We gathered this week, visited once more by our friend JayWowser from California, for an ambitious attempt at playing both a "long" course of Robo-Rally and a session of Arkham Horror. Turns out, we were too ambitious, but just by a little.
This was JayWowser's first go at RoboRally. We had five players, and we chose a 2 board scenario from the "beginner's" courses. I have to hand it to the course designers in the new edition... the two we've tried so far have been real winners. The length is well represented in the description, the courses encourage good interaction and keeps leaders in check by forcing "double backs" in most (all?) cases.
We played with my "Pirate's Cove" variant. I have always felt that this game penalizes the players that are behind too harshly (they go back to their last save point AND start with damage!). It's hard enough to come back from a death and stay in the race, why make it harder? In this variant, players who suffer a setback are given a chance to bounce back by being given the option to come at full health or take two damage and draw an "option" card (similar to Pirate Cove's rules, giving pirates a choice of option cards when they are beaten in battle). I'll probably post this to BGG eventually.
I made a bee line towards the first flag and got there largely unopposed. In contrast, the other four were battling it out from the start. Kozure made a habit out of zapping Jaywowser. Meanwhile, Shemp took a few too many rides on the looped conveyor belts. I had made it to the 2nd flag as all hell broke loose at the first one. JayWowser, heavily damaged and with several locked registers, along with an otherwise healthy Kozure, was sent flying off the board by a charging Luch (Kozure almost immediately went over again). As I made my end run across the board back to the final flag, Shemp decided to give up the race and focus on taking me out. Kozure was terminally stuck in the crossfire of too many robots, and was eliminated from the game. Meanwhile, JayWowser and Luch headed for flag 2... holding out hope that Shemp would screw me over. I got shot up good on the way to the final flag, well enough to lock 3 of my registers before I could reach it. I tried valiantly to get there anyway, and I did make it to within one space twice, but I was never able to make it work. JayWowser snuck down the middle and claimed the victory as Luch was destroyed by Shemp close to the final flag.
All in all, a very chaotic and exciting race (well, maybe not exciting for Kozure). I really enjoy this game.
Next up was Arkham Horror. The guys had hyped this up for me, and my brief solo game seemed very intriguing, so I was looking forward to trying it out. We started at 8pm, giving us 3 hours for the game (assuming we finished up at our regular time). 4.5 hours later, we still hadn't finished, so we called it a night!
Our group was a solid mix of brains and brawn. All in all, I never really felt like we were in serious danger of failing (of course, Shemp as our own personal army clearing the streets, all the healing abilities we could ask for, and a well timed visit from the feds, helped a lot in this regard). When we quit, we were very close to successfully sealing all the gates we needed, so we packed up confident we would have won.
My reaction to the game itself is mixed. On one hand, there is a large number of very cool concepts and mechanics in the game. I appreciate the sheer variety of "stuff" it offers (characters, monsters, equipment, Great Old Ones, etc). I feel like there was an honest effort to capture a huge amount of the flavour of the mythos (the stories, the rpg, etc). But in the end... there is too much. A serious amount of editing should have taken place.
A (very) brief synopsis:
Each player takes on the role of an investigator from a particular walk of life (psychologist, student, doctor, private eye, etc). Each has different strengths and weaknesses. A Great Old One is randomly selected as the evil which is about to awake, and the game begins. Each turn, "mythos" events occur, clues are discovered around town and portals open up in unstable locations on the board (spitting out monsters in the process). It is up to the players to seal these "gates" before too many open, awakening the sleeping evil... (the bulk of the game involves working toghether to roam the streets, collect items and "clues", fighting creatures and sealing gates. They can win by sealing them all, but if the condition is met for the Great Old One to awaken before they can do that, everything stops and the group must collectively fights it).
What I liked:
There is a clever character stat system which allows players to adjust their skills every round, but every time they raise something, something else gets lowered (such as raising your "speed" reduces your "sneak"). It's a very elegant little touch which gives good flexibility to the characters to adapt to situations in a way that is balanced and simple. The monster movement system is also interesting; routes in black and/or white are traced on the board. Every time monster movement occurs, creature's who's symbols are called that turn move along the track they have been assigned to (ex: All "Star" cleatures move along the white path). It's a bit cumbursome to scan every creature each round for the symbols, but it's an original way to have a multitude of creatures move in an unpredictable way (and better than just rolling dice for all of them). Each location has a deck of cards which determine the types of encounters which will happen there (it's a little overwhelming to see all the decks of cards, and it doesn't result in as much variety of events as you'd expect, but it's a nice idea nonetheless). The whole "upkeep","Move/fight","Location Encounters","Mythos Event" systems works pretty well, despite some confusion regarding WHEN combats actually occur in certain circumstances, and despite the poor layout of the mythos cards themselves. Finally, I like the dynamics of gate opening: Each mythos card calls for a new gate in a location on the board. If it already has a gate, all open gates spit out monsters. If a gate has already been sealed there, the players are spared. This system accomplishes many things with simple and logical mechanics.
What I don't like:
The biggest problem is that the game is fairly long, but it feels like it should be going faster. The issue, in my mind, is that on top of the core rules there are a myriad of other, tiny rules which are individually simple and add flavour, but collectively just feel cumbursome. The "doom" counters (I think that's what they were called), which track the slow awakening of the Great Old One, kept getting forgotten. Money is bordeline unecessary. The terror level is an interesting concept (with residents of town and shops closing as it rises), but it doesn't add enough to be included. The creature "overflow" area is similar, unecessary clutter. Between the modifiers to the game from the Great Old One, the 3 types of Mythos cards, the character abilities and the myriad equipment and spells... it's hard to really be sure to apply all modifiers at a given time. While the "Sky" space adds an interesting element, "Lost in Time and Space" seems like a kludge solution to a problem they couldn't solve. There is a lot more, but the last one I'll mention is that the creatures have two flaws which bothered me: 1) the colour coding for special movement should have been replaced with text on the card (in fact, in some cases there is both!). 2) The double sided tokens meant that we were constantly flipping to see how hard something was to kill, how hard it was to sneak past, what symbol it was for movement purposes, etc.
In short: Simplify! Consolidate!
The fact that no one can agree on how some rules work is clearly a problem. The fact that the climax of the game, the encounter with the Great Old One, is one such situation, is pretty awful. I haven't yet had such an encounter, but considering that I don't understand how "fighting" such powerful creatures is in the spirit of the mythos, I'd probably like to see the whole process eliminated or re-worked.
It would be interesting to see if the game would work like this:
1) No money (simple draw three, choose 1 mechanic at the shops instead)
2) no blessings or curses
3) No terror level/ Overflow stack
4) Eliminate the trip to the outer planes. When a player wants to seal a gate, draw and resolve 1 card of the appropriate plane. If he/she survives, try to seal the gate immediately (or possibly the next turn)
5) Agree that combat always takes place in the movement phase, no matter what.
6) The Great Old One chosen determines the special conditions of the game (as usual), but if it awakens, the game ends. (B.T.W. An idea for a better way of keeping track of the doom track: Count out a # of gate markers equal the length of the doom track and return the others to the box. When the last one is placed, the Great Old One awakens and the game is over. When an Elder sign seals a gate, return it to the bottom of the stack. I haven't tested it, but it seems like it would work)
A few items that could have simplified the game, but couldn't be done now without going back to the drawing board:
1)Reduce the equipment cards to one stack (combining spells, unique items and common items).
2)Possibly eliminate the location card stacks (and go with a simpler streets=nothing, locations=printed text at the location, Mythos card=game events). Some of the flavour would be lost, but it would dramatically improve the pace of the game.
Summary: A VERY ambitious game. Succeeds in many ways, but fails in just as many. I enjoyed myself as always, but I don't think I'll be requesting it in the future.
Rating: 6
Thursday, September 29, 2005
Sunday, September 25, 2005
I Made a Math!
Luch's fancy this week were Puerto Rico and Princes of Florence, two excellent games (in my opinion). Sonja was playing with us again, and trying Puerto Rico out for the first time. Sadly, Kozure couldn't make it!
