Tuesday, April 26, 2011

Yahtzee for geeks (Alien Frontiers, Vikings, 7 Wonders)

We finally had a nearly normal week at wags, with three people in attendance and everything! It was my pick, but we weren't sure how long we would have so I kept it to relatively short games.

Alien frontiers

Shemp hadn't played this yet, but it,s rather simple so it didn't take too long. Alien frontiers has been a bit of a disappointment for me.... I enjoy it, but not overly. I hadn't yet played it with more than two, and the added interaction and blocking was welcome, but the downtime that comes with it was not so great. In this session I felt that the interplay on the planet was somewhat missing, though. In my last game with Kozure, we had taken advantage of the alien tech cards and their abilities to move space colonies around on the planet and this had added substantially to the game in my opinion. This session, we were mostly just placing them and leaving them be.

Anyway, Kozure managed to win this one. I was in the running, and Shemp was going the "tech king" route which probably would have payed dividends if the game had a lasted a little longer.

Vikings

Tonight was also our second session of Vikings and WAGS. I had been looking forward to playing this again because I had enjoyed the design. Shemp has built his collection out of games that are simple yet engaging straight euros (Carcassonne, Acquire, Transamerica, Santiago, etc). There is a nice mix of straightforward design and tough decisions that makes it a light puzzly auction game.

This one came down to the wire. Kozure and I were tied on points, but he had more left over coins for the win. Shemp looked like he was running away with it at the beginning, but this is one of those games that leaves much of the points for endgame bonuses so it can be unpredictable.

7 wonders

Another game of 7 Wonders. This is consistently enjoyable and I don't see that changing. I might sleeve the cards, because they are starting to show wear ( a problem in hidden card selection games!). We all played uncharacteristically, with me going after military and eschewing science, Shemp doing science and Kozure competing with me in military. It's one of those games where you are rewarded for not doing what the others do, but at the same time once begone down a path it's hard to change it.

With no one else going after science, Shemp managed to accumulate quite a bit. It,s hard to beat an unopposed science strategy.... Shemp won.

Friday, April 15, 2011

Green Eggs and Eyes (Go) + Haaaaroooo! *jowl wagging* Nixon Gets in Early, B*tches! (1960)

So I (Kozure) have been meaning to get in better touch with my Japanese roots and force myself to play a game of Go.

A little background... I dislike abstract games. I would use the word "loathe", except that I really appreciate the effort and clarity of vision that is required to distill a game into its most intrinsic elements. That said, if you pull out a game of Dvonn or Yinsh or Nqyltz or whatever, I get the same sensation that I would feel if I were asked to participate in a three day symposium on the economic theory behind 18th century Paraguayan quantity surveying; I'm sure would be enjoyable for some people on this planet - I am not one of those people.

For me, Go fell into the same category of pre-5AM push-ups; I knew that I would benefit from doing it, but the thought of the effort required wasn't making me rush out to start.

However, I force myself to eat fish because I know it's good for me (my Japanese ancestors finger their ghostly wakizashi short swords in shame), even though I dislike the taste, texture and look of most cooked fish, but I eat it nonetheless, so I felt it was time that I swallowed my mental gag reflex and gave Go a decent shot.

The other thing that held me back is that for such a simple game, I could tell that it is dripping with deep strategies. Strategies within strategies. Strategies within strategies within strategies. Strategies so strategic that it reaches a Zen state of strategy. Literally.

I am bad at strategy. Not horrendously bad, good enough that I can tell that I am bad, which is probably both a blessing and a curse. I can hold my own in some strategic games, but in most games where very long term strategy is key, I will be used as a mop to wipe up the blood of my countless slaughtered gameboard minions.

"But," I said to myself, "this is Go, we're talking about here. This is a game where gameplay is rumoured to be so eloquent that Zen masters can hold off of bashing their students about the noggins for several days just to finish a game."

"Self," I said, "You need to play this game."

So, I borrowed a copy from a friend, along with a strategy guide, read the rules and... put it back on the shelf. It's been sitting there for nigh on two years (the friend told me to hang onto the game). I just couldn't wrap my head around the strategy or the appeal.

