Ludere est vivere.

Wednesday, May 15, 2013

War and Peace in an afternoon

(c) Worthington Games.  Used by permission
After work today, my friends Frank Hodge and Grant Greffey and I got together to break in Grant's new copy of War & Peace (designer Grant Wylie, publisher Worthington Games).  This game covers the campaign of Napoleon in Europe in an Axis and Allies format with some interesting rules to handle shifting alliances of some of the second-tier powers of the war.  Normally a two-player game, we used the optional rule for a three-player game, so that Grant played the French as Napoleon Bonaparte, Frank played the English, and I played the Russians.

The English sent the Royal Navy out to establish sea control in the Atlantic and the English Channel in true Mahanian fashion.  The French opened with forays down the Italian peninsula and into neutral German provinces to establish a presence along the Austrian and Prussian western borders.  The French navy also put out from Marseilles and established naval presence in the Mediterranean.  The Spanish activated as a French ally and carefully considered an invasion of Portugal, but in the final analysis it just didn't seem worth the cost of a declaration of war, given Spain's limited resources.  Austria activated as an English ally and consolidated troops along the western border but made no advances.  As the Russian, although pro-English, I did not activate and so sat on the sidelines for the first turn, biding my time and considering future options.

The Royal Navy wasted no time challenging the French fleets but advanced into the western Mediterranean. Napoleon made his first big move with an attack on Austria; with an enormous force of infantry - more effective on attack when Napoleon is present - and augmented by considerable cavalry, the Austrians were sent reeling east to take up position in defense of Vienna.  I successfully activated Russia as an English ally, and my first order of business was to declare war on Sweden; I was confident that Napoleon's occupation of Denmark would not result in a French Baltic Fleet.  My invasion of Scandinavia with a token infantry force was uneventful, and the rest of the Russian army mobilized and advanced toward the eastern reaches of the Austrian empire to back our fellow allies against the invading French horde.

Very worried about an English-leaning Prussia being persuaded to enter the war, Napoleon spent considerable resources to ensure Prussian neutrality.  Also, seeing a significant build-up of English forces in Portsmouth preparing for an obvious cross-channel invasion, the French committed numerous troops to the defense of Normandy and the Low Countries.  Still, the cavalry-bolstered army that marched on Vienna was quite substantial and intimidating.  What followed was a tremendously bloody series of battles over the Austrian capital.  The Hapsburg artillery prevailed, however, and the residual French troops retreated to consolidate in preparation for another campaign.  Meanwhile my Russian waves continued to make their way westward across Austria to reinforce Vienna's defense against the Little Emperor.

The second attempt on Vienna by the French was successful.  The Austrians went down to the last corps before giving up their capital to the blue, white, and red.  The Hapsburgs did not surrender, however, but turned to recruiting new artillery in the eastern provinces to reinforce the arriving Russians.  By the time the first Russian liberators arrived in Vienna, only a few French cavalry corps remained; they were easily dispatched, and the Austrian monarchy was soon restored to the shores of the Danube.

At this point, we looked at the board and realized that the French forces had been spent, and very little remained in the way of troops between the Russian army and Paris.  Meanwhile, the English build-up had reached the point where an invasion of France was imminent.  The French navy's efforts to counter British sea-power had resulted in attrition on the high seas, an exchange of ships that Napoleon could not afford against the larger Royal Navy.  Though Grant might have been able to stall allied efforts on Paris for some time, it was pretty clear that London was beyond the optimistic reach of the French empire.  Grant conceded the game and lamented that his eastern campaign had stalled in Vienna, not even having reached Russia.

We all very much enjoyed the game.  My role as Russian was actually relatively minor; I was in fact involved in only one or perhaps two battles, so it's fair to say that W&P may not be the best three-player option, but I still had fun.  The fact that we were all familiar with the Axis and Allies format made learning the game very quick.

My thoughts on the English victory center primarily on the resource game.  The French spent a lot of capital keeping Prussia out of the war; one might reasonably ask whether some of that cash might have been better spent on troops to maintain the offensive or at least better protect France from the inevitable English counter-attack.  Spain was not much of a factor; although the English maneuvered around Iberia at sea and in Gibraltar, I don't think the Spanish army ever saw combat.