First things first: We decided to come clean about some of the mistitled roles in Puerto Rico. The Mayor? Since when is it a mayor's role to take "workers" off a boat and give them work. The "workers"... well that's pretty sketchy too. The theme of this game is pretty tasteless, but luckily it's a good game anyway! I had taught Sonja briefly before playing... so she wasn't going in completely blind. Luch and I were racing with the same strategy, harbor and wharf, but I managed to win. I tend to gravitate towards that style of play every game (Buy a market and coffee or tobacco early for income). Speaking of strategy tendencies... we talked a little about the fact that in every game we've played, Shemp has built a warehouse, and I've NEVER built one... kind of odd. I think Sonja liked it well enough, but I don't think she'll run out and buy it.
Next up was Princes of Florence. Shemp likes this game but historically does very poorly with it (last in every case, in fact). I encouraged him to play against his instincts, to see if that would help.... I'm not sure if that's what he actually did, but SOMETHING worked, because he would have won (!) the game if not for a bidding war with Luch on the last round (which he lost due to lack of funds, messing up his plan). His loss was my gain, as I narrowly snatched the victory. We had a good laugh as Sonja exclaimed she "Made a Math" as she completed a work.
This was my first time really going after the jesters (I don't think I've ever bought more than 1 per game before). The verdict? Of course, the experts are correct... they are really quite powerful. Suddenly, all the turn minimum became very easy to meet (I had 3). Still, Shemp's end run made it clear to me that the game has many avenues of strategy which can work, and the key to winning is open to any of them.
Does this change Shemp's opinion of the game? Sonja's? Both commented on the down time between turns, which can definitely be an issue when players aren't snappy. But it's a worthwhile experience in my mind, hope others agree (so I can keep playing it!)
Lastly, we played a couple of rounds of Sonja's favorite game: For Sale! This is a very simple and quick game which involves bidding on properties over several rounds in phase 1, and then selling them to prospective buyers in round 2. In my opinion, this game is excellent filler. It's fast and fun, and everyone is involved at all times until the end. There is a good balance of luck and strategy, which keeps everyone in the running but gives an edge to the player who puts his (her) mind to it. Although this feels similar in weight to High Society, I give this one the edge in the fun factor. Hmmm, I might have to get it eventually.
First things first: We decided to come clean about some of the mistitled roles in Puerto Rico. The Mayor? Since when is it a mayor's role to take "workers" off a boat and give them work. The "workers"... well that's pretty sketchy too. The theme of this game is pretty tasteless, but luckily it's a good game anyway! I had taught Sonja briefly before playing... so she wasn't going in completely blind. Luch and I were racing with the same strategy, harbor and wharf, but I managed to win. I tend to gravitate towards that style of play every game (Buy a market and coffee or tobacco early for income). Speaking of strategy tendencies... we talked a little about the fact that in every game we've played, Shemp has built a warehouse, and I've NEVER built one... kind of odd. I think Sonja liked it well enough, but I don't think she'll run out and buy it.
Next up was Princes of Florence. Shemp likes this game but historically does very poorly with it (last in every case, in fact). I encouraged him to play against his instincts, to see if that would help.... I'm not sure if that's what he actually did, but SOMETHING worked, because he would have won (!) the game if not for a bidding war with Luch on the last round (which he lost due to lack of funds, messing up his plan). His loss was my gain, as I narrowly snatched the victory. We had a good laugh as Sonja exclaimed she "Made a Math" as she completed a work.
This was my first time really going after the jesters (I don't think I've ever bought more than 1 per game before). The verdict? Of course, the experts are correct... they are really quite powerful. Suddenly, all the turn minimum became very easy to meet (I had 3). Still, Shemp's end run made it clear to me that the game has many avenues of strategy which can work, and the key to winning is open to any of them.
Does this change Shemp's opinion of the game? Sonja's? Both commented on the down time between turns, which can definitely be an issue when players aren't snappy. But it's a worthwhile experience in my mind, hope others agree (so I can keep playing it!)
Lastly, we played a couple of rounds of Sonja's favorite game: For Sale! This is a very simple and quick game which involves bidding on properties over several rounds in phase 1, and then selling them to prospective buyers in round 2. In my opinion, this game is excellent filler. It's fast and fun, and everyone is involved at all times until the end. There is a good balance of luck and strategy, which keeps everyone in the running but gives an edge to the player who puts his (her) mind to it. Although this feels similar in weight to High Society, I give this one the edge in the fun factor. Hmmm, I might have to get it eventually.
Labels:
For Sale,
Princes of Florence,
Puerto Rico,
Session
Friday, September 09, 2005
Random, Semi-Random and Un-Random (?)
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
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
Wednesday, September 07, 2005
WAGS + Cards = Old School FUN!
We had a surprise request from Tili last week: Let's play cards. Not fancy Shmancy designer card games. Cards.
Always happy to indulge a craving, we gathered around the table for an evening of Hearts and Poker!
With 5 players, the character of Hearts changes a bit. It's very hard to shoot the moon, so it was rarely attempted (and never accomplished). Still, it was a fun bit of nostalgia (I used to play this a lot in high school).
Next up was Poker. We played for fun (Read: not for money) and took turns calling the game. While the others were mostly content calling standard poker variations (from the standard: This is how many cards you get, this is what's wild and this is how many times you get to drop cards to the fancier pre-set variations such as "Samurai" and "The King and his children" (I don't think I remembered that title quite right)). I did my best to come up with new, "exciting" and "original" variations such as "Squeeze the Weasel" and "Secrets of the Dead". Please note that the fact that the established variations worked much better than my homebrews is irrelevant. IRRELEVANT. We finished the night off with a few rounds of Texas Hold'em.
I love playing cards... I grew up playing 500, Kanasta, Hearts, Asshole, etc. Poker is not a game I have played very much, but it was a fun way to spend an evening. Texas Hold'Em, though, I just don't "get". To me, it just isn't very fun... I honestly don't understand how this became such a rage. They've eliminated card playing and replaced it with limited bluffing (the other versions have both... a much more interesting combination in my mind).
All in all, I had a great time. Tili should suggest games more often!
Always happy to indulge a craving, we gathered around the table for an evening of Hearts and Poker!
With 5 players, the character of Hearts changes a bit. It's very hard to shoot the moon, so it was rarely attempted (and never accomplished). Still, it was a fun bit of nostalgia (I used to play this a lot in high school).
Next up was Poker. We played for fun (Read: not for money) and took turns calling the game. While the others were mostly content calling standard poker variations (from the standard: This is how many cards you get, this is what's wild and this is how many times you get to drop cards to the fancier pre-set variations such as "Samurai" and "The King and his children" (I don't think I remembered that title quite right)). I did my best to come up with new, "exciting" and "original" variations such as "Squeeze the Weasel" and "Secrets of the Dead". Please note that the fact that the established variations worked much better than my homebrews is irrelevant. IRRELEVANT. We finished the night off with a few rounds of Texas Hold'em.
I love playing cards... I grew up playing 500, Kanasta, Hearts, Asshole, etc. Poker is not a game I have played very much, but it was a fun way to spend an evening. Texas Hold'Em, though, I just don't "get". To me, it just isn't very fun... I honestly don't understand how this became such a rage. They've eliminated card playing and replaced it with limited bluffing (the other versions have both... a much more interesting combination in my mind).
All in all, I had a great time. Tili should suggest games more often!
Friday, August 26, 2005
Shadows Over The Castillo
Well, no fancy first-person narratives this time, just straight reporting.
We were joined by the lovely and talented Sonja this week, who proved to be both an able teammate in Shadows Over Camelot and a cagey competitor in El Grande. Everyone seemed to get along famously and we're hoping she can join us again in the future.
Shadows Over Camelot began the evening. We have played and discussed the game here on the blog before, so I won't get into details about mechanics or components. SoC remains a somewhat so-so game for me, though I do look forward to playing it when it is brought out. I say "so-so" because I can't help feeling that the challenges are too many and the sense of accomplishment too little - much less than LotR. I enjoy SoC slightly more than LotR, but for different reasons.
