Friday, October 17, 2014
Top ten games that I play with my wife
Friday, September 5, 2014
My candidates for the 2014 Dice Tower Top 100
(c) Queen Games Used by permission |
Saturday, August 16, 2014
WBC 2014 Saturday and Sunday: WS&IM fleet action, Acquire semifinal, and demos
- "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"
Saturday, March 29, 2014
PrezCon 2014 Part 5: Finals
(c) Rio Grande Games Used by permission |
Saturday, December 28, 2013
Holiday gaming
(c) Lookout Games Used by permission |
Thursday, September 26, 2013
Summer game photos
The yellow plague outbreak gets away from us. |
Friday, August 9, 2013
WBC 2013 Saturday: Wooden Ships fleet action and semifinal
My fellow Dutch players, Admiral Ron (l.) and Commodore Tim H. |
Tim Hitchings always puts on a great fleet action at WBC. This year, the scenario involved a meeting engagement in the Dogger Banks between a British fleet of six ships-of-the-line and six frigates escorting nine merchant vessels against a similarly outfitted Dutch fleet. The goal of each fleet was to escort its merchants safely off the opposite side of the board. I served as the rear commodore of the Dutch fleet, with the ship-of-the-line Holland and a frigate under my command, as well as three of the merchants.
Sunday, May 5, 2013
Birthday dinner gaming
Tuesday, February 5, 2013
Multi-player games for two players
Saturday, December 22, 2012
Shadows and Assassins
Monday, September 3, 2012
Labor Day weekend gaming
Image courtesy of Rio Grande Games |
Tuesday, July 10, 2012
What to pack for a vacation
[While on vacation in North Carolina, I scheduled this re-post of my vacation boardgaming selections from last summer. Originally appeared 29 July 2011]
We recently went on a vacation in the West Virginia mountains for some white-water rafting, horseback riding, paintball, and a zip line canopy tour. (ACE Adventures, if you're interested.) In the absence of internet and video games, we anticipated the need for some quality family downtime in the cabin. So of course that means boardgames!
Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices. This time we wanted more options without having to bring the entire game closet. So we put together a packing list of games that most of us like. Everybody got to pick at least one game. We wanted to have at least three options each for two, three, four, or five players. At least three of the games had to be accessible to the youngest of us (ten years old). We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring. Here's the list we came up with:
- Chicago Cribbage
- Incan Gold
- Citadels (note - this link plays music)
- Ace of Aces
- Catch Phrase
- Martian Fluxx
- Travel Scrabble
- Trains Planes and Automobiles
- Empyrean Inc
- Forbidden Island
- Car-Go Othello
- Pirateer
- Uno H2O Splash
So what did we actually play? Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia. The brilliance in the design of this game is that there are no separate parts. The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board. Each space can be rotated to show a green blank, a white piece, or a black piece. The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).
Whirlpool randomizer from Uno H2O Splash |
Sample page from Ace of Aces |
We did play a few conventional games during our down-time in the cabin. Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win. Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later. My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand. My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.
And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.
Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.
Saturday, February 25, 2012
PrezCon 2012 - Part Two
Among my goals at PrezCon this year was to learn Small World, which my buddy Grant Greffey is running as the Game Master. I participated in his demo for new players, which was well-attended by upwards of eight people crowded around the table. Small World is a relatively easy game to pick up. Grant is especially fond of it for its replayability. The random combinations of races and special abilities make for some dynamic game interactions.
Later that evening, we played the first heat in the tournament. I placed fourth at my table and learned (as I have so often heard but failed to incorporate) the importance of timing when it comes to placing a race into decline and starting the ascendancy of a new one. I did reasonably well with "forest orcs" in the first several turns of the game but held on too long to "wealthy wizards," whom in retrospect I should have placed into decline after just a turn or two in favor of some more effective race. The winner was Nathan Twigg, a regular face at PrezCon and a fun opponent.
The bottom line of course is that I learned how to play SW and found it to be a fun, light game.
Can't Stop
After my exhaustive statistical analysis of Pass the Pigs and the stark realization that I am mathematically too cautious in my approach to push-your-luck games, I vowed that I would approach Can't Stop with a more aggressive style. That approach did not serve me well at all late Thursday night, where I busted on countless attempts to close out a category. I really have to spend some serious number-crunching on that game to figure out the right approach.
