Ridere, ludere, hoc est vivere.

Friday, April 17, 2015

Worker placement inventory

Part of Kathy's killer combination
This afternoon my wife Kathy just wanted to play a worker placement game.  We settled on our old favorite Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man).  We played with the 'K' Deck, which we haven't done in a while.  She had a killer combination of Plowman, Market Woman, and Greenhouse, which together meant she was swimming in grain and vegetables by the end of the game. She also had two big pastures and a lot of animals at the end, plus a large wooden hut.  My big points came from major improvements that included the well and the stone oven, a stone hut, and a lot of grain thanks to Acreage.  But my unused spaces and neglect of animals meant that she won the game, 40 to 31. 

Kathy's initial proposal, "Let's just play a worker placement game," prompted me to go back and see just what games we have that might have scratched that itch.  An advanced search on boardgamegeek made this question easy to answer.  These are listed in the order that I would most prefer to play:

We are fond of every one of these games.  The only caveat might be that Belfort doesn't seem to work well for just two players.  

The next obvious question is, what worker placement game would I want to get next?  Here's what I've got on my wishlist that I've specifically called out for the worker placement mechanic:
  • The Manhattan Project
  • Myrmes
  • Pret-a-Porter
  • Snowdonia
  • Carson City
  • Caverna: The Cave Farmers
  • Fields of Arle
  • Sun, Sea & Sand
  • Praetor
  • Russian Railroads
No doubt I've missed more than a few, but there are, you know, so many games and so little time.

Saturday, April 11, 2015

Shep's Games

Work has been crazy lately.  It interferes with my gaming at home, playing with my friends after work, my weekend gaming opportunities, my podcasting, and my blogging.  I spent the last week on business travel in Denver, Colorado, and I was determined to find some way to get some gaming contact after-hours.  A little internet searching turned up Shep's Games, and on blind faith I showed up there at about 6:00 pm last Thursday hoping to find some open gaming.

Shep's Games is a nice little FLGS run by a young couple who opened the business about a year and a half ago.  They don't have a lot of inventory on the shelves, but it is clearly a store run by gamers for gamers.  The games that they do have are well-selected.  Many are highlighted with a little sign on the shelf that say, "As seen on Geek and Sundry's Table Top."  They also have a substantial collection of Dungeons and Dragons books and Magic: The Gathering cards, the typical series that might reasonably help keep a store in business.  The back half of the room has a few tables with a fairly substantial open gaming library of options to "try before you buy."

Quality, if not quantity, on the
shelves at Shep's Games
Shep said that Thursdays were usually busy, but at the time I walked in, there was only a group of four playing Settlers of Catan.  I sat down to watch, hoping that they would finish early enough that I might get a chance to play something with them afterward.  It turned out that Shep was sponsoring a boardgame league in which regulars would come and play games to accumulate points on a weekly basis, and this Settlers game was an event in that league system.

One other person came into the store shortly after I sat down to watch, but she sat at another table, ate her dinner, and did homework the entire time I was there, so my hopes to start a separate two-player game didn't pan out.  I chatted with Shep and his partner for a while, and went back to watch what turned out to be a longer-than-average Settlers game.  The session finally ended around 7:30, but unfortunately closing time was 8:00, and no one expressed any interest in playing a filler for the remaining half-hour, despite such candidates like 7 Wonders and Splendor in the open gaming library.  A few more people came into the store late, looked at games on the shelves, and chatted with the people who had finished the Settlers game, but it became clear that I wasn't going to get to play.

I got up to leave, and one woman said, "Did you enjoy watching us play?" or something like that.  I said I did, and took my leave.  It occurred to me on my way out that that was only the second time that anyone other than Shep had spoken to me the entire evening.  The first time was when I asked if I could watch, and one of them said, "Sure."  Other than that, I might have been invisible for all the interaction I had with anyone at the table.

Maybe it was my personality, but it occurred to me also that I was still wearing my tie and overcoat from when I had been at work.  I hadn't gone back to the hotel room to change because I had worked so late and because I was so interested in getting to the game store and not missing any action.  As I was leaving, one of the customers actually said, "Goodnight, sir."  So I realized that these younger people in their very casual setting might have been a little put off by my business attire.  At Game Parlor Chantilly, where I used to play after work, it is not uncommon for government contractors and others to show up in a tie, or at least in some kind of business casual.  I didn't think about it at the time, but perhaps I looked like didn't belong there at Shep's on Thursday night, a long way from home, alone among friendly gamers in a friendly game store.

Shep's is a nice little venue, humble but "growing" as Shep said, with a thriving community of players.  I would encourage anyone who finds himself or herself in Aurora to stop by.  But next time I'll change out of my tie and into my jeans. 

Monday, February 16, 2015

UnPub 5 Saturday - East India Company

Saturday 7 February was the first full day of UnPub 5, the unpublished game prototype playtesting convention that has grown dramatically in the last four years.  I split a Tag Table with Tony Miller, and by mutual agreement, I took the table first on Saturday.  I was glad to do so because I really wanted Lesley Louder to get a chance to play "East India Company" before she had to leave the convention early.  When Lesley's husband Darrell, the convention director, heard that I was setting up a game of "EIC," he had Richard Launius (Arkham Horror, Elder Sign) join us.  Rob Weaver made our fourth.