This time, with five players, we thought that there might be the chance to accomplish more. We actually did, losing only 7 black swords to 5 white, and two of those black swords were flipped over white swords by the traitor, who managed to remain (mostly) undetected throughout the game. More on that later.
With all of us, including Sonja, knowing pretty much what had to be done, there was a lot more table talk about where to go and how to assign people. Also, people took more time to make sure they used their special powers effectively. Sonja was Sir Palomedes, Shemp was King Arthur, Hapi was Sir Kay, I was sir Percival. I believe Easy was Sir Gawain. Due to some cognitive dissonance, some of us kept moving the knight that was their traditional colour, but after a few rounds, we got straightened out.
I went immediately to the Black Knight quest, while Hapi beelined for the Grail, Shemp to Excalibur and Easy stuck around in the castle to draw extra cards.
We made a good dent in the grail quest early through a combination of removing desolation and despair cards with Merlin cards. We might have won it earlier but for a string of despair and desolation cards which seemed to come up in rapid succession. I managed to pull off the Black Knight joust, winning handily. Shemp attempted the Excalibur quest, but hadn't made much progress when he flipped over to the grail quest. We were slapped with a Mists of Avalon card and voted against stopping it (we would regret that later). I had moved over to the Saxon invasion while the rest alternated between the Picts and the Grail. Sonja and I fought off the Picts, and the others won the Grail quest with some teamwork, but in the meantime, the catapults were piling up and the Lancelot quest was lost. Someone (Hapi, I believe) had played the heroism card on the Grail quest, so we earned a whopping four white swords from its completion.
Around this time, Sonja played a card which she misread as revealing the traitor. In actuality, it said "reveal yourself if you ARE the traitor". Unfortunately, this caused Shemp to begin turning over his card. When someone pointed out that the card didn't say to reveal the traitor, Shemp quickly flipped his card face-down again. Sonja and Hapi missed this subtle hand motion, but both Easy and I noticed his slip. However, as this was an error, both of us decided independently to proceed as if we didn't know who the traitor was, though certainly we scruntinized Shemp's moves from then on for any excuse to believe that he was the traitor. Unfortunately Shemp was a cunning enough foe that neither of us felt that his actions were traitorous enough to warrant an accusation for the rest of the game.
Ignoring this accidental revelation, we continued playing, fighting off the Pict invasion and starting the Dragon Quest while simultaneously killing catapults. We were actually up to seven white swords and four black when a failed quest caused another black to be placed, ending the game. Because Shemp had gone undiscovered, two of our seven white swords were flipped to black.
In the end, the tally was 4 white swords for succeeding at the grail quest with heroism; 1 sword each for the Black Knight, Pict and Saxon Quests. (7 white)
Black swords came from failing the lancelot quest (2 black, due to "mists") and the Excalibur quest (2 or 3 black?). I can't remember which quest was failed that earned us the final game-ending black sword.
Once again, this game is challenging, but it's apparent that it's not all luck. Luck IS a major factor, but good teamwork, experience and skillful gameplay can help to mitigate. One thing that did happen this game is that poor Hapi got stuck on the grail quest for a major portion of the game - he was basically doing the same thing over and over every turn. Easy mentioned that this is an occasional complaint about the game in general.
El Grande with five players is also challenging - and a little too slow for my liking, but not bad. Sonja did excellently in picking up the game quickly and catching on to the ebb and flow of caballero placement. I managed to alter my strategy from a wargame-based "take and hold territory" strategy to the more sucessful "fluid placement and grab points whereever and whenever you can" strategy. This approach was much more successful for me this time, and I managed to earn first place as a result. All of our scores were higher than usual, which is promising, since I believe the tendency is to get lower scores with more players. Sonja finished with a respectable score, even more respectable for the fact that this was her first time playing, in a five-player game, with relatively experienced players, no less.
A very enjoyable evening, made even more enjoyable by a new and friendly face in the form of Sonja. (And everyone loves the Castillo).
We were joined by the lovely and talented Sonja this week, who proved to be both an able teammate in Shadows Over Camelot and a cagey competitor in El Grande. Everyone seemed to get along famously and we're hoping she can join us again in the future.
Shadows Over Camelot began the evening. We have played and discussed the game here on the blog before, so I won't get into details about mechanics or components. SoC remains a somewhat so-so game for me, though I do look forward to playing it when it is brought out. I say "so-so" because I can't help feeling that the challenges are too many and the sense of accomplishment too little - much less than LotR. I enjoy SoC slightly more than LotR, but for different reasons.
This time, with five players, we thought that there might be the chance to accomplish more. We actually did, losing only 7 black swords to 5 white, and two of those black swords were flipped over white swords by the traitor, who managed to remain (mostly) undetected throughout the game. More on that later.
With all of us, including Sonja, knowing pretty much what had to be done, there was a lot more table talk about where to go and how to assign people. Also, people took more time to make sure they used their special powers effectively. Sonja was Sir Palomedes, Shemp was King Arthur, Hapi was Sir Kay, I was sir Percival. I believe Easy was Sir Gawain. Due to some cognitive dissonance, some of us kept moving the knight that was their traditional colour, but after a few rounds, we got straightened out.
I went immediately to the Black Knight quest, while Hapi beelined for the Grail, Shemp to Excalibur and Easy stuck around in the castle to draw extra cards.
We made a good dent in the grail quest early through a combination of removing desolation and despair cards with Merlin cards. We might have won it earlier but for a string of despair and desolation cards which seemed to come up in rapid succession. I managed to pull off the Black Knight joust, winning handily. Shemp attempted the Excalibur quest, but hadn't made much progress when he flipped over to the grail quest. We were slapped with a Mists of Avalon card and voted against stopping it (we would regret that later). I had moved over to the Saxon invasion while the rest alternated between the Picts and the Grail. Sonja and I fought off the Picts, and the others won the Grail quest with some teamwork, but in the meantime, the catapults were piling up and the Lancelot quest was lost. Someone (Hapi, I believe) had played the heroism card on the Grail quest, so we earned a whopping four white swords from its completion.
Around this time, Sonja played a card which she misread as revealing the traitor. In actuality, it said "reveal yourself if you ARE the traitor". Unfortunately, this caused Shemp to begin turning over his card. When someone pointed out that the card didn't say to reveal the traitor, Shemp quickly flipped his card face-down again. Sonja and Hapi missed this subtle hand motion, but both Easy and I noticed his slip. However, as this was an error, both of us decided independently to proceed as if we didn't know who the traitor was, though certainly we scruntinized Shemp's moves from then on for any excuse to believe that he was the traitor. Unfortunately Shemp was a cunning enough foe that neither of us felt that his actions were traitorous enough to warrant an accusation for the rest of the game.
Ignoring this accidental revelation, we continued playing, fighting off the Pict invasion and starting the Dragon Quest while simultaneously killing catapults. We were actually up to seven white swords and four black when a failed quest caused another black to be placed, ending the game. Because Shemp had gone undiscovered, two of our seven white swords were flipped to black.
In the end, the tally was 4 white swords for succeeding at the grail quest with heroism; 1 sword each for the Black Knight, Pict and Saxon Quests. (7 white)
Black swords came from failing the lancelot quest (2 black, due to "mists") and the Excalibur quest (2 or 3 black?). I can't remember which quest was failed that earned us the final game-ending black sword.
Once again, this game is challenging, but it's apparent that it's not all luck. Luck IS a major factor, but good teamwork, experience and skillful gameplay can help to mitigate. One thing that did happen this game is that poor Hapi got stuck on the grail quest for a major portion of the game - he was basically doing the same thing over and over every turn. Easy mentioned that this is an occasional complaint about the game in general.
El Grande with five players is also challenging - and a little too slow for my liking, but not bad. Sonja did excellently in picking up the game quickly and catching on to the ebb and flow of caballero placement. I managed to alter my strategy from a wargame-based "take and hold territory" strategy to the more sucessful "fluid placement and grab points whereever and whenever you can" strategy. This approach was much more successful for me this time, and I managed to earn first place as a result. All of our scores were higher than usual, which is promising, since I believe the tendency is to get lower scores with more players. Sonja finished with a respectable score, even more respectable for the fact that this was her first time playing, in a five-player game, with relatively experienced players, no less.
