I was monumentally lucky by pulling the exact card I wanted the first time I drew (I gathered lots of gold and then immediately drew the card that lets you build a building ignoring the cost of the camels). I built the one that gives me a bonus cube every time I placed in a disctrict. Wow, that's a powerful ability to have from the beginning! That, combined with a very lucky die roll for 4 souks in the most expensive disctrict on the last round combined to give me a decisive win. It's actually a little boring when exceptional good luck gives you a win over your opponents, but it's a short game and it's too early to tell whether this sort of thing happens often. I still like it.
Maharaja
We've played Maharaja many times. My opinion on the game has swayed, but one thing that has remained constant is that Bharmer always wins. He is always very much in control, always a few steps ahead. I was determined to make this evening the exception...
Out of the gate, I had the lowest character so I went first (we dealt these randomly... more on that later). I of course went to the next scoring area and secured a majority by claiming the center palace. With money in hand, I proceeded to the next scoring area (though I also accelerated the return of the first scoring area by advancing the character track). As the game went on, I was awash with money and doing very well. On my final turn, I placed two palaces and ended the game with a comfortable lead.
Here's the thing: this game got me thinking, and I'm pretty sure that the player who goes first in the first turn usually wins. The money earned in the easy majority on the first scoring round makes the rest of the game significantly easier. Unless we are collectively doing something wrong, it seems very difficult to catch up once you've fallen behind. I'm not sure why it's taken so long for me to notice it, but it seems rather mandatory to bid for starting order in the future! There's probably a way to take a loss on the fist round and secure a majority on the next scoring, but all it takes is a single person messing with the track to kill that strategy. Anyway, I had fun but I suspect that those who weren't in the running didn't enjoy it much.
Taj Mahal
We played our first four player of this wonderful game. Not much to tell, but I has a great time as always. Easily one of my favorite games (funny, too, because this is one I normally win but Luch beat me by a point). Kozure, who vowed to make this the "time he played Taj Mahal and didn't suck at it" was doing quite well for the majority of the game, but fell back in the last few rounds. Oh well!
Yspahan
We finished off with a three player of Yspahan. In my second outing, I tried to go for cards rather than the camel track. I was monumentally lucky by pulling the exact card I wanted the first time I drew (I gathered lots of gold and then immediately drew the card that lets you build a building ignoring the cost of the camels). I built the one that gives me a bonus cube every time I placed in a disctrict. Wow, that's a powerful ability to have from the beginning! That, combined with a very lucky die roll for 4 souks in the most expensive disctrict on the last round combined to give me a decisive win. It's actually a little boring when exceptional good luck gives you a win over your opponents, but it's a short game and it's too early to tell whether this sort of thing happens often. I still like it.
Monday, March 05, 2007
So, Grendel Ate My Legs... Again.
Christofer Marcusson the Battle-Scarred rolled over in his cot of straw and stared at his guest, one rheumy eye drilling a hole of intensity into the young thane, the other eye-socket a mass of healed burns and claw scars.
"Aye, young thane. I travelled with Beowulf Grendel-slayer in my youth. But beware, says I; The path to glory leads but to the halls of Valhalla, or the sodden bunk of a battered old man."
Marcusson sat up gingerly, leg stumps dangling where powerful calves once donned thick leather boots.
"I have dined in the halls of Hrothgar-King, and I have heard the fell screams of the Sea Hag. I drained full the draughts of the victory over the great Dragon when the great Geat himself fell."
A shadow passed over his one good eye, "and aye, I carried him on his shield to his cremation. He met his doom like a warrior, not as an old and useless churl."
"So hear my tale and know that not all who would sail into glory die happy or in the heat of battle."
Beowulf plus Taj Mahal, two fine auction/bidding games from Knizia, paired up to be our gaming entertainment last week. Unfortunately, as the intro to this entry alludes, my foray into Beowulf was not as successful as previous efforts. I had won both of our previous games with scores in the 40s (or thereabouts). This time I limped away from the final chapter with something like 14 points. At least I avoided the dreaded three-wound penalty of -5 points per wound, which would've probably put me into the negative. Shemp came away with this one, though I believe Easy and Bharmer weren't too far behind. About halfway through, my main goal morphed from coming in first to not being last, which is never a good sign.
This does bring up the question of whether it's very possible to come back after an early game disaster (or disasters) in Beowulf. I suppose later games will tell. I still enjoyed this game, but more from a survival perspective rather than a competition for first standpoint. I just felt like I was almost constantly fighting to keep my head above water (avoiding additional wounds and scratches) instead of being able to gain new cards and points.