Recently my wife introduced our eldest son to chess. As an highly-strategic abstract (albeit a wargame-y one), I have a sort of love-hate relationship with chess. I love it because it's a battle, the figures and the board are just so beautiful in all of their incarnations, and its obviously such a remarkably distilled and studied game. I hate it because it's intimidating to game with a better player, and my strategic skills are not such that I feel equal to playing others with any modicum of skill. Playing chess with my son again reminded me of the classical beauty of the game - the strategy involved was deep, but the game itself was also pleasurable.

Recently our games night attendance has dropped to two at times for a variety of reasons, so I took another deep breath and proposed that Shemp and I play Go. He's played before, but not often - he thinks 12 or 15 times - not often that I'd be embarrassed to even venture to compete, anyway.

Now Shemp cares very little for theme. It's not that he dislikes them, but he doesn't care one way or the other if a game is well-themed. I'm almost on the other side of the spectrum. I want that "real-world" connection. I want to simulate the trajectory of a APCBC round from a M1 57mm anti-tank gun smacking into the Zimmermit-slathered front glacis of a PzKfw V Panther Ausf G tank. I want my cubes to be representative of specific commodities, not generic "colours". I want theme!

Go.

(deep breath)

We start simple. 9 x 9 grid. We pick randomly for side. I've read enough of the strategy to place somewhere in the middle of one of the quadrants. I pick a point and play a stone. Shane initially plays conservatively and starts into his own little quadrant. I start to flesh out an eye, then he comes at me with an aggressive play. I treat it like a wargame and consolidate my position, forming a line and linking my chains. I realize there is a definite real-world connection - the connected lines of orthogonal plays are like battle lines, strong, but requiring "supply" in the form of liberties. He continues to push. I try to lengthen my lines. He continues to push. Even with simple stones and points, there is an amazing simulation going on here.

I see the inklings of strategies and how they relate to board position begin form in my mind. He is pushing me. Fine, I will push back. Then, I push too far. I realize I have overextended. I can keep trying to develop this salient, or I can approach it from a different angle. I realize I am throwing good money after bad and play into another quadrant of the board.

Shane looks at me with a expression of mild surprise, "Good play."

(later he says he saw "the penny drop" in my mind)

The game develops. Shane develops a strong chain in the centre, but I am trying for an envelopment strategy. Unfortunately he's too quick and experienced and manages a stable two eye structure. He's also seen the weakness of another portion of my line and starts attacking it. I attack in another direction to change tempo. He backs off his attack to shore up his own flank. I take the breathing room to shore up my chains. He comes back at me, but this time I've got a better footing. He makes a play to get around behind.

I try another angle - I realize that I can also feint, and sacrifice, much as in chess.

At this point, I realize I've been thinking too linearly - too much in terms of real-world strategy. New perceptions open up. This sounds trite/clichéd, but the game is opening up to me. It's like a chime has rung in my mind. Lines are static, conservative. Diagonals are dynamic, aggressive.

We continue playing, but with each stone, I'm trying to drop my pre-conceptions of warfighting and concentrate on the simple - life and death - and then "zoom out" to the complex - stable systems - growing systems, dying systems.

Basho's frog leaps into the pond.

I am playing now with thought, but also "no thought" - I reach a point where I think I have managed a good position, but I will have to fight to the finish to be sure. We are grappling over the interstitial spaces between our strong chains and some of the edges of the board. I've managed an anchor of sorts in one corner, he has one, one is denied to either of us and we're fighting for the third.

Then, suddenly, Shemp says, "I pass."

I've forgotten completely that's an option in gameplay. I blink for a moment and consider the board. Have I missed something? I think back to the rules. My recollection is that if both players pass in succession the game is ended. I ask if that's the case.

He nods, knowingly.

I look at the board. I think I have won. I don't know enough about the game to be sure.

"I believe that I have more empty points," I begin, uncertainly, "so if I pass at this point, I win, correct?"

He smiles broadly.

I pass as well. I have won my first game of Go.

This game is amazing. I couldn't grasp it until I was playing but it is astoundingly deep. Even knowing going in how deep it was, I didn't realize it - couldn't internalize it.

I don't know how easy Shemp was going on me. Perhaps he was holding back, perhaps not. He's not the type to hold back usually, and he's only played just over a dozen times. I'll chalk it up to luck backed up with a little skill.