Midnight gaming
My friends and I have taken to meeting at midnight to play together because, you know, 14 hours of gaming can't possibly be enough for one day. So Grant, Keith F., Brian G., Tom S. and I were joined by Michelle H. (who was at my Can't Stop table) for a six-player round of Alhambra. I did abysmally poorly. It was so bad that at one point after the second scoring round, Eugene Y. (a very experienced and knowledgeable player) looked at our table and was astounded at how low the scores were - mine in particular at about nine points. He asked me if I'd ever played before, or if I even knew how to play. I told him that I'd placed in the semifinals the previous year, and he was just dumb-founded that we could have been so far into the game and have scores so low. It was about the strangest game of Alhambra I'd ever played.
After Alhambra, we still weren't satisfied, so Keith, Brian, Tom and I stayed up for a round of Citadels. None of the three of them had played a four-player round of Citadels before; Keith and Brian had only ever played three-player games. The dynamic is completely different with four players (and a better game, really) since each player gets only one role, and two roles are visible face up and known to be out of play. I built some substantial high-scoring buildings, but had only got to five districts before Keith finished with eight and won the game.
[Next post: Friday's experiences going down in flames, settling Catan, learning to acquire, and bringing more people aboard trains, planes, and automobiles]
Monday, January 16, 2012
Design inspiration
Working trademark for "Gold on Mars" |
Space travel is still my major sticking point, and I wish I'd spent more time on it. I think I finally settled on some rules for how much fuel is required to get to each planet, and how much fuel must be carried (or produced in situ) for the return trip. I just don't want to get hung up on making players do too much math, or end up with such widely disparate transit costs among planets that a degenerate strategy develops to ignore distant mining sites in favor of those closer to Earth.
Another concern I have is the risk of a jackpot mining operation resulting in a runaway leader. Mining is necessarily speculative, and has to have a major upside potential to justify the expense and risk of space travel, but if one player hits it big and others have mines that run dry, then the game simply ends up being an exercise in dice and card luck. So once I do have a prototype, the first few playtests will have to expose the luck factors and point me in the direction of redesigning and reworking game elements to make it a contest of thoughtful risk management, more than just luck or puzzle-solving.
I do love a challenge.
Beer, wine, and Citadels |
Thursday, October 20, 2011
After School Special: Three Games at Game Parlor
This evening my buddies Grant, Keith, Brian, and I got together and started off with Tannhauser (designers William Grosselin and Didier Poli, artist Didier Poli, publisher Fantasy Flight Games). I had first seen this game demonstrated at PrezCon a few years ago, and I have to say that I was mildly intrigued but also a little put off. The demo was a little rushed, not well explained, and played through haphazardly, so I walked away thinking not much of the gameplay. I have a very different impression of it now - a fun shoot 'em up skirmish game with a few neat special-ability twists. In this evening's game, we paired off two players against two, each team controlling three heroes and two troopers. Grant and Keith seized control of the center hallway of the house, but Brian and I managed to do some serious damage with a couple of hand grenades and some ridiculous dice luck. We ended up winning in a game that probably shouldn't have been so lopsided.
(c) Z-man Games Used by permission |
(c) Fantasy Flight Used by permission |
Next post: My latest design inspiration
* Artists for Citadels as listed on Boardgamegeek:
Cyrille Daujean, Julien Delval, Jesper Ejsing, Bruno Faidutti, Didier Graffet, Bjarne Hansen, Darrell Hardy, Florence Magnin, Jean-Louis Mourier, Scott Nicely, Christian T. Petersen, Brian Schomburg, Richard Spicer
Tuesday, August 9, 2011
Final day at WBC
(c) Worthington Games Used by permission |
Some time ago I did a survey in earnest for two-player games that my wife and I would enjoy, and Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher GameWorks) came up pretty high on the list. DiceHateMe had a pretty funny review last April, including the following comment that caught my attention:
- Jaipur - while sometimes frustrating because of the luck of the draw in the Market - is incredibly fun. Why? I honestly have no idea. There are some games that, if dissected, the parts would make most game scholars scratch their heads and utter a collective “huh?” However, put those parts together and a rare synergy occurs. This is the magic of Jaipur.