We had one question during the game that the rules didn't seem to handle:  Could the French pay to reduce the Russian position on the alliance track?  What effect would it have if the Russians reached the '0' ("neutral") position?  How would that affect the Russian alliance with England?  It turns out that a very similar question had been asked on boardgamegeek.com, and I quote designer Grant Wylie's answer here:
Yes [players can pay for political alliance die rolls targeting a country in the enemy's alliance], but they don't roll or fall out [of] the alliance except by being conquered; but the three-position shift for the capital being occupied and the roll being automatic is affected by these shifts; it actually makes good sense to do because it may cause them to have to make a political alliance roll if they are conquered and they have shifted enough.
The nice thing is that we had a fun time and finished the game in a very reasonable three hours.  I would certainly enjoy playing again.

Sunday, May 12, 2013

Backyard 24/7

Just a picture this time:  As the weather improves, the backyard boardgaming becomes more frequent.  Friday after work it was 24/7: The Game (designer Carey Grayson, publisher Sunriver Games).
 

Tuesday, May 7, 2013

Undiscovered Carthage?

(c) Z-man.  Used by permission
Last Friday, I wrote about the underappreciated game Alexandros.  I remarked that I never run across any mention of it in blogs, podcasts, or anywhere else outside its boardgamegeek entry.  This evening, Kathy and I played another game only slightly more recognizable, Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).  The whole time we were playing, I kept remarking on the tight, agonizing decisions, turn by turn.  Nothing is obvious in this game; every choice has two sides - risk and opportunity, benefit and consequence.  I wondered whether ToC, like Alexandros, might qualify as a little-known gem that deserves more recognition.

Sunday, May 5, 2013

Birthday dinner gaming

Yesterday was my beautiful wife Kathy's birthday, and we celebrated by having our good friends Glenn, Jeff, and Rebecca over for dinner and boardgames.  We customarily get together every few months or so to socialize, most recently in November when we played Tsuro and Settlers of Catan at Jeff's house.

Friday, May 3, 2013

Who loves you, Alexandros?

Today, Kathy and I played Alexandros (designer Leo Colovini, art by Grafik Studio Krüger, publisher Rio
Kathy's green generals govern some
high tax-earning provinces in the west
Grande
).  I'd blogged some time ago speculating that this game might have a runaway leader problem, but that was not in evidence in our game today.  Although I jumped to an early lead and tried to continually levy taxes to open my advantage, Kathy gamely and gradually caught up to me.  She accumulated cards to knock me out of my high-earning provinces, one by one.  She timed it perfectly, so that she passed me on the high end of the scoring track and maintained the tax-collecting momentum to win by a substantial 120 to 97 points.

Tuesday, April 30, 2013

Romance on the train: Love Letter and Ticket to Ride

Sunday afternoon, Kathy and I played Love Letter (designer Seiji Kanai, artists Andrew Hepworth and Jeffrey Himmelman, publisher Alderac Entertainment Group) for the first time.  This microgame poses some neat little logic challenges and opportunities for second-guessing, although in our first play, we didn't find it quite as "brain-bending" as Citadels, our favorite hidden-role game for getting inside each others' heads.  As it happens, we played two rules incorrectly.  First, in the two-player game, we failed to turn three cards face up at the start of each round to reduce the size of the playing deck and gain early insight into which cards were already out of play.  Second, we thought (incorrectly) that the Guard could target another Guard in an attempt to eliminate an opponent.  Since there are five Guards in the deck (as opposed to one or two of any other character), that made the Guard extraordinarily powerful in our game.  I've written before about my propensity for getting the rules wrong the first time I play a game, but fortunately, we still had fun, and the game was over in less than half an hour.  LL is a quick little diversion that I expect will get more play - and that I hope will become more intricate in the tactics and counter-tactics of anticipating each others' cards.

Friday, April 26, 2013

Love Letter arrives in the mail

Love Letter: A good thing in
a small package
Kathy recently placed an order with amazon that, by itself, would not have qualified for free super saver shipping.  So she asked if there was anything I'd like to add to the order.  I went straight to my boardgamegeek wishlist and picked out Love Letter (designer Seiji Kanai, artists Andrew Hepworth and Jeffrey Himmelman, publisher Alderac Entertainment Group).  I'd heard some very interesting hype about this little 16-card microgame.  Not every review was positive, but many were enthusiastic or at least intriguing.  I am most fascinated by the concept of a game of so few components that carries so much player interaction, logic, and second-guessing.  Coup falls into this category and, in some respects, Citadels.

