Ridere, ludere, hoc est vivere.

Wednesday, April 10, 2013

"For the Win" on the deck

For the Win final position
This evening I got home from work late, so we only had time for a quick game out on the back deck before Kathy made dinner.  So we played For The Win (designer Michael Eskue, artist Eric J. Carter, publisher Tasty Minstrel), a nice little open-information zero-luck abstract that I picked up in the first Kickstarter I ever backed.  We hadn't played since last July, when I wrote about my initial impression of the game in some detail, so it was fun to come back to this one with fresh eyes.  We just had time for one game, but it was a nice satisfying diversion while the chicken marinaded until it was time to put it on the grill.

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.

(c) Calliope Games
Used by persmission
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.

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
In just the last few years (as anyone who has followed Man OverBoard already knows), I've had the pleasure of getting to know Chris and Cherilyn Kirkman of Dice Hate Me Games.  Dice Hate Me was one of the first blogs I ever started following, and it was great to meet them at WBC 2011.  That's where they introduced me to T.C. Petty III, with whom they were playtesting VivaJava: The Coffee Game.  I've since had the opportunity to hang out with Chris and T.C. at multiple conventions over the last couple of years.  They also introduced me to Ben Rosset at PrezCon 2012 when he was playtesting "Stranded."  Last summer I got to try out Ben's Mars Needs Mechanics at WBC and have since had a number of great conversations with him about our thoughts on game design.

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
(c) Hurrican Games
Used by permission
Maublanc
, artist PierĂ´, 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.

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...

Sunday, February 24, 2013

PrezCon 2013 - Friday

(c) Meridae Games
Used by permission
Garden Dice
Glenn and I met Doug Bass of Meridae Games for a demo of Garden Dice (designer Doug Bass, artist Joshua Cappel, publisher Meridae), which I'd seen on Kickstarter and which is now available.  Garden Dice is an interesting game of dice allocation in which players use a roll of four dice to acquire seeds of various values, plant them in a garden based on grid coordinates from two of the dice, and subsequently water and harvest them for points.  There are run and set-collection bonus scores at the end of the game.  The most interesting part is the geographic element.  Watering higher-value plants benefits adjacent lower-value plants, regardless of who owns them, so there is an opportunity to take advantage of an opponent's placement to get watering and harvesting actions for free.  Players also can add a sundial to the garden to modify the grid coordinate dice rolls or a garden gnome to improve rolls for acquiring seed, watering plants, and harvesting vegetables.  Players can further introduce a bird to the garden to eat other players' seed or a rabbit to eat vegetables before they are harvested, although seed can be protected by an upgrade of the sundial to a scarecrow.

Saturday, February 23, 2013

Friday, February 8, 2013

Countdown to PrezCon

Okay, it's that time of year when my favorite convention, PrezCon, happens in Charlottesville, Virginia, the week of President's Day.  I've got a preliminary schedule laid out, which is pretty much carved in sand - except, that is, for Pillars of the Earth, which stands like an immense cathedral, a great pillar, on the landscape of my convention plan.  (I'm running the PotE tournament, so I'm pretty committed to it.)

Tuesday, February 5, 2013

Multi-player games for two players

Ryan Metzler recently posted a top-ten video of his favorite multi-player games for two players - that is, games made for two or more players but that are his favorites as two-player games.  His video is both quick and informative, and I bumped up a number of games on my wishlist as a result.

Monday, February 4, 2013

Eastern Solomons campaign

About a month ago, my serial Midway opponent Frank H. and I got together for another scenario from the Alan R. Moon variant, "Pacific Theatre via Midway."  We returned to the Coral Sea, this time to fight the "Battle of the Eastern Solomons" (Midway designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill).

Saturday, February 2, 2013

Sunrise Serenade

So, now that I've taken a breath from four consecutive blog posts on my two-day experience at UnPub two weeks ago, I can settle into the pleasant task of cracking open a new game and exploring a published, finished product.  At Dan Yarrington's recommendation (or was it prodding? goading?), I bought Sunrise City (designer Isaias Vallejo, artists Sarah "Chip" Nixon and Chris Kirkman, publisher Clever Mojo via GameSalute) from Our Game Table.

Sunday, January 27, 2013

UnPub 3 Part IV: Brewing beer and getting GIPF

Brewmasters
Chris Kirkman (left) fermenting a concoction in
"Brewmasters" by Ben Rosset (right)
In the last prototype game that I played at UnPub 3, I joined Chris Kirkman and Ben Rosset in a three-player round of Ben's "Brewmasters."  I have to say, this game is neck-and-neck with "Post Position" for my favorite game of all of those that I played at UnPub.  Players represent presidents of microbreweries, and the goal is to score the most points by producing beer.  Beer options include basic, tried-and-true recipes like porter, stout, and ale, while other more exotic concoctions like "pumpkin spice ale" score more points per unit brewed.  Players need to manage not only the acquisition of ingredients but the throughput of the brewing operation, from storage to fermenting to bottling to shipping.

Friday, January 25, 2013

UnPub 3 Part III: Three players, four publishers, and plenty of pancakes

East India Company - Three-player playtest
Ben Rosset (left) and Stephen Craig clearly enjoying the
game playing excitement that is "East India Company"
Late on the first day of UnPub 3, designers Ben Rosset and Stephen Craig joined me for a three-player game of EIC.  This game unfolded in a couple of unusual ways.  Ben gradually built up his fleet until he had four ships - two small, two medium - and fell into a pattern in which his four ships went to four different colonies, bought four different goods, and returned to Europe to unload all four ships in the same turn.  It was kind of an odd cycle, but it worked, because the diversification of commodities meant that he wasn't competing with himself.  Stephen tried a couple of different things before he eventually invested in a big ship and started making the long China spice run.  I think he might have made that trip twice by the end of the game.  I decided to try the "chaining markets" strategy of buying tobacco in one place, bringing it to another colony that bought tobacco and sold ivory, buying ivory to bring it somewhere else that bought ivory, and so on.  My method must have worked, because I ended up winning in a pretty narrow range of scores.  Although the game ran 150 minutes (a little on the long side for a three-player game), I was pretty happy with how it turned out.

Thursday, January 24, 2013

UnPub 3 Part II: Pig Pen, Playtesting, and Post Position

Kevin Kulp (left) explains Pig Pen to Jesse
Catron (right) and another gamer at UnPub3
Pig Pen
I first met designer Kevin Kulp at Congress of Gamers last October, when he playtested "East India Company."  He'd mentioned his set-building card game Pig Pen, but I never got to try it out at CoG.  So I was glad to find him and learn the game in a three-player session.  Pig Pen is just a fun, crazy draw-one-play-one game of assembling a pig pen consisting of four fences or walls, a gate, and a feed card.  Once those pieces are in place, a player can draw a pig and keep it in the pen - at least until something bad happens, such as an opponent taking a chainsaw to your wooden fence or detonating dynamite on your brick wall.  Then you've got one turn to repair the damage, or your pig runs away, potentially into the waiting arms of another player.  Oh, the betrayal!