Naturally, I was thrilled to have Richard Launius play my game, and I was eager to get his feedback.  He read through my rules as we waited for Lesley and Rob to join us, and he surprised me by saying that he hates writing rules and never writes them until he absolutely has to - usually when the game is done and the publisher asks for them.  My design style is exactly the opposite.  I have to write the rules to keep my thinking organized.  Invariably I discover flaws in my concept of my own game when I try to draft rules and uncover inconsistencies.

The playtest went very well.  I got some good suggestions from all three players, including the addition of a turn-record track that indicated insurance payouts (instead of the payout table based on tile count) and some general improvements to the map.  Now, although Richard freely admitted that "EIC" was not his type of game, he had some helpful insights.  I had introduced a new, simpler rule for tariff houses, but he felt that they needed clarification - specifically that tariffs are paid from the bank, not from other players.

Overall, Richard thought that the game was good, it was fun, it made sense - but that it wasn't publishable.  By that, he meant that a publisher wouldn't buy it because it wasn't distinctive enough.  For the big publishers like Asmodee or Rio Grande - and he emphasized that I should always design with the big publishers in mind - they have their own in-house designers, and if I bring them something that they could have designed themselves, then they won't buy it from me.  I need to bring them something unique, with a hook that gets their attention, that they couldn't have done in-house.

He gave me some specific recommendations about adding historical context, adding event-driven market price changes, and adding impasses to impede player actions.  He also thought that the big ships were overpowered, having both speed and capacity, and ought to be slower.

I am not at all discouraged by his comments.  Rather, I'm inspired to take "EIC" up a notch and really make it sharp, really give it some interest.  I don't think I'll implement all of his recommendations, because I think some of them depart from my overarching vision of the game, but I like the idea of bringing it up a level and really making it something that catches a publisher's interest.

Aaron Honsowetz, designer of "Post Position," stopped by, and I chatted briefly with him about Richard's comments before going on a short break.  When I returned, Aaron was already explaining the game to another group of four interested players - Tyler, Chrissie, Johann, and Rachel.  (I had already met Johann at the Designers Dinner the night before.)  So I took over the explanation and launched into another playtest.  This second game also went well and completed in just 75 minutes, comfortably under my target time.

They had some interesting ideas about opening up more markets in the colonies.  The recommendation I really liked is giving players only half the value of ships at the end of the game, rather than full credit.  That way they will have to think of ships as assets only if they anticipate making back enough money to justify the investment.  Otherwise, buying a ship represents very little capital risk.  Another interesting idea was to add one or more "Pirate" tiles to the tile bag, so that pirates would come up at truly random points during the game.  I might experiment with that idea.

So in my four-hour Saturday table slot I completed two very helpful playtests, including some invaluable notes from a highly successful professional designer.  That feedback was exactly what I'd come to UnPub to find.

Saturday, February 7, 2015

UnPub 5: Friday

Keith Ferguson and I are at UnPub 5, presented by Ad Magic at the Baltimore Convention Center in Baltimore, Maryland.  Darrell Louder has really cranked up the gain on UnPub this year, with a terrific new location and a slate of activities for the pre-convention Designer Day, which just concluded Friday night.

Tuesday, January 27, 2015

Boardgame news of the week: Exploding Kittens

Okay, stop the presses.  This is the news item that we'll be talking about all year.  Out of nowhere, a card game has taken Kickstarter by storm and attracted (at this writing) over 106,000 backers to drop a modest $20 to $35 each - totaling over $4.1 million - on what amounts to a wacky-themed push-your-luck game - Exploding Kittens (designed and published by Matthew InmanElan Lee, and Shane Small).  It has already broken crowdfunding records for board and card games and shows no sign of slowing.

Thursday, January 22, 2015

Thinking ahead

Our first game of Legacy: Gears
of Time
My beautiful wife Kathy gave me a copy of Legacy: Gears of Time (designer Ben Harkins, publisher Floodgate Games) for Christmas.  She trounced me in our first game, and last night I eked out a one-point victory in our second game.

Thursday, January 15, 2015

Statistical review of seasonal effects on Kickstarter funding

Lately, as I've been compiling notes each week for the Kickstarter report on the Dice Tower News podcast, I've come to notice an evident seasonal pattern:  fewer boardgame projects tend to fund on Kickstarter this time of year.  In recent weeks, the number of projects likely to fund has been particularly low.  Do longer-term statistics bear out my recent observations?

Friday, December 12, 2014

The game time conundrum revisited

A couple of years ago, I looked over my game collection and sighed at the number of games that hadn't seen the attention they deserved.  I wrote a post listing games that I wanted to spend more time on, even as I realized that as long as leisure time is limited and the game collection is big, there will always be neglected games on my shelves.  It's a topic worth revisiting from time to time - both because it's interesting to see how the list has changed (and how it hasn't) and because it's helpful to look at the collection with fresh eyes and think about resurrecting a few titles that might bear dusting off and playing again.