Monday, April 22, 2013

Getting serious about East India Company

I've had some time over the last few days to start really stepping out on my plan for "East India Company."  I've completed a survey of candidate publishers.  I've decided that I should have a second prototype in hand ready to ship in the event that I get a positive response from a submission letter.  So my current effort is geared toward making a second prototype that reflects the lessons I've learned from my first printing foray and from the playtesting I've done with it.

Sunday, April 21, 2013

Sunday afternoon Probe

This afternoon we had a family game of Probe (Parker Brothers, 1964), an old stand-by that we played way back when we were kids and that we have since passed down to the next generation.  I managed to guess Kathy's diaphragm under the "Interruptive Rule" with five letters unexposed, which gave me a 100-point bonus.  The 17-year-old's fax lasted a long time, until his having to expose blanks made obvious just how short his word was.  The 12-year-old's toxicity lasted the longest; Kathy managed to guess it at her very last opportunity before the end of the game.  My wishful was guessed the earliest in the game, but I ended up with the high score and the win.

Saturday, April 20, 2013

Hive at work, and the Top Ten Lunch Break Games

Today my friend Glenn Weeks and I got together during our lunch break at work, and we took advantage of the opportunity to play a game of Hive (designer and artist John Yianni, publisher Gen42).  This turned out to be the perfect lunch break game for two.  It occupies very little table real estate, takes less than five minutes to teach, and has a playing time of about 15 or 20 minutes.

Wednesday, April 10, 2013

"For the Win" on the deck

For the Win final position
This evening I got home from work late, so we only had time for a quick game out on the back deck before Kathy made dinner.  So we played For The Win (designer Michael Eskue, artist Eric J. Carter, publisher Tasty Minstrel), a nice little open-information zero-luck abstract that I picked up in the first Kickstarter I ever backed.  We hadn't played since last July, when I wrote about my initial impression of the game in some detail, so it was fun to come back to this one with fresh eyes.  We just had time for one game, but it was a nice satisfying diversion while the chicken marinaded until it was time to put it on the grill.

Sunday, April 7, 2013

Signs of spring: The first backyard boardgame of 2013

Spring has made its long-awaited appearance here in northern Virginia.  The birds are singing, the Washington Nationals are winning (or at least they were before they went to Cincinnati), and the boardgames have finally started to come outside.

Saturday, April 6, 2013

Back to Midway

On Wednesday, Frank Hodge and I returned to fight the battle of Midway (designerLarry Pinsky and Lindsley Schutz, publisher Avalon Hill).  Frank has spent considerable time refining his variable order of battle to the AH classic, and this time we had quite  a lot of fun beefing up both fleets to fight the battle in grand style.  A significant change that we prefer is that the Japanese invasion force is represented by five AP transports, rather than abstractly handled with the cruiser Atago according the rules.  The only other variation we added was the submarine optional rule from Alan R. Moon's "Pacific Theatre via Midway" article.  We didn't use B-17's in this game, and we didn't miss them.

Wednesday, March 27, 2013

Boats, coffee, and gladiators: Gaming after work

Yesterday after work, a bunch of us gathered for games at our Friendly Local Game Store (FLGS) Game Parlor Chantilly.

(c) Calliope Games
Used by persmission
Tsuro of the Seas
Not all of us had arrived before five of us (Keith Ferguson, Carson, Brian, Grant Greffey, and myself) got impatient enough to start a quick game of Tsuro of the Seas (designers Tom McMurchie and Jordan Weisman; artists Ilonka Sauciuc and Dawne Weisman; publisher Calliope Games).  In our limited experience with this game, the dragons that were added to the original Tsuro only serve to prolong the game and randomize the outcome, so we elected to play with just the original rules and no dragons.  I didn't realize until at least halfway into the game that the TotS board is actually larger than the original - I think seven-by-seven squares rather than six-by-six.  Regardless, the game play is largely the same, and with five players, it unfolds much as you would expect.  Four of us made something of a beeline for the center, while Grant meandered in looking for a good opening.  Of course, once the wakes start to meet and players find themselves facing the same empty tile space, the real strategy comes in.  Tom and Traci M. arrived just as things were getting frantic, and it wasn't five minutes before players started falling off the map one by one until I had the last boat left facing the last empty tile space on the board to win the game.

