I can't count the number of times I've gotten rules wrong in learning boardgames. It seems as though every time I learn a game for the first time, I get something wrong. Even worse, I am often the person in the group charged with reading the rules and then explaining the game to the other player(s), so I propagate my misunderstanding to other innocent souls.
Ridere, ludere, hoc est vivere.
Sunday, November 4, 2012
Friday, November 2, 2012
Close Camels in Samarkand
Cocktail hour came with camels, pretzel chips, and hummus as we broke out Samarkand: Routes to Riches (designers David V.H. Peters and Harry Wu, artist Jo Hartwig, publisher Queen Games). I really like this game of Middle East merchant families and camel caravans. Both Kathy and I have come to appreciate the scoring focus on expanding trading routes to products whose cards we hold and especially on forming trade relationships between families in which we have an interest.
Tuesday, October 30, 2012
Lessons Learned in Le Havre
For today's cocktail hour game, Kathy and I selected one that we both like but are still getting the hang of, the worker-placement masterpiece Le Havre (designer Uwe Rosenberg, artists Klemens Franz and Uwe Rosenberg, publisher Lookout Games [website in German]). We've played three times before; Kathy won the first two, and I managed to win the last one. This time we fell into a familiar pattern - Kathy kept beating me to the punch, with the knockout blow being a big shipment of leather and bread for 26 Francs. I had some high-point buildings, plus both an iron ship and a steel ship, but it wasn't enough to overcome Kathy's strong position (including the 22-point steel mill), so she won 117 to 96.
Monday, October 29, 2012
Is two-player St. Petersburg a runaway?
(c) Rio Grande Games Used by permission |
Thursday, October 25, 2012
Changing history and other fun things with card games
I had a string of boardgame losses last week. My last post recounted my thumping at the hands of Frank H. in Midway. The next evening, my wife Kathy beat me in 7 Wonders with the Pyramids of Giza over my Statue of Zeus in Olympia. And then the following afternoon, she beat me in one of our very favorite games, Citadels in which we used the alternate Tax Collector and Abbott.
Thursday, October 18, 2012
Mauled at Midway
This evening after work, my colleague Frank H. and I met for a reprise of our customary (if infrequent) game of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill). Last time, we'd introduced a few rules modifications from the Wargamers Guide to Midway, most notably a variable order of battle (OOB) based on a chit draw. Well, apparently that inspired Frank dramatically, because he spent quite a bit of time researching and revising the possible alternate OOBs as well as other optional rules, so that the game we played today was a considerably souped-up version of the Avalon Hill classic.
Monday, October 15, 2012
Washout
This afternoon's backyard boardgame session was cut short by Mother Nature. We finished a quick game of Pirateer, but we hadn't got very far into a round of Ingenious Challenges: "Dice Challenge" before rain unexpectedly intervened and chased us inside. That's the first time we've ever had a game interrupted by weather.
Sunday, October 14, 2012
Backyard Traders of Carthage
My wife and I love this time of year. The crisp air and the fall foliage call us to our backyard refuge, where we start a little fire in the firebowl, set out the cheese and crackers and cocktails, and play our afternoon game. Today it was our new favorite, a bring-and-buy acquisition at Congress of Gamers - Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).
Wednesday, October 10, 2012
CoG Unpub Protozone Report, Part 3
Finishing up my after-action report on the Unpub ProtoZone event at Congress of Gamers.
[Edit: The "Dr. Wictz" design team has changed the name of their game from "Pole Position" to "Post Position," so I have updated it here for correctness. - PDO]
Post Position
The Unpub Protozone was organized to have us designers pre-register to bring our designs in for playtesting, but in fact the event was actually pretty open-ended. Two fellows I'd never met before, Aaron Honsowetz and Austin Smokowicz, came in and asked Darrell Louder if they could get their game design playtested even though they hadn't pre-registered. As it happened, there was an open table, so Darrell said, "Sure, no problem, go ahead and set up." And thus the game "Post Position" was introduced to the Unpub.
[Edit: The "Dr. Wictz" design team has changed the name of their game from "Pole Position" to "Post Position," so I have updated it here for correctness. - PDO]
Post Position
Austin Smokowicz and Aaron Honsowetz with "Post Position" |
Monday, October 8, 2012
CoG: Unpub Protozone Report, Part 2
Tonight's post continues my accounts of games playtested in the Congress of Gamers designers room last weekend.
Compounded
The game I specifically remembered from the CoG design room last year and really wanted to play again was Darrell Louder's "Compounded," a game of set construction with a particularly unique theme - building molecular compounds by combining elements. Darrell calls it "better gameplaying through chemistry." Players draw crystals from a bag whose six colors represent elements. An array of 16 cards in the center of the table depicts different molecular diagrams that players can populate with element crystals to complete and score the corresponding compounds. Some compounds are flammable and can be lost or even cause chain reactions. All compounds score points when completed, but some also enable a player to draw more elements from the bag, store more on his workbench, claim more compounds for future scoring, or place more elements in a single turn. Some also provide other particular special benefits.
T.C. Petty III considers his next chemical concoction in "Compounded" |
Congress of Gamers: Unpub Protozone Report, Part 1
Sunday, October 7, 2012
Quick note on Congress of Gamers
A very quick note after the first day of Congress of Gamers 2012: I spent most of the day in the designers room. Detailed notes to follow in a subsequent post.
Friday, October 5, 2012
Prototype photos
At last, I've finished the second prototype of "East India Company," right down to the makeshift box art and player's aids. This will be the copy that I bring to Congress of Gamers in Rockville, Maryland, this weekend. I hope to gain a lot of feedback and really refine this rough cut gem into something special.
