Friday, August 14, 2015
WBC 2015
Thursday, August 14, 2014
WBC 2014 Friday: WS&IM loss, Acquire victory, and EIC demo
Wednesday, August 13, 2014
WBC 2014 Thursday: TPA and a day of not winning
Sunday, March 16, 2014
PrezCon 2014 Part 2: Friday
(c) Rio Grande Games Used by permission |
Wednesday, August 7, 2013
WBC 2013 Thursday: "Small" tournaments and second-hand buys
Friday, August 17, 2012
WBC: Acquire and acquisitions
Early in our game of Acquire. I had a majority holding in Worldwide (the purple hotel to the right), but that wasn't enough to prevail |
Monday, July 30, 2012
East India Company: More playtesting, more adjusting
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.
Friday, February 17, 2012
PrezCon: The first casualty of battle is the plan
PrezCon! I get excited just thinking about the name. My favorite convention. So convenient to northern Virginia, such a friendly and yet competitive gaming community.
I felt a little burnt out after five solid days of PrezCon last year, so this day I'm going for just four days; I'll arrive on Thursday and go through Sunday. My gaming friends Keith F., Brian G., and Tom S. will arrive a day ahead of me, on Wednesday. My buddy Grant plans to arrive in time for the first events on Monday evening and stay the entire seven days. Hard core, baby. I don't know how people do a solid week of intense boardgaming. People like that must pace themselves better than I do.
Excerpt of my PrezCon schedule ... for now ... |
I've written this before, but I'm not afraid to repeat myself. The best advice I ever got when approaching PrezCon came from Convention Director Justin Thompson: "Learn at least one new game; buy at least one new game." I have three demos in mind for games that I want to learn this year:
- Acquire
- Small World
- Command and Colors: Napoleonics
1976 3M Edition |
Grant is running Small World (designer Philippe Keyaerts, artist Miguel Coimbra, publisher Days of Wonder) at PrezCon, and I'm embarrassed to admit that I've never actually sat down and played the game before. So I'm setting SW as a specific "learning goal" for PrezCon this year.
Cover Design by Rodger B. MacGowan Copyright ©2010 |
As for buying at least one new game, well, I'll bring my wishlist, but there's no telling what I'll come home with. Here's my top seven, in no particular order:
- Fairy Tale
- Le Havre
- Chicago Express
- Traders of Carthage
- Confusion: Espionage and Deception in the Cold War
- High Frontier
- Saint Petersburg
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 |
Wednesday, January 4, 2012
Family games - what works for both adults and kids?
The other day we tried a little game that my son got for his birthday called Pictionary Card Game (designer Brian Yu, publisher Mattel). Unlike the original Pictionary, which requires players to draw diagrams and pictures, the card game has a set of pictographs - little cards with icons, sketches, and other abstract or symbolic drawings that can be combined or manipulated to prompt teammates to come up with the intended answer. There are two levels of play - adult level, where the answers that teammates need to guess require a certain familiarity with culture and turns of phrase (like "Yellow Submarine"), and kid level, where the answers are more generic (like "ruler"). Each answer has an associated category (like "school supplies" for "ruler") so that players have a general idea of what they're trying to guess.
Sample pictograph cards used in Pictionary Card Game |
Games that have worked well for us in a broad age range setting include Clue, Apples to Apples Junior (though not the original Apples to Apples), Pirateer, and Guillotine. In larger groups, we've had success with Are You a Werewolf? as long as the participants are comfortable in a player-elimination game. (If the group includes kids who are sensitive about getting "voted out," then Werewolf won't work.)