This game is both more competitive and shorter than Knizia's previous game with a similar mechanic, Lord of the Rings. I enjoy both, but for very different reasons.
Taj Mahal falls into the category of games which I admire from a design point of view, but don't find very engaging personally. Once again, after falling behind early, I felt like I was largely out of the running for the remainder of the game. There are mechanics to assist in this regard, so I don't intend this as a criticism (yet). Maybe after two or three more games. Easy and Shemp duked it out for first, with Shemp coming in first, I believe and Bharmer not too far behind.
A bad night for me, but enjoyable for friendship and gaming in general as always.
Partially inspired by playing the game this week, I rented "Beowulf and Grendel" (2005 Canadian-Danish-UK co-production) on the weekend. It's not bad - a few great lines and a few real clunkers. Sarah Polly in particular seems out of place. Worth watching, though.
"Aye, young thane. I travelled with Beowulf Grendel-slayer in my youth. But beware, says I; The path to glory leads but to the halls of Valhalla, or the sodden bunk of a battered old man."
Marcusson sat up gingerly, leg stumps dangling where powerful calves once donned thick leather boots.
"I have dined in the halls of Hrothgar-King, and I have heard the fell screams of the Sea Hag. I drained full the draughts of the victory over the great Dragon when the great Geat himself fell."
A shadow passed over his one good eye, "and aye, I carried him on his shield to his cremation. He met his doom like a warrior, not as an old and useless churl."
"So hear my tale and know that not all who would sail into glory die happy or in the heat of battle."
Beowulf plus Taj Mahal, two fine auction/bidding games from Knizia, paired up to be our gaming entertainment last week. Unfortunately, as the intro to this entry alludes, my foray into Beowulf was not as successful as previous efforts. I had won both of our previous games with scores in the 40s (or thereabouts). This time I limped away from the final chapter with something like 14 points. At least I avoided the dreaded three-wound penalty of -5 points per wound, which would've probably put me into the negative. Shemp came away with this one, though I believe Easy and Bharmer weren't too far behind. About halfway through, my main goal morphed from coming in first to not being last, which is never a good sign.
This does bring up the question of whether it's very possible to come back after an early game disaster (or disasters) in Beowulf. I suppose later games will tell. I still enjoyed this game, but more from a survival perspective rather than a competition for first standpoint. I just felt like I was almost constantly fighting to keep my head above water (avoiding additional wounds and scratches) instead of being able to gain new cards and points.
This game is both more competitive and shorter than Knizia's previous game with a similar mechanic, Lord of the Rings. I enjoy both, but for very different reasons.
Taj Mahal falls into the category of games which I admire from a design point of view, but don't find very engaging personally. Once again, after falling behind early, I felt like I was largely out of the running for the remainder of the game. There are mechanics to assist in this regard, so I don't intend this as a criticism (yet). Maybe after two or three more games. Easy and Shemp duked it out for first, with Shemp coming in first, I believe and Bharmer not too far behind.
A bad night for me, but enjoyable for friendship and gaming in general as always.
Partially inspired by playing the game this week, I rented "Beowulf and Grendel" (2005 Canadian-Danish-UK co-production) on the weekend. It's not bad - a few great lines and a few real clunkers. Sarah Polly in particular seems out of place. Worth watching, though.
Saturday, December 16, 2006
Gettin' better all the time (Taj Mahal, Maharaja)
What an excellent evening of gaming...
We started out with our second play of Taj Mahal. This type of game really benefits from a second game soon after the original learning game. In the first, I was pretty much lost on the strategy, in this game something clicked.
When I play strategy heavy games, I have a tendency to want to find an "angle". In other words, I try to identify the various paths to victory, pick one that doesn't seem too obvious, and see if I can stick to it. In games where I don't feel I can even competently assess the various strategies, I often will try something just to see how the game system reacts. One thing I've learned about Eurogames is that a winning strategy is often simply doing what the other players aren't... This week it worked for me (though it often doesn't!)
Last week, I couldn't get any synergy going with the goods or the palaces connecting. Worse, I couldn't get the cards to work for me. I figured I'd see what would happen if I sat back for a few rounds and just collect cards (there is a bonus card for any player who withdraws without playing anything). After 3 regions were scored, I found myself with an enormous hand of cards and two strong suits. With a more complete hand, I was able to identify the goals I was able to meet and then make them happen. After that, I was able to snowball my points by overpowering the others to win the regions which matched the goods I had while laying back and drawing cards when they didn't. I'm not sure what would happen if everyone tried this technique in the same game, but when only one player does it he/she seems to have a definite advantage. At least for this game, it worked for me and I won.