I love games like that. I happened to see it for 20% off at the convention and picked it up.
(c) Z-man Games Used by permission |
I needed even less deliberation to pick up Farmers of the Moor (designer Uwe Rosenberg), also at the Z-man booth. This extension to one of my favorite games, Agricola, adds horses and peat to the farm. I expect Farmers will bring a little "aroma" to our Agricola sessions.
I had, unfortunately, blown my budget by the time I got to the Stronghold Games booth, where I encountered Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, publisher Stronghold Games). Oh, baby. The DiceHateMe review of this cloak-and-dagger deduction game really brought out the evil laugh in me. But how do you indulge your inner spy when you've got a bag full of games already? Well, fortunately, Keith F. felt the same Cold War nostalgia I did. (Oh, wait, he's not nearly as old as I am ... Keith, what grade were you in when the Berlin Wall fell?) Nevertheless, Keith picked it up, somehow confident that he'd be able to get me to play it with him a few times.
So all in all, the three of us managed to stay entertained. We drank beer, we competed in tournaments, we played games till 2:00 in the morning, we bought bags of games ... and yet none of us went home with a plaque. Oh, well. There's always PrezCon.
Friday, August 5, 2011
First day at World Boardgaming Championships
Friday, July 29, 2011
What to pack for a vacation
Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices. This time we wanted more options without having to bring the entire game closet. So we put together a packing list of games that most of us like. Everybody got to pick at least one game. We wanted to have at least three options each for two, three, four, or five players. At least three of the games had to be accessible to the youngest of us (ten years old). We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring. Here's the list we came up with:
- Chicago Cribbage
- Incan Gold
- Citadels (note - this link plays music)
- Ace of Aces
- Catch Phrase
- Martian Fluxx
- Travel Scrabble
- Trains Planes and Automobiles
- Empyrean Inc
- Forbidden Island
- Car-Go Othello
- Pirateer
- Uno H2O Splash
So what did we actually play? Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia. The brilliance in the design of this game is that there are no separate parts. The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board. Each space can be rotated to show a green blank, a white piece, or a black piece. The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).
Whirlpool randomizer from Uno H2O Splash |
Sample page from Ace of Aces |
We did play a few conventional games during our down-time in the cabin. Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win. Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later. My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand. My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.
And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.
Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.
Sunday, July 10, 2011
Sacked in Citadels
A couple of weeks ago, our good friends Sheila and Keith invited us and our friend Jeff over for dinner and games. The five of us played Citadels (designer Bruno Faidutti, publisher Fantasy Flight Games), which turned out to be terrific fun. As it happened, Sheila had an extra copy, so we went home with Citadels as a kind of door prize. Later we learned that she and Keith had been playing two-player and really enjoying it, so we tried it ourselves this evening.
Citadels has become my favorite game of all - even over 7 Wonders. The brilliance of the game is in the role selection and sequential role resolution. When the five of us played, we all seemed to value the Architect most of all for the two free cards he'd offer - until someone would always select the Assassin and kill the Architect. That seemed to be de riguer in our session that night. So then people would shy away from the Architect unless they had some reason to believe that they wouldn't be assassinated. There was a lot of second-guessing, and at one point I had a particularly lucky turn when I selected the thief with the expectation that Sheila (who had six gold pieces) would select the Magician for his card-exchange ability (because she kept complaining about her cards). My bet paid off, and Sheila was set back more than a turn in building construction when I took her stack of money away. (If looks could kill .... :-) )
So, fast forward to this evening: Kathy and I decided to try the two-player variant ourselves, in which each player ends up with two roles. The brilliance of the two-player game is that you can usually narrow down your opponent's likely roles to two out of four possibilities. There is often a kind of, "you expect me to take the merchant, so I should take the bishop, except that you know I know you expect me to take the merchant, so you think I'll take the bishop, so I should take the merchant..."
Kathy's winning Citadel at the base of her wineglass |
I really, really like this game. I am surprised it has not caught on at PrezCon nor at the World Boardgaming Championships. Maybe I should do something about that.