Friday, November 28, 2014

Holiday gift meta-guide

The reader looking for boardgame gift ideas for the upcoming holidays may find recommendations from an overwhelming variety of sources.  Rather than add to the noise, I thought I would help organize it with my own meta-guide of boardgame holiday gift guides.  What follows is a consolidated list of sources, including the categories for which they provide recommendations, as well as a summary of highlights at the end.  I hope the reader finds this meta-guide helpful.

Friday, November 7, 2014

A look back at hip-pocket wargames

I just saw the documentary Game On: The World Boardgaming Championships, by Alex Dunbar of Wind-up Films, which featured (among other things) the progress of a young competitor in the Ace of Aces tournament.  And just yesterday, my friend Paul R. just contacted me, now that we are working in the same building, about getting together for a game (which we haven't done in far too long).  It occurred to me that with proper planning, we could play a wargame on a lunch break.  Both of those events reminded me of a post I wrote a couple of years ago on what I called "hip-pocket wargames" - those that you could pull out and play on relatively short notice.  So what follows is a re-post of that blog entry, which might be new for some of my more recent followers.

Saturday, October 25, 2014

Most highly-rated out-of-print games

I was listening to The Geek All-stars Episode 87, in which Dan Patriss and his band of merry geeks list their Top 11 Stefan Feld designs, and someone mentioned in passing that a few of these well-regarded games are relatively unknown by game hobby newcomers because they have been out of print for some time.  That got me to thinking about how many excellent games are difficult or impossible to obtain because no publisher is printing them.  Hence the inspiration for today's post - a survey of the most highly-rated out-of-print games on boardgamegeek.com.

Friday, October 17, 2014

Top ten games that I play with my wife

Quite some time ago, Chris Norwood posted a list of his top ten games that he plays with his wife.  That list in turn was inspired by The Dice Tower podcast Episode 189, in which Tom Vasel and Eric Summerer shared their own top ten games that they play with their wives.  Those lists are both several years old, but the topic is timeless, so I thought I'd confer with my wife Kathy so that we could compile our own list.

Friday, October 3, 2014

Spring and summer photos

As October begins and fall sets in, I thought I would look back at some of games I got to play over the last six months.

My friend Grant G. gave us Goa for Christmas, and Kathy and I really like this neo-classic Euro.

Friday, September 26, 2014

Feminism Discourse Part 3: Who else has asked this question?

I'm certainly not the first to question the disproportion of men to women in the boardgaming hobby.  Here are just a few recent efforts (and one not-so-recent) to shed light on the question in one form or another.

Friday, September 19, 2014

Feminism Discourse Part 2: Who are the women that design games?

Last week I started to consider the question about why it seemed that there were so few female game designers.  But that post admittedly begs the question:  Is it actually true that game designers are disproportionately male, or is it just that male designers are simply better known?  I decided to actively identify women designers and some of the games they've designed to see if I could validate the notion that they are rare - or if not, to investigate why they are not as well known as male designers.

Friday, September 12, 2014

Feminism discourse: Why are women the exception in boardgame design?

Susan McKinley Ross at
2013 New York Toy Fair
I've recently come to consider seriously why most of the game designers with which I'm familiar are male.  I became more aware of this observation when I learned of a couple of women who won game design awards over the last few years and realized how unusual it seemed to me at the time - specifically, Susan McKinley Ross, who won the 2011 Spiel des Jahres for Qwirkle (which I only learned of when Tom Vasel interviewed her last November), and Leslie Scott, who won the 2012 TAGIE for Excellence in Game Design for Jenga.

Friday, September 5, 2014

Saturday, August 30, 2014

Confusion: Do I get it?

(c) Stronghold Games.  Used by permission
I've been enamored of Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, artist David Ausloos, publisher Stronghold) for a long time - partly for the cold war theme, partly for the bakelite components, but mostly for the really clever "reverse Stratego" mechanic of knowing what your opponent's pieces can do, but not your own.  Keith Ferguson picked it up the last day of WBC 2011, and we've played it a few times since - most recently during open gaming at WBC earlier this month.

Friday, August 22, 2014

Third annual-ish "What to pack for a vacation"

I like looking into which boardgames work for taking on family summer vacations.  The last time I looked at this question was July 2012.  This year we have plans to visit points of interest in southwest Virginia - the Skyline Drive, Lexington, the Natural Bridge, and Monticello.  We specifically will be leaving laptops at home.  Anticipating some quality family downtime, of course that means boardgames.

Saturday, August 16, 2014

WBC 2014 Saturday and Sunday: WS&IM fleet action, Acquire semifinal, and demos

One quick go-back on my earlier posts recounting my World Boardgaming Championships experience this year:  The very first thing that Keith Ferguson and I did Thursday morning, on our way to the registration desk, was to bump into Josh Tempkin of Tall Tower Games.  He spent a good part of the convention demonstrating several of his games:
  • "WarTime," which I've written about before as a fascinating, innovative real-time wargame involving sand timers
  • "Throne Dice," which surprisingly I still haven't taken the time to play
  • "Commissioner," which I learned at UnPub 4 as "Lesser Evil"