I was also able to notice some of the subtler strategies in the game now that things have had a bit of time to sink in:
1) If both you and another player have a noble chit (the princess, for example), and both of you are aiming to get the second one, let the other player get it first. In particular, don't get into a bidding war over it. Whoever gets it first is actually at a disadvantage because the second player can easily get their second chit the next round and steal it away, but the first player will have to take a number of rounds to get the two nobles again.
2) Focus on building one or two suits. This is probably obvious to pros of the game, but in our first session I was much more focused on picking cards with the symbols I wanted and it often left me unable to go the distance when I actually wanted something.
3) The princess is a good source of points, and placing palaces which connect can also help, but nothing can touch goods for scoring huge points.
4) Tying players in the symbols they are playing is important, If you're going for the elephant and have a choice of the second character it is tempting to play whatever one hasn't been played yet. However, the opposite might be more beneficial! The other player is forced to waste further cards or pull out with nothing. It prevents an easy win for the other player and can throw a wrench in their strategy without affecting yours. Last week, I saw Kozure wind up with 2-3 prizes on several occasions by tying just long enough for us to pull out and he'd keep the rest. He also creamed us that game.
It's only been two games but so far I'm really enjoying this one.
The second and final game for the evening was Maharaja. I haven't been overjoyed with this one in our first several games but I'm happy to say that this was by far the best game I've had. What changed? We put up a fight, for once.
Bharmer has a 100% win rate on this game, and we've played +/- 5 times (always 5 players)! He seemed to understand the layers of the game better than we did, and he would use that to his advantage every game (the most interesting thing being that he always seemed a step ahead of us, pushing a different mechanic every time just as we tried to replicate what he did in the LAST game unsuccessfully). How can one player in a five player game routinely score first in almost every region? We were all clearly spinning our wheels.Compound this with the fact that it's such an unforgiving game that a few mistakes early on can ruin your chances and the winner can be perfectly obvious several rounds before the end (in fact, the game can send players in a downwards spiral as lack of success translates to fewer funds which translates to further lack of success). It all added up to games which left me disappointed since the tension is lost when you know it's hopeless 40 minutes into a 2 hour game.
Right off the bat, things were pretty different in this game. Players were placing far fewer houses on the roads, and building in regions other than the one being scored. Competition for regions was much tighter. Role swapping and governor track alterations were being done with more effectiveness than before. Fewer people were choosing actions they couldn't do (*cough* building without houses available *cough*). With five more or less evenly matched players, the game suddenly sprang to life for me.
Ok. My first move was terrible. I sacrificed 1st place in the first region, getting only 4th in the process, and handed an advantage to Shemp (I altered the governor track, benefiting only him). After that, I wasn't doing too bad. Several turns in a row, I was sitting on nearly enough money to build 2 palaces, but I never quite managed to make it happen. Shemp, Kozure and Bharmer each had regions were they dominated and were trying to steer the governor track to their advantage. Unfortunately for Luch, he had a series of bad turns in the beginning which left him struggling until the end. This was the first game to make it to the 10th round, and just about all of us had the potential to win. In an ironic twist, the last region to be scored was inaccessible to us due to lack of built houses leading to it. I stood to gain since I was last in the turn order... but I was short on cash. I needed someone to pave the way for me and then I needed 2 extra gold to come my way (a player error or someone crossing my houses). Neither happened, so when bharmer did build a path to the region as the second last player, I wasn't able to capitalize on it. Bharmer won again, but it was close. I'd be willing to bet that he won't win the next one.
Anyway, it's been a while since we've played two heavier games in a single night, and it's been a while since I've been so engaged in all the games we've played. We went into overtime, but it was worth it.
We started out with our second play of Taj Mahal. This type of game really benefits from a second game soon after the original learning game. In the first, I was pretty much lost on the strategy, in this game something clicked.
When I play strategy heavy games, I have a tendency to want to find an "angle". In other words, I try to identify the various paths to victory, pick one that doesn't seem too obvious, and see if I can stick to it. In games where I don't feel I can even competently assess the various strategies, I often will try something just to see how the game system reacts. One thing I've learned about Eurogames is that a winning strategy is often simply doing what the other players aren't... This week it worked for me (though it often doesn't!)
