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Sunday I brought my son with me to Congress of Gamers to meet his friend (whose mother Sue C. ran the Catchy Quips vendor at the convention) and play RoboRally (designed by Richard Garfield, published by Avalon Hill [Hasbro]). Our session was a crazy one, with ten players on three connected boards. The game master, Marc Houde, randomly changed one of the boards every three turns. At one point, the second objective flag sat on a conveyor belt, a literal moving target. It became clear that the game could go on forever, so after three hours with only a few of us having touched the first flag, Marc announced that the first player to touch the second flag would be the winner. One player got to the flag but was carried to oblivion on the conveyor belt before he could declare victory. Much later, my friend Keith F. was able to capture the second flag and win the game, four hours after we started. There is a lesson here about adding random complications to an existing game design. The result can be an unintended convolution that makes a game unnecessarily long and potentially frustrating and draining.
Because RoboRally ran so long, I missed the Puerto Rico session and instead spent a little time and money at the Harmony House vendor picking up parts for a prototype of an interplanetary mining game idea I've been kicking around in earnest.
Finally came the game I'd been looking forward to most - Agricola. Again, Virginia C. was at my table, along with a woman named Helen and the game master Eric Engelmann. Our table was the only one to use drafting, whereby players keep some cards and pass the rest to other players before the start of the game so that each has the opportunity to assemble combinations of favorable cards and dispose of those least applicable to a strategy. My big early move was bringing out the wet nurse so that every room I added to my house came with a baby. I had a few other interesting occupations and improvements but still felt as though I was behind the group until some late moves to plow and sow, as well as to renovate my hut to clay and build fences near the very end. I just missed second place to Helen by a point, but Virginia took a commanding win with a five-room stone house and 13 points in improvements. With that, Virginia swept the EuroCaucus category for the entire convention.
After all that competition, I had a fun session of Castle Panic with my son and his friend. CP is a fun cooperative game, and it was a nice light-hearted finish to a fun convention. After that, we packed up and headed home, content to have played a solid weekend of games in good company.
And fun in the company of good friends and new acquaintances, after all, is what playing games is really all about.
We've played Robo Rally with a flag on an endless conveyor before without a problem. And we've played with one on the spiral-of-doom conveyor belt before, and I think we actually had a couple (but not all) robots tag it before the flag dropped into the abyss. But changing boards mid-stream sounds like a needless complication.
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Yes, it was a little crazy. The premise derived from the convention being "Congress of Gamers," so the GM decided that the robots were going to elect a new president. The factory floor represented the "issues," and as in all elections, the issues kept changing ... Pretty far-fetched, actually. It did drive us a little nuts.
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