Trains Planes and Automobiles fits the bill as a family past-time in a group spanning a broad mix of ages - even more successfully than I expected when I first conceived and developed the game. I am frequently and pleasantly surprised by the positive reactions I get from both children and adults when I demonstrate it at conventions or hear from people who have played it at home. I mentioned in my last post that it had become a favorite of our friends' son and that they love the fact that they can get together and play it as a family without having to drag people to the table. I think the principle reason is that TPA rewards good decision-making enough to keep grown-ups engaged but also has enough luck and balancing elements to keep everybody in contention for the whole game. Kids feel as though they have a good chance to win, while adults enjoy playing a real game that is more than just a roll-and-move luck exercise.
Familia quod ludit una manet una.
Tuesday, November 29, 2011
PrezCon Demos - 23, 24, 25 Feb 2012
I am elated to report that I will be demonstrating Trains Planes and Automobiles at PrezCon at the DoubleTree Inn in Charlottesville, Virginia on Thursday 23, Friday 24, and Saturday 25 February 2012. PrezCon has a special place in my heart, because that's where I first demonstrated the game in 2010 to Worthington Games and we sealed the deal with a handshake on the spot. Before long, Worthington's new BlueSquare Board Games had released TPA as the first in its line of family games. Seeing it on the PrezCon schedule has got me all juiced about game design again.
It's time to get back to work and turn some digested ideas into real playable prototypes.
Monday, October 10, 2011
Congress of Gamers Part II: Flummoxed Families and Punchin' Planes
I spent the latter half of my day at Congress of Gamers entirely in the game design room. There I met John Moller of Car Trunk Entertainment. He and I talked quite a bit about our philosophies on game design. Rather than go into details on some of John's thoughts, I'll hold them for a subsequent post.
On to the games then: John first showed me his game Flummox (artists Bill Bricker and Darrell Louder, publisher Clever Mojo, planned release March 2012), which involves taking actions and activating cards to move a marker (the "Flummox") among the players' arrays of cards in an effort to score points by having the Flummox end up on one's own array - or cause an opponent to lose points by putting the Flummox on his or her array, depending on whether the Flummox is "good" or "bad" in that turn. I found this game to be a fun exercise in logic and tactics, vaguely along the lines of Guillotine from the standpoint of manipulating the arrangements of cards to gain points and thwart opponents I think John's action-driven mechanism is a little more elegant than Guillotine, which depends on a separate action card deck to manipulate a line of nobles. In Flummox, a player may exercise only one of four actions and then activate only one of two cards on the ends of his or her array in order to move the Flummox or modify the players' arrays on the table. The cards themselves have only a few different characteristics and types, but they combine in a way that makes for some fascinating conundrums. I really look forward to trying this game again.
John also showed me his design contest entry Family Reunion, a rather bizarre little game that I came to think of as a cross between Concentration and a kind of two-dimensional Guillotine. (Maybe I just have Guillotine on the brain today.) Again, this one provides a neat logical challenge, but I found the unique behavior of each family member's card to be a little overwhelming, at least in a first playing. I imagine I would get the hang of it before too long. I like the game, and I want to try it again as John refines it, but I can't decide whether I like it as much as Flummox.
John was good enough to try Trains Planes and Automobiles with me, along with Tim, who'd played it once already. This would be my third demo of the day. I think I was tickled just that Tim wanted to play it again. For the second time that afternoon, I had ridiculous card luck with airline tickets. Usually, games I've played have all been close, and I always lose. At Congress of Gamers, I was winning by substantial margins. I think I'm going to pay close attention to the course of the games I play to see whether card luck is too strong a factor. Right now I still think that card luck can be mitigated with good flexibility and use of the discard-replace rule (or even the trading rule, which no one seems to use).
(c) Z-man Games Used by permission |
T.C. then demonstrated Good Ol' Punchin' Planes, a prototype two-player game on the hilarious premise of pre-World-War-I airplanes that race alongside one another while pugilists stand on the wings and engage in fisticuffs. Simultaneous card play determines both the relative motion of the two aircraft and the trading of blows between the two fighters. Terrain obstacles over the race course (yes, these airplanes fly very low) present additional hazards to the pugilists, such as bridges, telegraph wires, and a barn. I played against Josh Tempkin, moderator of the design contest, who managed to achieve a more crowd-pleasing performance than I did and therefore won the event. Afterward, Josh and I had some ideas for TC to give a little more depth to the "combat" part of the game, but I have to say that it was good for a hearty laugh more than once during the race.