Last week, I couldn't get any synergy going with the goods or the palaces connecting. Worse, I couldn't get the cards to work for me. I figured I'd see what would happen if I sat back for a few rounds and just collect cards (there is a bonus card for any player who withdraws without playing anything). After 3 regions were scored, I found myself with an enormous hand of cards and two strong suits. With a more complete hand, I was able to identify the goals I was able to meet and then make them happen. After that, I was able to snowball my points by overpowering the others to win the regions which matched the goods I had while laying back and drawing cards when they didn't. I'm not sure what would happen if everyone tried this technique in the same game, but when only one player does it he/she seems to have a definite advantage. At least for this game, it worked for me and I won.
I was also able to notice some of the subtler strategies in the game now that things have had a bit of time to sink in:
1) If both you and another player have a noble chit (the princess, for example), and both of you are aiming to get the second one, let the other player get it first. In particular, don't get into a bidding war over it. Whoever gets it first is actually at a disadvantage because the second player can easily get their second chit the next round and steal it away, but the first player will have to take a number of rounds to get the two nobles again.
2) Focus on building one or two suits. This is probably obvious to pros of the game, but in our first session I was much more focused on picking cards with the symbols I wanted and it often left me unable to go the distance when I actually wanted something.
3) The princess is a good source of points, and placing palaces which connect can also help, but nothing can touch goods for scoring huge points.
4) Tying players in the symbols they are playing is important, If you're going for the elephant and have a choice of the second character it is tempting to play whatever one hasn't been played yet. However, the opposite might be more beneficial! The other player is forced to waste further cards or pull out with nothing. It prevents an easy win for the other player and can throw a wrench in their strategy without affecting yours. Last week, I saw Kozure wind up with 2-3 prizes on several occasions by tying just long enough for us to pull out and he'd keep the rest. He also creamed us that game.
It's only been two games but so far I'm really enjoying this one.
The second and final game for the evening was Maharaja. I haven't been overjoyed with this one in our first several games but I'm happy to say that this was by far the best game I've had. What changed? We put up a fight, for once.
Bharmer has a 100% win rate on this game, and we've played +/- 5 times (always 5 players)! He seemed to understand the layers of the game better than we did, and he would use that to his advantage every game (the most interesting thing being that he always seemed a step ahead of us, pushing a different mechanic every time just as we tried to replicate what he did in the LAST game unsuccessfully). How can one player in a five player game routinely score first in almost every region? We were all clearly spinning our wheels.Compound this with the fact that it's such an unforgiving game that a few mistakes early on can ruin your chances and the winner can be perfectly obvious several rounds before the end (in fact, the game can send players in a downwards spiral as lack of success translates to fewer funds which translates to further lack of success). It all added up to games which left me disappointed since the tension is lost when you know it's hopeless 40 minutes into a 2 hour game.
Right off the bat, things were pretty different in this game. Players were placing far fewer houses on the roads, and building in regions other than the one being scored. Competition for regions was much tighter. Role swapping and governor track alterations were being done with more effectiveness than before. Fewer people were choosing actions they couldn't do (*cough* building without houses available *cough*). With five more or less evenly matched players, the game suddenly sprang to life for me.
Ok. My first move was terrible. I sacrificed 1st place in the first region, getting only 4th in the process, and handed an advantage to Shemp (I altered the governor track, benefiting only him). After that, I wasn't doing too bad. Several turns in a row, I was sitting on nearly enough money to build 2 palaces, but I never quite managed to make it happen. Shemp, Kozure and Bharmer each had regions were they dominated and were trying to steer the governor track to their advantage. Unfortunately for Luch, he had a series of bad turns in the beginning which left him struggling until the end. This was the first game to make it to the 10th round, and just about all of us had the potential to win. In an ironic twist, the last region to be scored was inaccessible to us due to lack of built houses leading to it. I stood to gain since I was last in the turn order... but I was short on cash. I needed someone to pave the way for me and then I needed 2 extra gold to come my way (a player error or someone crossing my houses). Neither happened, so when bharmer did build a path to the region as the second last player, I wasn't able to capitalize on it. Bharmer won again, but it was close. I'd be willing to bet that he won't win the next one.
Anyway, it's been a while since we've played two heavier games in a single night, and it's been a while since I've been so engaged in all the games we've played. We went into overtime, but it was worth it.
Thursday, December 07, 2006
Under the influence (Taj Mahal, Battlestar Galactica CCG)
Bharmer purchased the reprint of Taj Mahal recently, and Kozure picked up the Battlestar Galactica CCG. Obviously, we had to play them.
