An unusually abstract theme for Kozure this week: Degrees of randomness.
We played three games for the first time: Sid Sackson's "Can't Stop", Cheap Ass Games' "U.S. Patent #1" and Stefan Dorra's "Intrige". Each game is progressively less random than the last.
Can't Stop is a simple game which I would describe as "Yahtzee" Level fun. It's very random, but enjoyable for what it is. The theme is pasted on, but it ostensibly involves climbers going up a mountain. The first to reach the top of three peaks wins. The reality is that the game shows a spread of numbers from 2 to 12, distributed roughly (or exactly?) in columns according to the odds of rolling them (there are three 2s and 12s, four 3s and 11s, etc). On your turn, you roll 4 dice and pair them up into two totals and place a marker on those two numbers. You have a total of three markers to place... and therefore three numbers which can be advanced each turn. You can roll as often as you want, but if you ever roll the dice and wind up with a combination which doesn't let you advance a marker... you lose all your progress so far. Knowing when to pull out is the heart of the game (because when you pull out, you get to fix your markers at that spot on the column)
Most of us spent a few rounds pushing our luck too far and staying right at the bottom of the mountain for longer than we should have. Afterwards, we were more reasonable and the race was fairly close. Kozure did have the lead for much of the game, and in the end he won handily. A fun, light game.
Next up was U.S. Patent #1. The crux of this one is that players represent inventors who have created a machine for time travel, and they are racing through time to go back to the U.S. Patent office in order to file the very first patent ever (before the other players can). I won't get into the specifics of the mechanics, but essentially, each player has a Time Machine in need of 4 parts: A power source, a chassis, a weapon and a shield (... because clearly every time machine should have a weapon and a shield...). Once a player has that, he/she can go to the patent office in the 19th century and take a ticket to stand in line and wait to be called by the clerk (in plain english: when you get there, roll the dice. The result is the number of turns you have to wait to submit your patent). During the course of the game, players hop from one time period to another, stealing items from laboratories and buying items found at markets (in order to equip their time machines). Along the way, players can attack each others with their unholy contraptions in order to slow each other's progress.
As the theme prescribed, this is a game which has a healthy dose of randomness, but it also involves a certain amount of decision making and players can somewhat determine their fate. As with most Cheap Ass games, the idea is humourous, the gameplay is humorous, the components are cheap and the game play is so-so. I didn't feel that this one worked terribly well on a "mechanics" level, and it didn't seem to be as effective at being humorous either. The rest of the group liked this one better than I did, but I felt that there was a certain pointlessness to the whole thing. Not bad, but not great.
I spent too much time combing the libraries looking for the chassis which matched the huge power supply I scored by accident early in the game (it's not necessary to match them, but there are bonuses if you do so). Meanwhile, Luch and Shemp built less expensive Time Machines out of missmatched parts and headed for the patent office. I made a few attempts to stop the leaders with my big gun (which can shoot forward in time to disable vehicle upgrades), but failed. In the end, Luch made it first and wasn't seriously challenged... winning with Shemp hot on his heels.
Last up was Intrige. There is NO luck in this game, aside from what the players personalities and choices bring to it. I was looking forward to this one, because the rules and reputation suggested a deceptively simple game which could result in a strange and potentially harrowing experience... and it delivered. The rules are short and sweet: You have 8 relatives looking for work (4 professions, 2 relatives in each profession). you also have 4 jobs available for other player's relatives to fill. Since there are half as many jobs as there are relatives, many will be out of luck. On a player's turn, there are three phases: First, he collects income for any positions his relatives hold. The second phase is where it gets interesting... If there are any of the other player's relatives at his company looking for work, he must decide who to employ, and who to send to prison (prison= out of the game). In order to sway his decision, the other players involved can make compliments, promise future consideration, make threats, etc... and then finally, in turn order, those players make a bribe to the player. The acting player then TAKES ALL THE MONEY, and makes his decision. The decision regarding who to employ is COMPLETELY UP TO THE PLAYER. He is not bound by the player who made the biggest bribe, cut the best deal or offered the most compelling promises. He is not bound by anything he said during the negotiations. It's kinda evil, in fact. For the record, there are a couple of rules dictating that no two relatives of one profession can exist at each company (spurring yet more bribes and threats)and that a player HAS to offer a position if it's available and not contested. In the third phase, the player simply sends two of his remaining relatives to other player's companies. At the end of five rounds of placing relatives, collecting cash and resolving the hiring of employees, a final round of income takes place and the game ends. Most money wins.
Wow. What an interesting game. This is a very pure game of diplomacy and cut throat treachery. For this reason, I think this would be a definitive "Love or Hate" game, because many people would take this stuff personally and wind up hurt. If you can take your knife in the back and smile, then this game is for you. You have to pick up on the subtleties of each player's personality, read how current events can shape future ones and bribe players/ strategise the order of deployment of your relatives to suit. In our first session, Shemp and I made an early alliance which proved mutually lucrative, distancing ourselves from Luch and Kozure. About halfway through the game, Shemp kicked me out in favour of the others and I did the same. Kozure climbed back on top (by being the "Least hated" and therefore winding up with a lot of high positions). He made a PILE of money on the last few turns, while Shemp made very little and I made a medium amount. When the dollars were counted, my early winnings carried me through and I came in first by a few dollars. In the second game, Kozure and I started out down a similar path of mutual back-scratching that had helped me and Shemp in the first game. I planted my daggar firmly in Kozure's back just before his third turn, having made two rounds of high earnings, so that he wouldn't get the benefit of his second round of cash (I kicked him out of two positions on my board). My hopes of a second alliance with Shemp after that were shafted since he percieved me as the early leader and routinely passed me over for positions. I couldn't successfully repair relations with Kozure, and Luch had a firm alliance with Shemp, so I again had a poor showing in the second half. Shemp won the game with a convincing lead.
I thought about this one for several days after the fact.
Can't Stop: 7
U.S. Patent #1: 5
Intrige: 9
Showing posts with label U.S. Patent #1. Show all posts
Showing posts with label U.S. Patent #1. Show all posts
Friday, September 09, 2005
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