A very enjoyable evening, made even more enjoyable by a new and friendly face in the form of Sonja. (And everyone loves the Castillo).
Friday, August 19, 2005
Microwave Popcorn
I tried to come up with a theme for this Wednesday, but couldn't. The closest I came to a common thread between this week's games was during my thoughts on food for the evening, and it occured to me that microwaved popcorn nicely tied together RoboRally and Power Grid . Couldn't get Colossal Arena to fit, though.
I broke out my somewhat recently aquired RoboRally (the re-release by Avalon Hill). We had all played with the earlier version before, so I was curious how they would compare. I'm going to assume that anyone reading this already knows how to play the game, and focus on the changes which have been made. To put it succinctly, they went for quantity, not quality. The new box has all sorts of counters (life tokens, damage counters, power down tokens), bits (plastic robots, plastic flag markers, players mats, timer) and boards (4 double sided boars + 1 double sided starter board). None of it, however, is up to the quality standards of the original. The robots are squat, largely undifferentiated plastic figures which are painted to look like pewter. The boards are thick, but do not match the originals in heft and quality of finish. I don't want to be too harsh, however, because some of the additional stuff is pretty good. The plastic flags are quite nice because they do not obscure what is beneath them. The player mats are a nice idea (although they could have been MUCH smaller), and the timer is a welcome addition. The biggest change, rules and component wise, are the starter boards. Gone are "virtual robots", the kludgy mechanic which made robots indestructible for a turn as they scrambled away from the start position. Now, every 'bot gets it's own start spot on the new 1/3rd sized board and it's off to the races. I also want to mention what is probably my favorite part of the new release... the revamped course guide. There are now LOTS of layouts to choose from, categorized by difficulty and length (many with interesting variations, such as capture the flag, team play, moving flags, etc).
I chose a single board expert course described as "short" called "Raid the Vault" (I think). On my very first turn, I completely missprogrammed my robot (because I thought I was a different robot on another starting space). Basically, I flew right into a pit... That was the start of a very "interactive" race, which saw us interfering with each others' plans more often than not (and since we were making efforts to play quickly, we fairly often made mistakes on our own). In short, it was exactly what RoboRally should be: Chaotic and unpredictable. I died again on the second or third round (pushed by another robot off track, and spent several turns sitting in front of Luch's lasers until I killed myself to start fresh with my last life). Despite this, I successfully caught up to Kozure, the leader, and managed to make it to the end first for the improbable win!
We followed with Power Grid. The game started quite oddly with quite a few large power plants making it out very early. This had the effect of stalling the regular process of the "future" power plants making their way into the "present" market because every new plant we would draw was lower than those to come (and yes, we did remember to get rid of the highest one each round). I started strong with control of northern Germany (kozure, Shemp and Luch divied up the south), and a lead in powered cities, which gave me the cash to buy up some of the expensive plants early. Thinking that I could safely wait until later on to develop the rest of the north, I started hoarding cash so that i could make a charge south once step 2 came along... however two things messed up my plans: 1) Kozure made a daring push through my 2 city thick barrier to the north, and started gobbling up my cities and 2) My ranking as first bit me, because Luch had the same plan to charge the south of Germany once step two came around... since he was last he acted first and bought up ALL the cities I planned to take with his hoard of cash. i tried to learn from my mistakes and purposefully fell to last place in the ranking by not building for several turns. I thought of a plan: My early aquisitions of big power plants mean that I had capacity to power a large number of cities (14), while the stalled power plant market meant that even late in the game the other players still had small plants. I decided to hoard cash and wait for step 3, then buy up all remaining cities i needed to finish the game (9 of them) before the rest bought enough power plant capacity to power more than me. Amazingly, it worked! I ended the game before anyone suspected it was close to finishing (I think).
All this, and we still had time for a game of Colossal Arena. I hadn't played before, but I had heard very good things from my fellow WAGSters (who had played it on a few occasions when I couldn't make it). The game, on the surface, is very simple. 9 creatures (from a pool of 12) are layed out side by side, and the story is that they are fighting in an arena. On your turn, you MAY place a bet on a creature and you HAVE TO play a card numbered 1 to 10 on any of the creatures (not necesarily the one you bet on). Once all the creatures have a numbered card, the round ends and the one with the lowest value is "killed". Therefore, you bet on the ones you think/ hope will make it to the end of the 5 rounds of combat (bets in ealrier rounds are worth more), and you play numbered cards to boost the ones you want to survive or weaken the ones others have bet on. It's a tough decision, though, because you can only play one card each turn. The game is complicated somewhat because each creature has a power which can be activated by the player with the biggest bet riding on it. I didn't really get comfortable enough to benefit from the powers, but I'm sure that in the long run they should add some additional strategic depth to the combat.
The game started out normally (I assume). Kozure went long on two creatures by using two of his 5 bets in the first round. The third round seemed to go on forever, as players opted to save the creatures they invested in rather than attack and finish the round. With so much of the deck spent, the game ended when the last card was drawn. After the dust settled, I tied Kozure for points, but he won on the secondary win conditions.
I thought it had the potential to be a very good game. I was a little shell-shocked on this play because I tried to absorb the creature powers right away, and i don't think it was necessary. I definitely look forward to more plays, though! It's amazing what knizia does with the numbers 1 through 10!!! (High Society, Lost Cities, etc)
2 wins and a virtual tie. Not a bad night! (though we never did microwave any popcorn)
Colossal Arena: 7
I broke out my somewhat recently aquired RoboRally (the re-release by Avalon Hill). We had all played with the earlier version before, so I was curious how they would compare. I'm going to assume that anyone reading this already knows how to play the game, and focus on the changes which have been made. To put it succinctly, they went for quantity, not quality. The new box has all sorts of counters (life tokens, damage counters, power down tokens), bits (plastic robots, plastic flag markers, players mats, timer) and boards (4 double sided boars + 1 double sided starter board). None of it, however, is up to the quality standards of the original. The robots are squat, largely undifferentiated plastic figures which are painted to look like pewter. The boards are thick, but do not match the originals in heft and quality of finish. I don't want to be too harsh, however, because some of the additional stuff is pretty good. The plastic flags are quite nice because they do not obscure what is beneath them. The player mats are a nice idea (although they could have been MUCH smaller), and the timer is a welcome addition. The biggest change, rules and component wise, are the starter boards. Gone are "virtual robots", the kludgy mechanic which made robots indestructible for a turn as they scrambled away from the start position. Now, every 'bot gets it's own start spot on the new 1/3rd sized board and it's off to the races. I also want to mention what is probably my favorite part of the new release... the revamped course guide. There are now LOTS of layouts to choose from, categorized by difficulty and length (many with interesting variations, such as capture the flag, team play, moving flags, etc).
I chose a single board expert course described as "short" called "Raid the Vault" (I think). On my very first turn, I completely missprogrammed my robot (because I thought I was a different robot on another starting space). Basically, I flew right into a pit... That was the start of a very "interactive" race, which saw us interfering with each others' plans more often than not (and since we were making efforts to play quickly, we fairly often made mistakes on our own). In short, it was exactly what RoboRally should be: Chaotic and unpredictable. I died again on the second or third round (pushed by another robot off track, and spent several turns sitting in front of Luch's lasers until I killed myself to start fresh with my last life). Despite this, I successfully caught up to Kozure, the leader, and managed to make it to the end first for the improbable win!