Or, as my dabblings in the river of Zen has taught me, "Zen mind, beginner's mind."

I asked for another game, but Shemp wanted a rematch in 1960: Making of the President last night. We randomly chose candidates - I got Nixon this time. Again it was a close game in the end, but I won 299 votes to Kennedy/Shemp's 238. AGAIN it came down to Cook County deciding Illinois and Early Returns from Connecticut deciding California. I had leapt to an early lead in the South and West, and we really duked it out in the Midwest and East.

He snaked Texas and Pennsylvania from me in the last turn, and almost (almost!) got California as well with two CA cards in his campaign strategy hole. Nice try, Jack. Maybe in 1964!

Good game, good opponent, great night. (Except for thinking I had left the games on the roof of my car, asking Shemp to go look for them in the streets outside my house, and then discovering I had left them on his washing machine in the basement)

Saturday, April 09, 2011

You don't see the fast trolls too often (Dungeon Twister, Roma x3, Dvonn)

Work and life schedules are getting busier and busier... Kozure wasn't able to join us this week and I've been out for a few weeks myself. Shemp and I convened for an evening of two player games, determined to keep the WAGS torch burning.

Dungeon Twister

We started with Dungeon Twister, using the basic tiles and characters. Very early on in the game, the tile at Shemp's end of the board was revealed showing my troll and the speed potion. An unusually speedy troll sprinted to the finish line one turn later. Otherwise, it was fairly tit for tat as the game progressed... Shemp scoring a point, then me scoring a point. Then, suddenly, Shemp was in position to win because he was able to get the two points he needed. I strategized and came up with a way to frustrate his plan, but alas a third way was open to him to score the last point he needed and that was the game (He had wounded a character previously and so he went and finished him off). Score 1 for Shemp, 0 for Easy.

Roma

I've been really enjoying Stephen Feld's games recently (Macao and In the Year of the Dragon), and thought I'd look into some of his back catalogue. Roma seemed like an interesting two player game so I gave it a shot. Actually, I meant to purchase Arena: Roma 2, but somehow I got the wrong one. Don't ask.

Roma is a short and relatively simple card game that relies on rolling dice to activate cards. Players start with 10 VP and the game ends when a player's VPs run out or when the central pool runs out. This leads to two distinctly different strategies... run the other player down or try to score points for yourself.

In our game, the first 3/4 of the game is about avoiding bankruptcy and staying afloat with VPs. This goes on until players start getting forums (the main bug VP earners) and then it's a race to finish the VP supply.

As with the other Feld games I've played, the theme is weak and weakly implemented but the gameplay is interesting and fun. It seems like luck plays a huge role in the game but clever play can definitely help you change your fortunes.

We played three times, and I lost all three. In the last game, I was pleased to have set up a combination between the Forum and the Crane... If I could activate the crane, I could move the Forum to whatever numbers I had rolled and score VPs easily. It was a good move, but clearly not enough! It's a really good game, and judging from Shemp's enthusiasm I'm betting we'll see it again.

Shemp 4, Easy 0
Dvonn

I discovered that I am missing a regular Dvonn piece from my set. Luckily, a piece of checkers worked reasonably well.

We set up randomly and got going. I felt like I was playing well, but when it was all said and done Shemp and I were perfectly tied! Little known fact:There is no tie-breaker rule in Dvonn.

So, no wins for me tonight. Oh well!

Sunday, April 03, 2011

They played 1960 (1960: The Making of a President)

I was absent last week, but Shemp and Kozure report that a fun game of "1960: The Making of a President" was had.

Recorded for posterity.

Saturday, March 19, 2011

Helping people is wrong (Survive!, Clans, Ra, Acquire)

After a significant period where we played at Shemp's house every week to accommodate my sons' swim schedules, we switched to Thursdays and played at Kozure's place. In addition to giving us a longer block of time to play games, we had a few additional players... Tilitumbleroo and Kozure Junior, the eldest (a very bright 6 year old).

Survive!

