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).
Ridere, ludere, hoc est vivere.
Sunday, May 12, 2013
Tuesday, May 7, 2013
Undiscovered Carthage?
(c) Z-man. Used by permission |
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
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.
Kathy's green generals govern some high tax-earning provinces in the west |
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 |
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 |
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 (designers Larry 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.
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.
(c) Calliope Games Used by persmission |
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 |
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 (designers Larry 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
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.
(c) Hurrican Games Used by permission |
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.
Tuesday, February 26, 2013
PrezCon 2013 - Saturday
Spartacus: A Game of Blood and Treachery
On Friday, during my walk-through of the vendor area, I'd seen Spartacus (designers Aaron Dill, John Kovaleski, and Sean Sweigart; artist Charles Woods; publisher Gale Force 9) laid out at the Gale Force 9 booth. In fact, it was the only game that GF9 was selling at PrezCon. The demo at the booth had given me a mistaken first impression: The rep behind the table started talking about the combat mechanics, which seemed good but not great as skirmish mechanics go. He kept saying, "There's a whole lot of other stuff with influence and bribery that's really important, too," but the impression that I left with was that the combat was central and that there was some kind of wagering that went on around it. I just wasn't impressed. That is, until Saturday...
On Friday, during my walk-through of the vendor area, I'd seen Spartacus (designers Aaron Dill, John Kovaleski, and Sean Sweigart; artist Charles Woods; publisher Gale Force 9) laid out at the Gale Force 9 booth. In fact, it was the only game that GF9 was selling at PrezCon. The demo at the booth had given me a mistaken first impression: The rep behind the table started talking about the combat mechanics, which seemed good but not great as skirmish mechanics go. He kept saying, "There's a whole lot of other stuff with influence and bribery that's really important, too," but the impression that I left with was that the combat was central and that there was some kind of wagering that went on around it. I just wasn't impressed. That is, until Saturday...
Subscribe to:
Posts (Atom)