We followed with Power Grid. The game started quite oddly with quite a few large power plants making it out very early. This had the effect of stalling the regular process of the "future" power plants making their way into the "present" market because every new plant we would draw was lower than those to come (and yes, we did remember to get rid of the highest one each round). I started strong with control of northern Germany (kozure, Shemp and Luch divied up the south), and a lead in powered cities, which gave me the cash to buy up some of the expensive plants early. Thinking that I could safely wait until later on to develop the rest of the north, I started hoarding cash so that i could make a charge south once step 2 came along... however two things messed up my plans: 1) Kozure made a daring push through my 2 city thick barrier to the north, and started gobbling up my cities and 2) My ranking as first bit me, because Luch had the same plan to charge the south of Germany once step two came around... since he was last he acted first and bought up ALL the cities I planned to take with his hoard of cash. i tried to learn from my mistakes and purposefully fell to last place in the ranking by not building for several turns. I thought of a plan: My early aquisitions of big power plants mean that I had capacity to power a large number of cities (14), while the stalled power plant market meant that even late in the game the other players still had small plants. I decided to hoard cash and wait for step 3, then buy up all remaining cities i needed to finish the game (9 of them) before the rest bought enough power plant capacity to power more than me. Amazingly, it worked! I ended the game before anyone suspected it was close to finishing (I think).
All this, and we still had time for a game of Colossal Arena. I hadn't played before, but I had heard very good things from my fellow WAGSters (who had played it on a few occasions when I couldn't make it). The game, on the surface, is very simple. 9 creatures (from a pool of 12) are layed out side by side, and the story is that they are fighting in an arena. On your turn, you MAY place a bet on a creature and you HAVE TO play a card numbered 1 to 10 on any of the creatures (not necesarily the one you bet on). Once all the creatures have a numbered card, the round ends and the one with the lowest value is "killed". Therefore, you bet on the ones you think/ hope will make it to the end of the 5 rounds of combat (bets in ealrier rounds are worth more), and you play numbered cards to boost the ones you want to survive or weaken the ones others have bet on. It's a tough decision, though, because you can only play one card each turn. The game is complicated somewhat because each creature has a power which can be activated by the player with the biggest bet riding on it. I didn't really get comfortable enough to benefit from the powers, but I'm sure that in the long run they should add some additional strategic depth to the combat.
The game started out normally (I assume). Kozure went long on two creatures by using two of his 5 bets in the first round. The third round seemed to go on forever, as players opted to save the creatures they invested in rather than attack and finish the round. With so much of the deck spent, the game ended when the last card was drawn. After the dust settled, I tied Kozure for points, but he won on the secondary win conditions.
I thought it had the potential to be a very good game. I was a little shell-shocked on this play because I tried to absorb the creature powers right away, and i don't think it was necessary. I definitely look forward to more plays, though! It's amazing what knizia does with the numbers 1 through 10!!! (High Society, Lost Cities, etc)
2 wins and a virtual tie. Not a bad night! (though we never did microwave any popcorn)
Colossal Arena: 7
Labels:
Collossal Arena,
Power Grid,
Robo-Rally,
Session
Tuesday, August 16, 2005
Killer Mechanics
My post a few weeks ago regarding Shadows over Camelot got me thinking about how specific mechanics can be so cool that they practically make the game. This is not to take away from the remainder of the system, but rather it's the kind of thing that takes an already great game and makes it excellent. I'll describe a few which I think deserve to be on this list and I'd like to hear from the rest of you on others I may have forgot...
Lord of the Rings:
This is the game that got me thinking on the topic. I feel that the Corruption track is a brilliant design... it's what differentiates this game from all other LotR games; the fact that Knizia went for the psychological aspect of the journey more than the physical one. As the hobbits get corrupted and Sauron approaches, a palpable sense of impending doom unites the players on the quest in a way that literal battle simulations do not. Genius.
Tigris & Euphrates:
The decision to make your lowest scoring colour your score makes the game. A small but important touch.
El Grande:
There are several very interesting mechanics here, but the two which stand out are the Castillo and the effect of the King on Caballero placement.
Power Grid:
The market for fuel is wonderful. If there had been a way to pull this off without the finicky upkeep, it would have been even better.
Ra:
The trading of the sun tiles is a fantastic idea... it adds a subtle but very important aspect tot he game. to a lesser extent, th destruction tiles are also a good way to make lots become worth different values to different people.
High Society:
No matter how much "stuff" a player has purchased, the poorest player at the end of the game loses. It's a small thing, but it changes the entire game from a straightforward money management game to a long series of perplexing decisions.
Puerto Rico:
The idea of picking a role for yourself AND for every other player every turn is quite interesting. What action would benefit yourself the most and your opponents the least? I describe this as the ultimate passive aggressive game!
Call of Cthulu RPG:
The system representing sanity is simple but very clever. The idea is that your stat for sanity is a percentage, and it's value goes down as you are faced with unspeakable horrors. Success rolls BELOW your current percentage prevent you from going insane when things get kind of ...creepy. I've been tempted to create entire RPG systems around this mechanic, I liked it so much! (if this has been done elsewhere, I don't know about it...)
*****
In conclusion, it becomes pretty obvious that Reiner Knizia is the king of "Killer Mechanics". If his games offer nothing else, they give us that (of course, they give much more...). Curiously, Princes of Florence, one of my favorite games, doesn't fit in this list very well... for me it's a very elegant assembly of mostly mundane mechanics.
Any others?
Lord of the Rings:
This is the game that got me thinking on the topic. I feel that the Corruption track is a brilliant design... it's what differentiates this game from all other LotR games; the fact that Knizia went for the psychological aspect of the journey more than the physical one. As the hobbits get corrupted and Sauron approaches, a palpable sense of impending doom unites the players on the quest in a way that literal battle simulations do not. Genius.
Tigris & Euphrates:
The decision to make your lowest scoring colour your score makes the game. A small but important touch.
El Grande:
There are several very interesting mechanics here, but the two which stand out are the Castillo and the effect of the King on Caballero placement.
Power Grid:
The market for fuel is wonderful. If there had been a way to pull this off without the finicky upkeep, it would have been even better.
Ra:
The trading of the sun tiles is a fantastic idea... it adds a subtle but very important aspect tot he game. to a lesser extent, th destruction tiles are also a good way to make lots become worth different values to different people.
High Society:
No matter how much "stuff" a player has purchased, the poorest player at the end of the game loses. It's a small thing, but it changes the entire game from a straightforward money management game to a long series of perplexing decisions.
Puerto Rico:
The idea of picking a role for yourself AND for every other player every turn is quite interesting. What action would benefit yourself the most and your opponents the least? I describe this as the ultimate passive aggressive game!
Call of Cthulu RPG:
The system representing sanity is simple but very clever. The idea is that your stat for sanity is a percentage, and it's value goes down as you are faced with unspeakable horrors. Success rolls BELOW your current percentage prevent you from going insane when things get kind of ...creepy. I've been tempted to create entire RPG systems around this mechanic, I liked it so much! (if this has been done elsewhere, I don't know about it...)
*****
In conclusion, it becomes pretty obvious that Reiner Knizia is the king of "Killer Mechanics". If his games offer nothing else, they give us that (of course, they give much more...). Curiously, Princes of Florence, one of my favorite games, doesn't fit in this list very well... for me it's a very elegant assembly of mostly mundane mechanics.
Any others?
Thursday, August 11, 2005
A Visit to Arkham
What’s that, Martha? Visitors?
Well, by all means, woman, send them in.
Set a spell, fellas. Make yourselves at home; Martha and I were just gettin' ready for the shindig down in Innsmouth tonight.
Arkham? Ayuh, everyone ‘round these parts knows Arkham. Big city. Big trouble. At least, it ‘twas, until the last new moon.
What happened? Oh, boys, that’s a story longer’n my arm and twice as hairy. Sure you don’t want to jes’ rest your feet and have some lemonade?
No? I suppose you city slickers are always in summat of a hurry. I reckon that was part of the reason for’n the way things ended up.
‘Tall stahted with a fellah from the city, an investigator - I think they call themselves “private eyes” nowadays - He came snooping around the police station, asking strange questions. Weren’t too much later that a tahl dandy, used to be a magician, showed up near the Olde Magick Shoppe, asking a lot of the same questions. All these folks asking questions attracted the attention of our local journo, fellah from the Arkham Advertiser, nice young man. Can’t say as I recall his name. Anyways, that’s when the trouble started.