Our first game was Survive!, a classic game from the 80's recently resurrected by Stronghold games. This is a game of lighthearted nastiness where players try to get their people off a sinking island without getting eaten by sharks and sea monsters. It's very simple to play, so it's great for a wide audience, but it does have a mean streak because on a player's turn in addition to moving their people they must select an island tile to sink and move a monster... often leading to the fatalities of other player's pawns. Kozure Junior joined us for this game and made it a foursome. A few turns in, he asked if he was supposed to help or hinder the other players... to which we answered that helping people is wrong. Clearly, games teach important life lessons!

Many fatalities later, Kozure emerged victorious beating myself and Shemp by a single point! Kozure Junior finished just 2-3 points behind, so it was all very close.

Ra

Tilitumbleroo was hoping to play Acquire after she put the kids to bed, so as this was happening we started a game of Ra. Just to see what it was like, we opted to play on the Ipad instead of the physical game. Although Kozure amassed a large inventory of monuments, it was quite as much as he needed to surpass me. I was shocked when the score came up and I had won!

I play games frequently on my Iphone and I do quite enjoy it, however this was my first time playing in person against other players in this way. Although I think it would be dreadful on the Iphone, on the Ipad it's a decent experience. The obvious advantages of doing away with setup and takedown and of automatically tracking scores are nice but the tactile feeling is gone and the experience feels muted. In particular, the animations that they introduce to spice things up become annoying after a short time, even though they surely take less time than the physical actions used to take! Anyway, if I was going on a trip, this would be a great substitute for the real thing but I'll continue playing the boxed version for now.

Clans

We played Clans to finish up the time before our game of Acquire. I was green, but I played as red for a few turns (red being my normal colour when playing games). I recovered early enough that it didn't matter. We actually paused the game so that we could start Acquire and came back to it later, but for the sake of simplicity I won't break up the description. The green and red hut people both came within spitting distance of winning but in the end green (me) was triumphant. Go green!

Acquire

Acquire is the last of Shemp's Christmas buying spree. I had been looking forward to playing it for quite some time so this was definitely the highlight of the evening. It's a game from the 60s that, I had been told, still felt fresh today. Judging from the board, a grid of numbered spaces reminiscent of a battleship board, and the hotel chain building theme, I anticipated something in the same vein as Chinatown. It wasn't. Acquire is a business speculation game, not a negotiation game. It reminds me a bit of the casino growing aspect of Lords of Vegas, though far more streamlined.

In Acquire, players are investing in growing hotel chains. Players each have a screen hiding 6 random tiles that identify locations on the board. On a turn, a player must place one of these tiles.

If the placed tile created a grouping of two on the board, a hotel chain is formed. The player may now invest in this or any other
previously founded hotel chain by purchasing a total of 3 shares. The value of each share is determined by the current size of the chain (obviously, this means there is great incentive to invest early, before shares become too expensive).

Another possibility is that the placement of the tile joins two or more existing hotel chains. If so, the larger hotel subsumes the smaller one. Investors in the larger chain benefit because the larger size means higher share value. The investors in the smaller chain benefit because they get paid out. The largest and 2nd largest shareholders get a bonus and everybody can sell their shares at their current value. It's important to note that there is NO WAY to make money in this game unless a hotel chain you've invested in gets taken over. This means that after an initial buying spree, players start running out of money and are looking to have one of their chains absorbed into a larger one. In the end, though, being majority shareholder in the big chains will pay out huge returns so it's probably important not to focus exclusively on the smaller companies. It's quite a nice dynamic and I can see how many modern games could trace their mechanics back to those found here. Overall, although the gameplay felt quite abstract I found it to be a lot of fun and definitely able to stand up against current designs.

In our game, I benefited from the first take over and found myself with more cash than the other players which felt like a large advantage. Over the course of the game, I felt like I lost some ground and it seemed like Kozure was really taking off. Tilitumbleroo was also doing quite well. I felt that I had a very good stock portfolio, and that I might catch up in the endgame. At one point, I was playing an escalation war with all three other players as we were all purchasing shares to try to get a majority before merging some of the last available companies. The shares ran out and I was locked out. Kozure and Tili ended up as 1st and 2nd and did quite well. Kozure ended the game by merging the last company, but as the smaller one liquidated we all realized that Tili was able to convert shares to the larger one and this put here in the lead. When all the money was counted, her majority holding meant the difference and she won.

Lots of fun, very tense, great design.