I personally played Taj Mahal a few times through the computer interface a few times prior to last night, but I didn't really understand the game. Having now played it using the proper rules, I have to say I'm very impressed.
The theme in Taj Mahal is extremely thin. It involves aquiring influence with different nobles in India, but has very little measurable impact on the game. The game reolves around a series of contests were players try to win the favour of the nobles, aquire goods and build palaces. Bottom line, this is a race to aquire points and there are many available paths to do so. Perhaps a more useful description would be to say that this game is what happens when Knizia mixes the board play of Web of Power with a reversed version of poker and adds a dash of Ra-type scoring.
It's a classic, and there's probably very little left to say about the game. I need to play it a few more times but on first inspection this could turn out to be one of my favorites.
1) This is a meaty strategy game. There seems to be a lot of potentials paths to victory (connecting palaces, focusing on goods, keeping the yellow noble, etc).
2) There is enough randomness to keep things interesting, but a player will rarely be at the mercy of bad luck.
3) There is very little downtime since individual decisions tend to be fairly small.
The biggest knock I can level against the game is that the myriad scoring options can make the game difficult to learn. Our first game made it obvious that if players focus too much on their own goals, they can make it easy for another player to walk off with lots of easy points (i.e. player 1 plays a card with a red and yellow noble. The other players fight over the elephants, handing player 1 easy majorities). Experience will likely solve this, but it's possible that it's too detrimental to bother and that this will turn out to be a real flaw.
I found the card management to be surprisingly difficult. Ultimately, the two biggest decisions you have to make every round is which suit to lead in and what two cards to take at the end of the round. Going for province tiles tends to be about stamina, since there seems to be so many elephants that getting out quick with a lead is very rare. I guess the trick is to try to accumulate long suits if this is your goal. The nobles are tricky because they don't seem to be equally worthwhile. Obviously leading with a dual noble card increases your chances of ducking out with a quick noble/ palace (and a good shot at picking up a bonus chit), but if you get matched you need to have enough in reserve to avoid getting absolutely nothing. This game seems to severely punish going for a goal (noble/ elephant/ etc) and failing, since all cards are spent regardless and replenishing your hand is hard to do. The palaces and road connecting doesn't seem to provide enough points to carry a player to victory, so I have to assume this is meant to supplement a lead rather than create it.
Kozure mopped the floor with us. He managed to both keep the yellow noble through much of the game AND win several fo the province tiles. Clearly, we weren't on our toes. Bharmer was not doing too badly, but Shemp, Luch and I were pretty far behind. It's a brain burner, but it's quite elegant and fast moving once you figure it out. I'm really looking forward to playing this again.
We finished the evening with a four player game of the Battlestar Galactica CCG. I'm a fan of the series, but I didn't even know about this game!
As far as CCGs go, it's quite good. Many of the common pitfalls are avoided: Each card plays multiple roles, so there is very little "resource clumping"... the frustration caused when a required resouce cards don't show up or show up too frequently (mana in Magic CCG is the prototypical example of this)magic CCG). They are also used as combat randomizers and to represent the threat of Cylon raiders.
Players go through the typical steps of accumulating resources, building up a team and duking it out. The last phase in each round involves fighting cylons as a group, which is kind of interesting. One mechanic, which involves placing cards ina staging area before they can be deployed doesn't really add up to much more than "tapping" and "untapping" (which we accidentally did several times instead)... but there is no doubt it better suits the theme.
As i said, it was pretty good. I still think I prefer Vampire, but CCGs have an inherent complexity level which I find I have less patience for than i used to (having to read, understand and consider the impact of each card and then having to keep track of the myriad cards played by other players on the table). Obviously, the only reason Vampire gets a pass on that one is because I played that one enough to know most of the cards by heart... not because it does any better on that count. also like Vampire, it seems to have the potential to run a bit longer than it should. What puts Vampire over the top for me is the multiplayer aspect... there are mechanics in Vampire (the predator/ prey relationship and the political system in particular) which give structure to the dynamics of the game and prevent free for all ganging up on the leader.
It was a pretty close game. Luch almost had an early win as his Zarek card gave him tons of points in a few rounds. Unfortunately for him, he was 1 point short of victory and was subsequently torn to shreds by the rest of us. Shemp, kozure and I hovered around the same level until we artifically declared a particular round the "last" round. Luch ended up playing kingmaker since he had one last ship to attack with and the opportunity to attack any of us with it... deciding the winner in the process (Shemp).