Ayuh, I said trouble. Wicked trouble, the kind that has crittahs pickin’ you up in slimy tentacles and throwing you down the road apiece. Odd stories came from the boys pulling in the pots down by dockside, ‘bout an island with strange lights and stranger rituals. Pretty soon, those three young men I mentioned came a’ pokin’ their noses ‘round, lookin’ to get to that island. Right after, a schooner came in all of its own, letting out all manner of trouble right onto the street that the magician was walking down. Everyone could tell that magician was in for a bad spell.
What’s that Martha? A pun? Ayuh, I reckon that was a pun. Finest kind.
Well, soon those boys were runnin’ all over Arkham, poppin’ in and out of glowin’ disks of light like rabbits down holes. Once or twice they came back lookin’ a might wild-eyed and haggard, like someone run ‘em through a ringer once or twice. Most of the time, they ended makin’ funny marks on the ground, and the disks never came back. Round then, the Egyptian exhibit came to town, which they seemed powerful interested in. All sorts of stories whirlin’ around town ‘round then, dark creatures in the streets, zombies, cultists, maniacs, and stranger things, things from the stars with wings. People in dark robes with forked tongues… they were the scariest, so I hear tell – at least the investigators seemed to avoid fightin’ ‘em.
The private eye, he was loaded for bear, as we say ‘round these parts. He took those crittahs to task, and brung a cartful of them in to the police to put in storage. They wanted to deputize him; he had earned it twice over, but for some reason, that never happened. The magician, well, he was a fragile sort. Kept on running into something in uptown, big and mean… think they said it was called a “dhole”. Anyways, that thing kept him holed up in St. Mary’s… the hospital… for quite a while. As for our hometown photographer, he disappeared for the longest time. When he showed up again, he kept on muttering about Elder Races, Cities and Cleaners or somesuch.
Sure you fellahs won’t have some lemonade? You will? That’s fine. Ah… there now, isn’t that refreshing? Ayuh, the wife makes it special… very tart.
It was a interestin’ time. We had a whole family murdered in their home, and for a while a mysterious Black Man was peddlin’ something over in Southside. We even had the Feds come in and clean a lot of those dark things off the streets, government-style. The three men panicked a little when it seemed like all their good work was going to be undone, but they figured it out, and got something in return. While they were worrying about not having all their work undone, a few more of ‘em glowing disks showed up, spewing all manner of crittahs all over Arkham. ‘Round bout then the General store closed up and the owner left town. Lot of fellahs left town. Somethin’ spooked ‘em wicked bad.
Well, with all those new glowing places and only four neighbourhoods that were safe, there was a reckoning. People ‘round these parts said it was quite a light show, pistols and spells and whips and shotguns ‘a blazin’. They say they came very close to banishing Yig; they did their best, poor misguided souls.
In the end, well… Arkham’s a different place these days. Never did see those poor boys again, ‘cept maybe in the new friezes they’re erecting over a ways by where they’re putting up Yig’s brand new Temple. They look powerful scairt, even carved in stone and clutched in Yig’s gentle talons. Ayuh, Yig’s a beneficent ruler, so long as yah stay on Yig’s good side; otherways, it’s off to the stone of sacrifice and, well, you’ll know more about that than I by the 'morrow. There's some as 'round here that weren't mighty happy to see Yig come to rule, but those of us who've always expected him, well, it's like the Fourth of July and Christmas and the Black Feast of Shub-Niggurath all rolled into one.
Oh, fellahs, yah look powerful uneasy. Don’t worry, Yig will take you under his feathered coils soon enough, and it’ll all be over. Ayuh, that cold feelin’ creepin’ over you is one of the finer paralytic poisons, courtesy of Martha’s lemonade and our lord Yig hisself. You fellahs probably won’t feel a thing.
Don’t worry. I think the good folk down at the Innsmouth shindig will take a shine to you right proper. They'll treat you fine, afore'n you go.
It’s going to be a wicked good party. Wicked good.
Well, by all means, woman, send them in.
Set a spell, fellas. Make yourselves at home; Martha and I were just gettin' ready for the shindig down in Innsmouth tonight.
Arkham? Ayuh, everyone ‘round these parts knows Arkham. Big city. Big trouble. At least, it ‘twas, until the last new moon.
What happened? Oh, boys, that’s a story longer’n my arm and twice as hairy. Sure you don’t want to jes’ rest your feet and have some lemonade?
No? I suppose you city slickers are always in summat of a hurry. I reckon that was part of the reason for’n the way things ended up.
‘Tall stahted with a fellah from the city, an investigator - I think they call themselves “private eyes” nowadays - He came snooping around the police station, asking strange questions. Weren’t too much later that a tahl dandy, used to be a magician, showed up near the Olde Magick Shoppe, asking a lot of the same questions. All these folks asking questions attracted the attention of our local journo, fellah from the Arkham Advertiser, nice young man. Can’t say as I recall his name. Anyways, that’s when the trouble started.
Ayuh, I said trouble. Wicked trouble, the kind that has crittahs pickin’ you up in slimy tentacles and throwing you down the road apiece. Odd stories came from the boys pulling in the pots down by dockside, ‘bout an island with strange lights and stranger rituals. Pretty soon, those three young men I mentioned came a’ pokin’ their noses ‘round, lookin’ to get to that island. Right after, a schooner came in all of its own, letting out all manner of trouble right onto the street that the magician was walking down. Everyone could tell that magician was in for a bad spell.
What’s that Martha? A pun? Ayuh, I reckon that was a pun. Finest kind.
Well, soon those boys were runnin’ all over Arkham, poppin’ in and out of glowin’ disks of light like rabbits down holes. Once or twice they came back lookin’ a might wild-eyed and haggard, like someone run ‘em through a ringer once or twice. Most of the time, they ended makin’ funny marks on the ground, and the disks never came back. Round then, the Egyptian exhibit came to town, which they seemed powerful interested in. All sorts of stories whirlin’ around town ‘round then, dark creatures in the streets, zombies, cultists, maniacs, and stranger things, things from the stars with wings. People in dark robes with forked tongues… they were the scariest, so I hear tell – at least the investigators seemed to avoid fightin’ ‘em.
The private eye, he was loaded for bear, as we say ‘round these parts. He took those crittahs to task, and brung a cartful of them in to the police to put in storage. They wanted to deputize him; he had earned it twice over, but for some reason, that never happened. The magician, well, he was a fragile sort. Kept on running into something in uptown, big and mean… think they said it was called a “dhole”. Anyways, that thing kept him holed up in St. Mary’s… the hospital… for quite a while. As for our hometown photographer, he disappeared for the longest time. When he showed up again, he kept on muttering about Elder Races, Cities and Cleaners or somesuch.
Sure you fellahs won’t have some lemonade? You will? That’s fine. Ah… there now, isn’t that refreshing? Ayuh, the wife makes it special… very tart.
It was a interestin’ time. We had a whole family murdered in their home, and for a while a mysterious Black Man was peddlin’ something over in Southside. We even had the Feds come in and clean a lot of those dark things off the streets, government-style. The three men panicked a little when it seemed like all their good work was going to be undone, but they figured it out, and got something in return. While they were worrying about not having all their work undone, a few more of ‘em glowing disks showed up, spewing all manner of crittahs all over Arkham. ‘Round bout then the General store closed up and the owner left town. Lot of fellahs left town. Somethin’ spooked ‘em wicked bad.
Well, with all those new glowing places and only four neighbourhoods that were safe, there was a reckoning. People ‘round these parts said it was quite a light show, pistols and spells and whips and shotguns ‘a blazin’. They say they came very close to banishing Yig; they did their best, poor misguided souls.
In the end, well… Arkham’s a different place these days. Never did see those poor boys again, ‘cept maybe in the new friezes they’re erecting over a ways by where they’re putting up Yig’s brand new Temple. They look powerful scairt, even carved in stone and clutched in Yig’s gentle talons. Ayuh, Yig’s a beneficent ruler, so long as yah stay on Yig’s good side; otherways, it’s off to the stone of sacrifice and, well, you’ll know more about that than I by the 'morrow. There's some as 'round here that weren't mighty happy to see Yig come to rule, but those of us who've always expected him, well, it's like the Fourth of July and Christmas and the Black Feast of Shub-Niggurath all rolled into one.