Monday, March 14, 2011

Brain asplodin' (Yomi, High Frontier, Dixit)

Kozure, in one of his more sadistic choices, decided to foist upon our inexperienced group a game of High Frontier, WITH EXPANSION. Shemp prepared the room in case of brain asplosion.

Yomi

Kozure and I started with a quick game of Yomi. I played Grave, and got off to an excellent start... succeeding to land every blow I attempted. Kozure fought back to parity and we stayed close until we were both in the low 30s health-wise. That was when I landed the big mega attack for 45 damage, and that was all she wrote...

High Frontier

High Frontier is a challenging game. It's not the rules, though those can be challenging as well, it's that in order to get a succesful mission you have to get the math *just* right. You need to get the right parts that line up with the mission you plan to undertake, then make sure your rocket isn't overburdened by all that tech, then launch it into space and hope you brought along enough fuel to get to where you where wanting to go. Getting this right requires much calculating and recalculating... you can't get it wrong or you waste 30-60 minutes finding out. This is why brains asplode. It's also why I was fearing the expansion.

It turns out the expansion isn't so bad after all. The main addition, besides the expanded map, is a greater array of parts required to build your space rocket (previously, all that was available were thrusters, robonauts and refineries). Now, these same main elements are supplemented with reactors, radiators and generators. Some parts are interdependent, for example a particular reactor might need a level 2 radiator. It works, and provides more interesting combinations and possibilities without being too complex. This part works very nicely in my opinion.

There are other additions, such as politics, environments, glitches, etc. These had a very mild impact on our game, so it's hard to say if they were any good. My first impression is that they are not worth the overhead, but that could be just because of the way our session played out.

I have a feeling that the expanded game is really just the whole game the designer wanted to publish, before he was convinced that it would be too complicated. The whole experience feels more fleshed out, and I for one liked it better this way. Complexity be damned!

We didn't manage to finish the game. I managed to pull together a combination of equipment that gave me a heavy, high thrust ship. I flew to Mars and built my first factory and decommissioned everything. I then built the same rocket and went to the nearest M planet that I could explore, which was on the expansion board (technically, the closest planet is Hartha but Kozure would be getting there before me).

I think it happened to all of us, but in the confusion of trying to assemble these complicated ships parts kept getting left behind. In my case, I showed up at said M planet and realized I forgot the device that allowed me a re-roll in case of failure (odds where 50-50 of success without it). I did succeed, but if I had failed the whole mission would have gone down the toilet because there was 0 fuel left after I got there.

High Frontier is a fun, but very challenging game. Mechanically, it feels like it could use further development, but regardless it's quite an intriguing and immersive challenge. It's definitely right up there in terms of games I know I will remember when I look back someday.

Dixit

Just as we were packing up, Kozure pulled out Dixit so we could take a look. I suggested we play a round or two, just to see how it plays. It was the perfect relaxing type of game to follow High Frontier so we went with it and played out the whole game.

Dixit is the Spiel de Jares winning party game. Players are dealt a hand of cards depicting surreal images and each round a the acting player needs to select one and come up with a clue based on the image. All the other players must select a card from their hand that they feel also matches the clue, and all selected cards are mixed together. Points are then awarded based on how many people select the active player's card. As is often the case with these types of games, the acting player must select a clue that is neither too obvious or too obscure because there are no points awarded to the acting player if everyone or no one gets it right.

The images are quite nice and evocative, and the process of inventing descriptive clues for the images is fun. Ultimately, it's just an apples 2 apples clone, but a little more cerebral and involving more creativity.

Sunday, March 13, 2011

That was then, this is now (Macao)

or "Shemp's 100% win record with Macao is *so* 2010"

We had a late start, so only time for one game. When I suggested Macao, Kozure's reaction was "what, you want to pad Shemp's record even more?"

No. That's not what I meant to do.

Things did not start well. I had a couple of baronesses and a few cards that gave me additional gold, but I was falling behind. Shemp and Kozure where ahead, but I was accumulating more end game bonus cards. When all was said and done, I finally managed to break Shemp's perfect streak with a squeaker of a win.

Great game.

Friday, February 25, 2011

Ooops, you win (Yomi, Cyclades, 7 Wonders)

It's going to be a short post this week...