Upcoming posts: What I bought and sold at CoG, and notes from a conversation with designer John Moller
Sunday, October 9, 2011
Congress of Gamers Part I: Best laid designs
Parker Brothers 1971 edition |
I set up for my TPA demo later that morning in the same gaming room where the Stone Age / Ticket to Ride / Vegas Showdown Eurocaucus event was going on. I had only one taker - young Josh from our earlier MB game. (I didn't see as many kids at CoG yesterday as I thought I'd remembered seeing in earlier years, but perhaps I'm mistaken.) Josh enjoyed playing, and the game attracted some attention from a few others in the room.
After lunch, I hooked up with TC Petty (designer of Viva Java, which I'd playtested at WBC last summer) and his friend Tim. We had some time to kill, so I introduced them to TPA. They seemed to like it, despite my ridiculous card luck with unlimited mileage airline tickets.
At this point, I made a pretty fundamental change in plans for the day. Instead of playing Carcassonne or De Bellis Antiquitatis, I decided to head to the game design contest hosted by Josh Tempkin. There I met Darrell Louder, whose unpublished prototype Compounded was ready for a run-through. I sat down at what turned out to be a six-player game, the first time Compounded would ever have been played with that many people.
I have to say that I really like what I saw in Darrell's design. As chemists, players accumulate crystals that represent elements (hydrogen, oxygen, etc), claim eligible compounds (hydrogen peroxide, sulfur dioxide, etc), and then allocate elements to those compounds to complete them for points, increased abilities, and new functions. Compounds in progress can be undone by lab fires or an excess of oxygen. What really impressed me was the way that the end-game conditions came together. Game end is triggered by any of three conditions - running through the deck of compounds twice, scoring at least 50 points, or completing three of four experiments (solid, liquid, gas, or "wildcard"). In our session, all three conditions were met almost simultaneously. Although the game was a bit lengthy for six players (five of whom were new to the game), I was hard-pressed to suggest any tweak to shorten the game duration that wouldn't disrupt the balance among the game elements.
Saturday, September 24, 2011
Trenes Aviones y Automoviles: Will TPA expand south to Latin America?
The idea to expand TPA to other continents came up in conversation with Worthington/BlueSquare even before we had the deal nailed down. We were both excited by the possibility, and I think our initial thought was that Europe would be the next venue for TPA if the North American version took off. But for some reason, the exotic Caribbean islands and Amazon jungles have really got my creative juices flowing again, and I'm starting to lay out what the map would look like for a Latin American follow-on.
Anyway, it's just great to be excited about game design again.
Wednesday, September 14, 2011
Trains Planes and Automobiles available online!
As news correspondents in mid-twentieth-century North America, players race from one news story location to another to complete exclusive assignments and scoop each other to the next big story. Players travel by air, rail, and highway to locations around the continent and the Caribbean. The first player to complete seven assignments wins the game.
This game is fun for parties of adults, kids, and families and was a huge hit with players at the World Boardgaming Championships. Trains Planes and Automobiles retails for $40.00 and comes with pawns, cards, mounted board, and rules. It is available to order from http://bluesquareboardgames.com.