Oh, fellahs, yah look powerful uneasy. Don’t worry, Yig will take you under his feathered coils soon enough, and it’ll all be over. Ayuh, that cold feelin’ creepin’ over you is one of the finer paralytic poisons, courtesy of Martha’s lemonade and our lord Yig hisself. You fellahs probably won’t feel a thing.
Don’t worry. I think the good folk down at the Innsmouth shindig will take a shine to you right proper. They'll treat you fine, afore'n you go.
It’s going to be a wicked good party. Wicked good.
Thursday, August 04, 2005
Gonna get Got
Short Session report:
No new games this week. We started out with a game of Ticket to Ride:Europe and then played Pueblo 3 times.
Even though Kozure couldn't make it, Mrs. Duchamp joined us to make a foursome (the minimum needed to play with double routes). She caught on quickly and we all fought for routes in a surprisingly crowded board (I've been playing the base Ticket to Ride online, and it doesn't feel nearly this crowded with 4 players). Shemp managed a very long route and lucked out with a long ticket which had all three of his initial short tickets inside of it. I butted heads with Luch over a connection to Venezia (which I eventually got, but paid dearly for). I was far too idealistic when I drew tickets later into the game, keeping all three (for a total of 5)... Due to incredible luck drawing cards on my last two turns, I came VERY close, but I was one turn short (I only needed to put a station to finish them all!). In the end, Shemp won with a considerable lead, enough that even had I made all my tickets I still would have been short 2 points (of note, Mrs. D. did very well on her first go, successfuly claiming 5 routes. Conversely, Luch had a hard time and missed many of them, ending with a score low enough to get lapped by the leader!)
Next, we played Pueblo. We tried the "advanced" game, by bidding for turns and using 1 of the sacred sites (pieces which are placed on the board which make those areas off limits for the game). It seemed be a good addition, but we craved even more complexity. We then tried another with 3 sacred sites, to see how difficult it would become. The impact was fairly significant. Right from the start, players are forced into very unattractive moves and tough decisions (a connundrum which gave birth to the phrase "I'm gonna get got", the title of the blog). I enjoy the change of pace this game offers, and I definitely prefer the advanced game (although I still don't quite see the advantage of bidding for turn order on the first turn.. maybe the advantage of that will come apparent with time). Overall, it's a bit of a brain burner but it's definitely fun to play. We closed the evening with a final game of the base version, since we didn't really have time for anything else. I was lucky enough to win the first two games, but Luch won the last.
No new games this week. We started out with a game of Ticket to Ride:Europe and then played Pueblo 3 times.
Even though Kozure couldn't make it, Mrs. Duchamp joined us to make a foursome (the minimum needed to play with double routes). She caught on quickly and we all fought for routes in a surprisingly crowded board (I've been playing the base Ticket to Ride online, and it doesn't feel nearly this crowded with 4 players). Shemp managed a very long route and lucked out with a long ticket which had all three of his initial short tickets inside of it. I butted heads with Luch over a connection to Venezia (which I eventually got, but paid dearly for). I was far too idealistic when I drew tickets later into the game, keeping all three (for a total of 5)... Due to incredible luck drawing cards on my last two turns, I came VERY close, but I was one turn short (I only needed to put a station to finish them all!). In the end, Shemp won with a considerable lead, enough that even had I made all my tickets I still would have been short 2 points (of note, Mrs. D. did very well on her first go, successfuly claiming 5 routes. Conversely, Luch had a hard time and missed many of them, ending with a score low enough to get lapped by the leader!)
Next, we played Pueblo. We tried the "advanced" game, by bidding for turns and using 1 of the sacred sites (pieces which are placed on the board which make those areas off limits for the game). It seemed be a good addition, but we craved even more complexity. We then tried another with 3 sacred sites, to see how difficult it would become. The impact was fairly significant. Right from the start, players are forced into very unattractive moves and tough decisions (a connundrum which gave birth to the phrase "I'm gonna get got", the title of the blog). I enjoy the change of pace this game offers, and I definitely prefer the advanced game (although I still don't quite see the advantage of bidding for turn order on the first turn.. maybe the advantage of that will come apparent with time). Overall, it's a bit of a brain burner but it's definitely fun to play. We closed the evening with a final game of the base version, since we didn't really have time for anything else. I was lucky enough to win the first two games, but Luch won the last.
Saturday, July 16, 2005
Working poorly as a team
An interesting session this week...
We played two new games, and they both shared a common theme: Making it look like you are cooperating while in fact pursuing your own goals.
First up, the "blockbuster" release of the summer: Shadows over Camelot by Days of Wonder. For a guy who started off unimpressed by Days of Wonder (after Ticket to Ride and Mystery of the Abbey), I've gone on to purchasing and enjoying quite a few titles! (Ticket to Ride: Europe, Memoir '44, Pirate's Cove and Shadows over Camelot). does this one live up to the hype? I say yes.
Shadows over Camelot belongs in a very small niche: cooperative boardgames. After you remove hack and slash type miniature games (Doom, Betrayal at House on the Hill, etc), the only other game of this type that I know of is Lord of the Rings by Reiner Knizia. Therefore, it comes as no surprise that the game is held up against it's famous cousin as it gets reviewed. In fact, as we sat down to play Shemp commented on how he was looking forward to playing this one particularly to see if it was cooperative games he hated, or just Lord of the Rings (I don't share his opinion on LotR, as you'll see below).
The production values for the game are quite high. The boards are nicely illustrated and lots of little plastic miniatures are included. A few minor issues: The boards are unecessarily different sizes, making their layout on a table a little messy. Also, the grail quest board doesn't actually fit in the box... an odd oversight; The way the main board folds has already caused creases at the inside corners; The rules could have been better organized, making it difficult to locate certain pieces of information. In addition, certain design decisions are questionable, like listing all but one abilities of Merlin cards on the card... making it extremely likely to miss.
Game play takes a bit of explaining, but once it starts it's fairly straightforward. I'm undecided about the types of groups I'd be looking to introduce this one to... It would likely take an enthusiastic group of non-gamers to want to take this on, but it shouldn't be too difficult if they wanted to learn.
The basics are simple: Do something bad (draw and play an evil card, add a seige engine to the attack against Camelot or lose a life point) and follow it with something good (Go to a quest, play a good card, etc). That's pretty much it. What makes this game hard to win (really hard, as it turns out), is that the sheer number of quests, and the speed at which the odds stack against the players, is quite difficult to manage. To top it off, one of the players MIGHT be a traitor, purposely making bad moves and wasting resources to make it even less likely that good will triumph. The inclusion of the POSSIBILITY of a traitor in any individual session seems to be the game's defining characteristic (along with the cooperative play), and it truly does add an interesting dimension to the game.
Most quests revolve around playing "fight" cards in the requested order or combination (a straight for the saxons and picts, two pairs for the Jousting tournament, etc), with the hopes of completing the required set in time. The quests themselves are an interesting mix of solo and group quests, quests which happen once and then dissapear and those to reoccur endlessly until the game ends. A few quests lead to items which can aid the characters (such as excalibur, which makes a knights attacks more powerful). There are many difficult decisions here: The grail quest is very difficult once evil starts making progress, so initially it seemed that completing these typess of quests early made sense. However, a completed quest increases the danger of the seige assault on Camelot dramatically since any evil cards drawn which would have added to a completed quest turns into a new seige engine instead! It will take a few more games to figure out a winning strategy...
For the curious, Shemp's final analysis was that he quite enjoyed this game (as did the whole group, I think). Therefore, it was Lord of the Rings he hated, not cooperative games! Me... as much as I like Shadows over Camelot, I still prefer Lord of the Rings. The corruption track from that game remains one of the most elegant, thematic and clever mechanics in any of my games (standing a few steps away from Sauron near the end of the game creates a wonderful tension and sense of impending doom). Also, the episodic nature of the system, with various scenarios and much needed reinforcements which need to be aquired along the way make the quet truly feel epic and daunting (and fosters a unique sense of camaraderie and cooperation along the way).