Shemp and I started out by trying out Yomi. I purchased the Grave/ Jaina two pack, and I played Grave. Yomi is a card game that simulates Street Fighter type videogames, and has been getting great buzz so I was happy to try it out. I'd say I enjoyed it, but given our unfamiliarity with the rules I think it could definitely get better with practice. The mechanics do a good job of replicating what goes on in the games, allowing combos, feints, special powers, etc, while still being rather simple. I'll keep bringing it for a while and hopefully it will be easier to get a feel for it. For the record, Grave crushed Jaina, having landed his super mega move and dealing 45 points of damage... she never stood a chance.

We played Cyclades first (after an interesting email exchange about Kozure's fickle game moods). Everything was progressing normally, with maybe a little more combat than usual, and then Shemp won. No one saw it coming, and he made a huge bid on Athena so we should have been suspicious at least, but we weren't. Shemp took her unopposed, purchased his fourth philosopher and won. In Kozure's defense, he didn't have the funds to stop him. In my defense, I'm an idiot (I forgot to collect incom that round, so even if I had noticed he was about to win, I would have thought I couldn't stop him... even though I could have)

It was a bit anticlimactic, but bravo to Shemp for the stealth win!

We ended with 7 Wonders. As usual, I favoured science and completely ignored military, Shemp ignored science and Kozure was balanced. Shemp did a better job following through and beat Kozure by a hair. Me? Not close.

Tuesday, February 22, 2011

Sincere flattery (Defenders of the Realm x3)

At last week's session we played Kozure's newest acquisition, Defenders of the Realm.

I've read that this is very similar to Pandemic, and in many ways it is. There is a map of the game world, made up of many "locations" connected by paths. There are four types of minions spreading on the board trying to destroy the world, just like the diseases in Pandemic, and it's up to the players to stop them. If more than a certain number of minions is ever on a space and the game calls for more, there is an outbreak and new minions are added to all adjoining locations. If a minion of a certain type is ever meant to be added to the board, but none are left in the supply, the game is over and the players lose. The players win by defeating the minions in each colour.

Still, there are some significant differences. The obvious thing is that "curing" the invasion of a particular colour means defeating it's boss, a creature that has specific powers and win conditions. Players have quests that they can fulfill to gain advantages, each round adds a random effect to the board, and boss battles are resolved through die rolls.

For me, one of the defining mechanic of Pandemic (other than it's cooperative nature) is the the way the infection deck stacks. Cities that have been infected previously get added to the top of the deck, creating significant tension and putting huge pressure on the players as they strategize to prevent the diseases from creating an outbreak. This facet is missing completely from DotR, which is too bad. All of the "chrome" type mechanics which have been added successfully give the game a fantasy/ D&D feel, for better and worse. I enjoyed the retheming, the quests, the boss battles, etc, but the game definitely had a looser, more random and luck-driven feel.

We actually played three times. In the first, as the cleric (me), the Paladin (Shemp) and the Ranger (Kozure) an unfortunate series of card draws led to our demise before we all had our second turn (one card put a single orc on every empty green space, and the next put an additional orc in all locations with only a single orc. Guess what, no more orcs.

In our second game, we bumbled around the board with the same party and ultimately tried to defeat the demon lord. Although the odds were on our side, we failed and never managed to recover. The game ended with another loss before even defeating a single boss.

In our third game, we were firing on all cylinders. We switched the party to the sorcerer (me), the wizard (Shemp) and the Eagle Rider (Kozure) and got to work. Having recalled the mistake we made in our early games of pandemic, putting too much time and resources on removing disease cubes instead of attacking the source, we focussed much more on defeating bosses as early as possible. The demon boss was first on our hit list once again, though this time we defeated him. We then went for undead boss and orc, ending with the dragon. We successfully beat the game!

I found the game quite fun, though the game mechanics are not quite as tight as Pandemic. The comparison reminds me of Dominion and Thunderstone, actually. Dominion is clearly the better developed game, but the chrome of Thunderstone makes it enjoyable in it's own way, and maybe better for a different crowd.