I personally played Taj Mahal a few times through the computer interface a few times prior to last night, but I didn't really understand the game. Having now played it using the proper rules, I have to say I'm very impressed.
The theme in Taj Mahal is extremely thin. It involves aquiring influence with different nobles in India, but has very little measurable impact on the game. The game reolves around a series of contests were players try to win the favour of the nobles, aquire goods and build palaces. Bottom line, this is a race to aquire points and there are many available paths to do so. Perhaps a more useful description would be to say that this game is what happens when Knizia mixes the board play of Web of Power with a reversed version of poker and adds a dash of Ra-type scoring.
It's a classic, and there's probably very little left to say about the game. I need to play it a few more times but on first inspection this could turn out to be one of my favorites.
1) This is a meaty strategy game. There seems to be a lot of potentials paths to victory (connecting palaces, focusing on goods, keeping the yellow noble, etc).
2) There is enough randomness to keep things interesting, but a player will rarely be at the mercy of bad luck.
3) There is very little downtime since individual decisions tend to be fairly small.
The biggest knock I can level against the game is that the myriad scoring options can make the game difficult to learn. Our first game made it obvious that if players focus too much on their own goals, they can make it easy for another player to walk off with lots of easy points (i.e. player 1 plays a card with a red and yellow noble. The other players fight over the elephants, handing player 1 easy majorities). Experience will likely solve this, but it's possible that it's too detrimental to bother and that this will turn out to be a real flaw.
I found the card management to be surprisingly difficult. Ultimately, the two biggest decisions you have to make every round is which suit to lead in and what two cards to take at the end of the round. Going for province tiles tends to be about stamina, since there seems to be so many elephants that getting out quick with a lead is very rare. I guess the trick is to try to accumulate long suits if this is your goal. The nobles are tricky because they don't seem to be equally worthwhile. Obviously leading with a dual noble card increases your chances of ducking out with a quick noble/ palace (and a good shot at picking up a bonus chit), but if you get matched you need to have enough in reserve to avoid getting absolutely nothing. This game seems to severely punish going for a goal (noble/ elephant/ etc) and failing, since all cards are spent regardless and replenishing your hand is hard to do. The palaces and road connecting doesn't seem to provide enough points to carry a player to victory, so I have to assume this is meant to supplement a lead rather than create it.
Kozure mopped the floor with us. He managed to both keep the yellow noble through much of the game AND win several fo the province tiles. Clearly, we weren't on our toes. Bharmer was not doing too badly, but Shemp, Luch and I were pretty far behind. It's a brain burner, but it's quite elegant and fast moving once you figure it out. I'm really looking forward to playing this again.
We finished the evening with a four player game of the Battlestar Galactica CCG. I'm a fan of the series, but I didn't even know about this game!
As far as CCGs go, it's quite good. Many of the common pitfalls are avoided: Each card plays multiple roles, so there is very little "resource clumping"... the frustration caused when a required resouce cards don't show up or show up too frequently (mana in Magic CCG is the prototypical example of this)magic CCG). They are also used as combat randomizers and to represent the threat of Cylon raiders.
Players go through the typical steps of accumulating resources, building up a team and duking it out. The last phase in each round involves fighting cylons as a group, which is kind of interesting. One mechanic, which involves placing cards ina staging area before they can be deployed doesn't really add up to much more than "tapping" and "untapping" (which we accidentally did several times instead)... but there is no doubt it better suits the theme.
As i said, it was pretty good. I still think I prefer Vampire, but CCGs have an inherent complexity level which I find I have less patience for than i used to (having to read, understand and consider the impact of each card and then having to keep track of the myriad cards played by other players on the table). Obviously, the only reason Vampire gets a pass on that one is because I played that one enough to know most of the cards by heart... not because it does any better on that count. also like Vampire, it seems to have the potential to run a bit longer than it should. What puts Vampire over the top for me is the multiplayer aspect... there are mechanics in Vampire (the predator/ prey relationship and the political system in particular) which give structure to the dynamics of the game and prevent free for all ganging up on the leader.
It was a pretty close game. Luch almost had an early win as his Zarek card gave him tons of points in a few rounds. Unfortunately for him, he was 1 point short of victory and was subsequently torn to shreds by the rest of us. Shemp, kozure and I hovered around the same level until we artifically declared a particular round the "last" round. Luch ended up playing kingmaker since he had one last ship to attack with and the opportunity to attack any of us with it... deciding the winner in the process (Shemp).
Labels:
Battlestar Galactica CCG,
Card Games,
Session,
Taj Mahal
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