As good as Shadows over Camelot is, I find it less exciting to accumulate white swords at the round table... despite the fact that it is the most important quest on the board, it is the least memorable and quite disjointed from the action going on. The quests themselves are a little underwhelming since they boil down to playing a poker hand over a series of turns (an odd mechanic which doesn't tie in very well with the theme of the game, in my opinion). Also, the fact that all hell breaks loose on all fronts at the same time means that there is no "progression" to the game... it's all one long episode. Luckily, the mix of perpetual quests vs one offs changes the feeling of the game as it goes (mostly in the sense that as the one time quests are finished, the seige engines start coming fast and furious). Also, the Traitor throws a very interesting psychological twist to the game (maybe at the expense of the group camraderie, but that's okay)
The group didn't fare too well in our first two attempts... Although I was the traitor in the first game I can't claim any responsibility for the win... the knights ran from quest to quest in a fruitless attempt to stem the tide of evil. Ultimetely, the dragon did us in. In the second game, we agreed to focus more and finish of quests early. We complete Excalibur right away, and got quite far on the grail quest... but then we realized that the price of completing a quest early is quite high: seige engines began overunning the kingdom and we could not keep up. Had a great time trying, though!
The second game of the night was a "new to us" game called Pueblo. I picked this up because two of my favorite games are by Wolfgang Kramer, and Blokus has been a big hit with just about everyone I've introduced it to. Obviously, I was hoping that the two would mesh well in this game and produce another hit. Pueblo is a much simpler game than SoC, where players are supposedly working toghether to build a Pueblo under the watchful eye of the tribe's chief. Everyone has a number of blocks of their colour, and one less neutral blocks. Each turn a block is played from the players supply. The chief is looking for signs of the builders pride (blocks of the player's colour) and will punish that player every time he sees it! the strategy, therefore, is to hide your coloured blocks behind neutral ones or other player's blocks. Pretty straightforward, and quite fun. It can be a bit of a mind bender to figure out how to place the blocks, but it's not exactly a brain burner either. Shemp demonstrated his superior grasp of spatial logic and soundly trounced us (although Luch was in the running until the Chief's final walkaround...). I played this with my mom when I first bought it and she thought is was very good as well, so I think it will have a wide appeal.
Shadows over Camelot: 8
Pueblo: 7
We played two new games, and they both shared a common theme: Making it look like you are cooperating while in fact pursuing your own goals.
First up, the "blockbuster" release of the summer: Shadows over Camelot by Days of Wonder. For a guy who started off unimpressed by Days of Wonder (after Ticket to Ride and Mystery of the Abbey), I've gone on to purchasing and enjoying quite a few titles! (Ticket to Ride: Europe, Memoir '44, Pirate's Cove and Shadows over Camelot). does this one live up to the hype? I say yes.
Shadows over Camelot belongs in a very small niche: cooperative boardgames. After you remove hack and slash type miniature games (Doom, Betrayal at House on the Hill, etc), the only other game of this type that I know of is Lord of the Rings by Reiner Knizia. Therefore, it comes as no surprise that the game is held up against it's famous cousin as it gets reviewed. In fact, as we sat down to play Shemp commented on how he was looking forward to playing this one particularly to see if it was cooperative games he hated, or just Lord of the Rings (I don't share his opinion on LotR, as you'll see below).
The production values for the game are quite high. The boards are nicely illustrated and lots of little plastic miniatures are included. A few minor issues: The boards are unecessarily different sizes, making their layout on a table a little messy. Also, the grail quest board doesn't actually fit in the box... an odd oversight; The way the main board folds has already caused creases at the inside corners; The rules could have been better organized, making it difficult to locate certain pieces of information. In addition, certain design decisions are questionable, like listing all but one abilities of Merlin cards on the card... making it extremely likely to miss.
Game play takes a bit of explaining, but once it starts it's fairly straightforward. I'm undecided about the types of groups I'd be looking to introduce this one to... It would likely take an enthusiastic group of non-gamers to want to take this on, but it shouldn't be too difficult if they wanted to learn.
The basics are simple: Do something bad (draw and play an evil card, add a seige engine to the attack against Camelot or lose a life point) and follow it with something good (Go to a quest, play a good card, etc). That's pretty much it. What makes this game hard to win (really hard, as it turns out), is that the sheer number of quests, and the speed at which the odds stack against the players, is quite difficult to manage. To top it off, one of the players MIGHT be a traitor, purposely making bad moves and wasting resources to make it even less likely that good will triumph. The inclusion of the POSSIBILITY of a traitor in any individual session seems to be the game's defining characteristic (along with the cooperative play), and it truly does add an interesting dimension to the game.
Most quests revolve around playing "fight" cards in the requested order or combination (a straight for the saxons and picts, two pairs for the Jousting tournament, etc), with the hopes of completing the required set in time. The quests themselves are an interesting mix of solo and group quests, quests which happen once and then dissapear and those to reoccur endlessly until the game ends. A few quests lead to items which can aid the characters (such as excalibur, which makes a knights attacks more powerful). There are many difficult decisions here: The grail quest is very difficult once evil starts making progress, so initially it seemed that completing these typess of quests early made sense. However, a completed quest increases the danger of the seige assault on Camelot dramatically since any evil cards drawn which would have added to a completed quest turns into a new seige engine instead! It will take a few more games to figure out a winning strategy...
For the curious, Shemp's final analysis was that he quite enjoyed this game (as did the whole group, I think). Therefore, it was Lord of the Rings he hated, not cooperative games! Me... as much as I like Shadows over Camelot, I still prefer Lord of the Rings. The corruption track from that game remains one of the most elegant, thematic and clever mechanics in any of my games (standing a few steps away from Sauron near the end of the game creates a wonderful tension and sense of impending doom). Also, the episodic nature of the system, with various scenarios and much needed reinforcements which need to be aquired along the way make the quet truly feel epic and daunting (and fosters a unique sense of camaraderie and cooperation along the way).
As good as Shadows over Camelot is, I find it less exciting to accumulate white swords at the round table... despite the fact that it is the most important quest on the board, it is the least memorable and quite disjointed from the action going on. The quests themselves are a little underwhelming since they boil down to playing a poker hand over a series of turns (an odd mechanic which doesn't tie in very well with the theme of the game, in my opinion). Also, the fact that all hell breaks loose on all fronts at the same time means that there is no "progression" to the game... it's all one long episode. Luckily, the mix of perpetual quests vs one offs changes the feeling of the game as it goes (mostly in the sense that as the one time quests are finished, the seige engines start coming fast and furious). Also, the Traitor throws a very interesting psychological twist to the game (maybe at the expense of the group camraderie, but that's okay)
The group didn't fare too well in our first two attempts... Although I was the traitor in the first game I can't claim any responsibility for the win... the knights ran from quest to quest in a fruitless attempt to stem the tide of evil. Ultimetely, the dragon did us in. In the second game, we agreed to focus more and finish of quests early. We complete Excalibur right away, and got quite far on the grail quest... but then we realized that the price of completing a quest early is quite high: seige engines began overunning the kingdom and we could not keep up. Had a great time trying, though!
The second game of the night was a "new to us" game called Pueblo. I picked this up because two of my favorite games are by Wolfgang Kramer, and Blokus has been a big hit with just about everyone I've introduced it to. Obviously, I was hoping that the two would mesh well in this game and produce another hit. Pueblo is a much simpler game than SoC, where players are supposedly working toghether to build a Pueblo under the watchful eye of the tribe's chief. Everyone has a number of blocks of their colour, and one less neutral blocks. Each turn a block is played from the players supply. The chief is looking for signs of the builders pride (blocks of the player's colour) and will punish that player every time he sees it! the strategy, therefore, is to hide your coloured blocks behind neutral ones or other player's blocks. Pretty straightforward, and quite fun. It can be a bit of a mind bender to figure out how to place the blocks, but it's not exactly a brain burner either. Shemp demonstrated his superior grasp of spatial logic and soundly trounced us (although Luch was in the running until the Chief's final walkaround...). I played this with my mom when I first bought it and she thought is was very good as well, so I think it will have a wide appeal.
Shadows over Camelot: 8
Pueblo: 7
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