Trains Planes and Automobiles will make a great Christmas gift for the whole family!I'm very excited about this announcement. Other forthcoming BlueSquare games are
- BrainDrain - cross words with your family and friends to score the most letters (available for pre-order)
- Mazedom - create an ever-changing maze puzzle to entangle your opponents (coming soon)
- Antarchy (I love the title of this one) - lead the ant colony in search of culinary delights that will satisfy the queen's ravenous appetite (coming soon)
Saturday evening, my good friend Jeff W. invited us over for a dinner party and insisted that I bring TPA for a spin. The six of us - all grown-ups (according to our drivers' licenses) - had a great time, and as always, I was surprised to see how close the game turned out to be in the end. I feel that it strikes just the right combination of luck, thoughtful play, and lead balancing mechanics that keep the game fun, even when stranded at the airport in Bermuda in bad weather ... or in Thunder Bay, Canada, with a broken-down rental car. Everybody was in it to the end, and I love games like that.
I hope more people do, too.
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.
Saturday, August 6, 2011
Second day at World Boardgaming Championships
That evening, I saw a demonstration of GMT's Washington's War, which looks like an interesting game that explores the efforts of Great Britain vs. the Continental Congress to win the hearts and minds of the colonists during the American Revolution.
Keith F. had seen a demonstration last year of a game called Wartime, an as-yet unpublished real-time board wargame. Josh Tempkin of Tall Tower Games has it for demo here at WBC again this year, so Brian G. and I had the opportunity to try it out. The game involves perhaps the most innovative mechanism I can remember seeing in a long time - a set of multiple egg timers for tracking when pieces may move. All play is simultaneous and open, and the game involves no luck at all. Players simply move and attack as fast as the egg timers allow them to. The gameplay gives new meaning to the phrase "fast and furious." We finished our first game in nine minutes. It felt very much like a real-time video game, but in the format of a boardgame. We learned subsequently that later that very evening, Josh sold the design to a publisher. We look forward to seeing the production version when it comes out.
The three of us got together for a late-night session of Stone Age and were joined by Debbie, whom we had not met before but who saw us setting up and asked to join us. Stone Age falls into the worker-placement category of Agricola or Pillars of the Earth, but it has some novel scoring mechanisms that take some getting used to. I really enjoy the game but am reluctant to buy it only because it is another bird of that feather, so to speak.
On our way out, we ran across a game of Lifeboat that was being played by Chris and Cherilyn, the creators of the Dice Hate Me blog and podcast. It was great to meet them in person. They plan to have playtest sessions of two of their games on Saturday, so I hope to try them out, time permitting.
My Saturday plan currently consists of joining the WS&IM fleet action, a multi-player event in which each player controls two ships in a large naval battle. There are several demos I want to see during the day, and the WS&IM semifinal and final will be later that afternoon. If I take leave of my senses, I may participate in the midnight Wartime tournament, just because that game looks like so much fun.
Friday, August 5, 2011
First day at World Boardgaming Championships
Wednesday, August 3, 2011
Games that even the in-laws can play
First of all, I gave my in-laws a copy of Trains Planes and Automobiles and took the opportunity to show it off in true family-game fashion. Although billed as a game for two to six players, I included an optional rule for seven or eight players. So with both in-laws, three sons, my wife, and myself, we launched into a seven-player session - the only shortcoming being that I had to provide a spare game piece from another game to accommodate the seventh player. I must say that as the game designer, I do very badly at my own game. I kept chasing stories in locations accessible only by automobile - Vicksburg, Ciudad Juarez, and Phoenix* - while others jetted around from airport to airport, racking up assignments. My oldest son Patrick overcame a late start and beat everybody to the final assignment to win the game. I have to say, we all had a great time, and I'm really hoping to be able to demonstrate this game in the Junior Events room at World Boardgaming Championships in Lancaster, Pennsylvania starting tomorrow.
So the in-laws' visit became a smorgasbord of boardgaming fun. The summer heat was never really a factor as we found great entertainment right in our own home and in the good company of family. And that's what vacations are really all about.
* Now, I should note that I'm perfectly aware that you can fly to any of these places today, and might even have been able to do so fifty years ago. But for purposes of making TPA interesting, I only put airports in about a third of all cities on the map, and provided rail service only to another third. So there are many cities on the map that, in the game, can only be reached by car. That's what makes it a challenge.