Thursday, September 27, 2012
Prototype fever
Prototype art for English galleon game piece |
This evening I cut 25 "ships" out of the 1/16"-thick bass wood. The next step will be spray painting all the wooden pieces in the five player colors. I'm having a lot of fun spending time on the physical components; my first prototype was a very rudimentary hand-drawn paper affair - functional, not pretty. It's nice to take the time to put together something that I hope will be nice looking as well as fun to play.
Wednesday, September 26, 2012
Favorite 2011 game
In that spirit, my Best Board Game of 2011 is Trajan. Last Will is a close second. Lots of games tied for third. Lots more unplayed.
So as it happens, I bought seven games published in 2011:
- Band of Brothers: Screaming Eagles
- Belfort
- Scrabble Turbo Slam
- Sour Apples to Apples
- Star Fluxx
- Struggle for Catan
- Trains Planes and Automobiles
But my favorite game of this list would have to be Belfort. That's a game that has some depth and potential. It's funny to find myself picking this game as my top acquisition of 2011 publications, given that Kathy and I found it less than satisfying as a two-player game. But I was so impressed with it in the five-player session after work last week that I think it deserves top billing for last year's releases.
Tuesday, September 25, 2012
Battle Line in the Back Yard
Back yard setting for Battle Line |
I really like this game. In fact, I'd go so far as to say Battle Line is my favorite Knizia game. It's perhaps the most knife-edge card game I know. You really never want to waste a move in this game, never want to make an unnecessary commitment of a card to a slot. It's playing the odds, it's card luck, but mostly, it's calculated risk-taking. Not exactly a push-your-luck game, BL is really a strategic game of options and opportunity cost.
Monday, September 24, 2012
Prototype progress
The last week has seen a lot of preparation for Congress of Gamers and the UnPub ProtoZone event on Columbus Day weekend in Rockville, Maryland. I've been putting together a new prototype for "East India Company" in anticipation of getting some playtesting and exposure of the game in an exhibition environment. My son helped me with the basics of Adobe Photoshop to put together a nice map layout. I've got an order in to Superior Print-on-demand (Superior POD) for a mounted version of the mapboard that I hope will be ready in time for CoG. Meanwhile I've been assembling materials to make up some nice game pieces. So it has all been coming together, and I look forward to showing off my work-in-progress.
My focus has been more on constructing the prototype than on refining the gameplay, so the rules tweaks that will be in place are the ones I identified at the last round of playtesting at WBC. I hope to get more comments and improvements out of the CoG designers room. From there I should get a sense of how close to pitch-ready the game really is. I'm getting pretty excited about EIC, and I look forward to sharing my excitement in a couple of weeks.
My focus has been more on constructing the prototype than on refining the gameplay, so the rules tweaks that will be in place are the ones I identified at the last round of playtesting at WBC. I hope to get more comments and improvements out of the CoG designers room. From there I should get a sense of how close to pitch-ready the game really is. I'm getting pretty excited about EIC, and I look forward to sharing my excitement in a couple of weeks.
Tuesday, September 18, 2012
Building Belfort
(c) Tasty Minstrel Games Used by permission |
Most of us are fairly familiar with the usual Euro game mechanics, and we found that Belfort is replete with those worker-placing, resource-gathering, building-constructing, area-occupying, hand-managing functions that characterize the genre. Oh, and there's elves and dwarves and gnomes. (Sure, why not?) I'd set up the game by the time the fifth of us arrived, so we launched right into rules explanation and got started. We had the occasional, "oh, I didn't know that" moments where yours truly hadn't quite explained the rules clearly (although I swear I said everything I said I said), but generally the gameplay went well.
Saturday, September 8, 2012
Was Alexander the Great a runaway leader?
This afternoon, Kathy and I played Alexandros (designer Leo Colovini, art by Grafik Studio Krüger [website in German], publisher Rio Grande), which was a gift from some years ago. Although we hadn't played in a while, we've both done well against each other, so it was fun to bring back to the table.
Alexandros is a semi-thematic game of area control and card management with an interesting mechanism for moving the neutral Alexander piece around the map of his empire and carving it up into provinces for the players to occupy and tax. The map is clearly recognizable as a representation of the extent of Alexander's empire, and the roles of the players as generals fits with the historical fracturing of his empire. Beyond that and the Hellenistic iconography, the game is fairly abstract. The decision space isn't very large, but it can be a brain-burner.
Alexandros is a semi-thematic game of area control and card management with an interesting mechanism for moving the neutral Alexander piece around the map of his empire and carving it up into provinces for the players to occupy and tax. The map is clearly recognizable as a representation of the extent of Alexander's empire, and the roles of the players as generals fits with the historical fracturing of his empire. Beyond that and the Hellenistic iconography, the game is fairly abstract. The decision space isn't very large, but it can be a brain-burner.
Thursday, September 6, 2012
Boardgame landscape 76 years ago
Last year I wrote about the shortcomings of Monopoly as a case study for game design. I caveated my criticism of the game with the observation that it is still among the best-selling games of all time. One reader commented that there might not have been a lot of competition for Monopoly when it first caught fire as an American staple. Re-reading that post inspired me to have a look at what boardgame options were available back when Parker Brothers introduced Boardwalk and Park Place to the gaming public.
Monday, September 3, 2012
Labor Day weekend gaming
We marked the three-day Labor Day weekend celebrating American workers with several boardgaming sessions. (In other words, we commemorated work by playing.)
Friday evening, Kathy and I had our friend Theresa H. over for a game of Puerto Rico, one of our very favorites but one that we seldom get to play in its original three-to-five player form. The three of us ended up very close in shipping and building points, but Kathy won with a strong showing of bonus points from the fortress and city hall.
Image courtesy of Rio Grande Games |
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