Monday, March 25, 2013

Could 1955 go on forever?

For Christmas, my friend Paul R. gave me 1955: The War of Espionage (designer Kevin Nunn, artist Haley Ross, publisher APE Games).  I had it very high on my wishlist after some positive mention on DiceHateMe's "State of Games" podcast (starting at 42:45) as a nice tight two-player game.  Kathy and I played it once before a few weeks ago (which she won by securing my home country), and tonight we thought we'd bring it out and try it again.

Thursday, March 21, 2013

Numerical analysis of "East India Company"

At UnPub 3, during the three-player playtest of "East India Company," Ben Rosset expressed concern that in the game, the dividend track wasn't rewarding enough to justify the cost.  He felt that in general, money can be better spent on ships and goods that will yield a better return on investment than declaring dividends.  It was an observation that I took very seriously; I hadn't had a playtest in which anybody completely ignored the dividend track before.  I wondered if it was a weakness that would emerge with extensive play and end up being a superfluous element of the game.

Tuesday, March 19, 2013

Dice Hate Me trifecta!

(c) Dice Hate Me Games
Used by permission
In just the last few years (as anyone who has followed Man OverBoard already knows), I've had the pleasure of getting to know Chris and Cherilyn Kirkman of Dice Hate Me Games.  Dice Hate Me was one of the first blogs I ever started following, and it was great to meet them at WBC 2011.  That's where they introduced me to T.C. Petty III, with whom they were playtesting VivaJava: The Coffee Game.  I've since had the opportunity to hang out with Chris and T.C. at multiple conventions over the last couple of years.  They also introduced me to Ben Rosset at PrezCon 2012 when he was playtesting "Stranded."  Last summer I got to try out Ben's Mars Needs Mechanics at WBC and have since had a number of great conversations with him about our thoughts on game design.

Saturday, March 16, 2013

Stalemate at Santa Cruz

In our "Pacific Theatre via Midway" campaign series, my friend Frank Hodge and I clashed once more in the Coral Sea, this time in the Santa Cruz scenario of Alan R. Moon's expansion to the Avalon Hill classic Midway (designerLarry Pinsky and Lindsley Schutz, publisher Avalon Hill).  Once more, I assumed command of the U.S. Navy forces while Frank controlled the fleet of the Imperial Japanese Navy.

Saturday, March 9, 2013

Mr. Jack makes a first impression

One of my PrezCon auction store acquisitions was Mr. Jack (designers Bruno Cathala and Ludovic
(c) Hurrican Games
Used by permission
Maublanc
, artist Pierô, publisher Hurrican).  I'd run across it in a number of people's list of favorite two-player games, and reviews really impressed me.  The only reason I'd hesitated in the past to pick it up was its association with Jack the Ripper.  I've written a couple of times about the ethical implications of game theme, and I was concerned that, like Letters from Whitechapel, this game would cross a line for me.  But I recently read a review that indicated that Mr.J does not have the "Jack" player trying to perpetrate murder (as does LfW) but instead attempting to escape apprehension for an unspecified (if tacitly understood) crime.  In this respect, Mr.J is strictly a cat-and-mouse deduction game, and with that understanding, I thought I would pick it up and give it a try.

Thursday, March 7, 2013

Excellence in Game Design - Leslie Scott

I received the January issue of the "Business of Play Inventor Newsletter" recently.  This newsletter covers the events surrounding the Chicago Toy and Game Fair, an annual occasion in November that includes a series of multiple of events, to include the International Toy and Game Innovation Conference (T&GCon), the International Summit for Professional Inventors (I-SPI), and the Toy and Game Inventor of the Year (TAGIE) Awards.

Wednesday, February 27, 2013

PrezCon 2013 - Sunday

The final day of PrezCon saw me sleeping in just a little too late to make the final heat of Settlers of Catan.  So this year was the first time missing the SoC tournament since I first came to PrezCon some six years ago. It was SoC that first attracted me to the Winter Nationals, with the prospect of winning the regional qualifier and going to the national championship.  But that's okay.  Because later that morning, another game that I like just as much as SoC started up.