Monday, February 14, 2011

Won't somebody think of the *zombie* children? (Earth Reborn)

I took a gamble on a game called Earth Reborn recently. I'm a big fan of Duel of Ages, and always appreciated the freedom of actions available, the multitude of character powers and equipment, etc. In many of our games, memorable stories would emerge as players would attempt unexpected or desperate strategies against one another (or failed spectacularly at what seemed like an easy success). The game does have issues (components, balance, playtime, etc), however, and rarely gets played anymore. When I was browsing the BGG essen videos, I stumbled across the one for Earth Reborn and was was quite attracted by the designer's stated goal to create a game that would foster these types of stories and memorable events. The fact that I really like Dungeon Twister, by the same author, certainly helped. It's a game about an apocalyptic future where two factions have emerged after hundreds of years hiding from nuclear radiation and are apparently not getting along. One faction is military, the other dabbles in the occult (zombies and such). In the weeks since I purchased it, I've been slowly working my way through the considerable rulebook and playing through a few scenarios solo to get acquainted with the system before inflicting it on anyone else. It's a very ambitious title that attempts to bring a lot to a single game, and from a production standpoint you get quite a toybox. Cool minis, tons of double-sided tetris like tiles for scenario building, a large assortment of equipment cards, tokens for decoys, passcards, mines, doors, etc, etc, etc. There is a lot of stuff here.

With some familiarity with the system, I became simultaneously very enthusiastic and discouraged. Setup time for the scenario based games are quite long. Although there isn't anything wrong with the theme itself, the implementation is pretty weak. Despite the huge effort to flesh out the backstory and the characters (there are pages of this stuff), it all comes off as *really* generic and cliché. Second, the scenario based learning system is great in theory, but we don't play games often enough to play 8-16 times just to understand all the rules. Luckily, I *really* like the game system. Despite it's incredible flexibility and depth, the rules are very logical and playable. The scenarios are much more than simply "kill everybody else", and once all the rules are known and the full game is being played the game setup seems like it will be reduced to something much more reasonable.

All that, and I wasn't really sure if anybody in the group would like this type of game.

Anyway, this week I picked it. We skipped to the scenario called "zombie family", which is a 3-4 player learning scenario which uses weapons, duelling for initiative and equipment.

In the scenario, the Salemites (the occultists) believe they've unlocked the secret to allowing zombies to procreate. A female zombie has been impregnated as a proof of concept. The Norad (military types) must invade the lab and destroy the female zombie before she escapes.

We played twice. The player controlling the Salemites starts with all his characters hidden mixed in with several decoy markers to make things harder for NORAD to figure out. We had a bit of a hard time with the hidden movement rules and got several things wrong, which was frequently leading to odd and unsatisfying results (ex: when characters were revealed, I thought it was necessary to wait until the next turn to activated them. In fact, it's just until the next round. Big difference. There was also perpetual confusion about the movement rules of hidden characters). Other than these scenario specific rules, everything was going quite smoothly rules-wise.

In the first session, Shemp was the Salemites. Kozure and I spread out our forces and stormed the building. It all boiled down to 3 individual skirmishes, but in the end the lady zombie was killed before she was very close to escape. Shemp suffered the brunt of the misunderstood hidden movement rules, and we realized that the male and female zombies are reversed between the miniatures and the cards which caused an error in deployment. Oh well, it was a good learning experience.

In the second session, Kozure was the Salemites. Shemp and I decided to storm fewer doors to prevent leaving too many open escape paths. We managed to uncover several decoys, but ultimately James Woo and Vasquez (NORAD characters) where caught in a showdown in a corridor while the zombie mommy got around them. There was a brief chance of stopping her as she struggled to bash down the door to get out, but zombies aren't easy to take down in a hurry.

At this point, it's still playing like a skirmish game. I'm looking forward to playing a more advanced scenario which opens up the possibilities a little bit (special powers, non-weapon equipment, destructible terrain, spying, searching, communication blocking, etc). Still, I think the game system is great... a combination of order tiles (that allow many different types of actions to happen while still limiting choice in a reasonable way) and action point allocation (which allows surprising flexibility to manage actions, special actions, opportunity actions, reloading weapons, etc, with very little unnecessary complexity.

Shemp and Kozure seemed to enjoy it, but not overly. Kozure mentioned that he preferred skirmish games that are more focussed on the skirmishing. Fair enough. I do think I'll be making this my pick for a while until we get to the full game so I can make a final assessment on the whole game. Right now, I am cautiously optimistic...