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.
Ridere, ludere, hoc est vivere.
Wednesday, February 27, 2013
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...
Sunday, February 24, 2013
PrezCon 2013 - Friday
(c) Meridae Games Used by permission |
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
PrezCon 2013 - Thursday
It's good to be at PrezCon. It's always good to be here. These posts are going to be quick and messy....
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
Sunday, January 27, 2013
UnPub 3 Part IV: Brewing beer and getting GIPF
Brewmasters
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.
Chris Kirkman (left) fermenting a concoction in "Brewmasters" by Ben Rosset (right) |
Friday, January 25, 2013
UnPub 3 Part III: Three players, four publishers, and plenty of pancakes
East India Company - Three-player playtest
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.
Ben Rosset (left) and Stephen Craig clearly enjoying the game playing excitement that is "East India Company" |
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 |
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!
Wednesday, January 23, 2013
UnPub3 Part I: Power Playtesting
Friday, January 4, 2013
New Year's Renaissance
The last several years, I've hosted a big game at my house on New Year's Day. In January 2009, we played a Wooden Ships and Iron Men fleet action. On New Years in 2011 was a multi-player game of PanzerBlitz. Last year we played History of the World. This year, Keith F., Brian G., Glenn W., and W.J.G. joined me to advance the civilization and develop the markets of Europe with the epic game Age of Renaissance (designers Don Greenwood and Jared Scarborough, artists Stephen Langmead and Kurt Miller, publisher Avalon Hill).
Tuesday, December 25, 2012
Family playtest of East India Company
My mother-in-law Agnes enjoys the occasional boardgame, and she is not afraid to try out something new. She was even one of my early playtesters of East India Company in its most rudimentary form. Sunday afternoon, she agreed to revisit the game in its latest rendition, along with my wife Kathy and son Patrick. I am grateful to get this shakedown of the current form of rules about three weeks prior to the Unpub 3 event in Dover on Martin Luther King weekend.
Saturday, December 22, 2012
Shadows and Assassins
Last Tuesday night my friends and I played an "after school special," a gaming get-together after work at Game Parlor in Chantilly, Virginia. There's one almost every week, but I usually only get to about one a month, so I always enjoy the opportunity to get with a larger group and play something different.
Friday, December 14, 2012
Wiping out Pandemic
It has been a long time since Kathy and I have beaten Pandemic (designer Matt Leacock, artists Josh Cappel and Régis Moulun, publisher Z-Man Games). We usually don't play it in a two-player setting, but today I got a hankering to pull it out again, and I'm glad we did. Since we had such early success with the game in "easy" mode, we've been playing in "normal" mode for quite some time but somehow never managed to beat it at that level of difficulty. We've run out of cubes of a color, we've reached the end of the Outbreak track, we've run out of player cards ... basically we've lost every way there is to lose.
Tuesday, December 11, 2012
WBC: Thinking about August in December
I'll preface my remarks by stipulating that I am a relatively new member of the Boardgame Players Association, and all I know is based on what I read in the newsletter and elsewhere online. None of this represents any kind of official news or information from the BPA. Caveat lector.
Thursday, December 6, 2012
Clash on the Coral Sea
My friend and colleague Frank H. and I met again over the game table. Over the last few months we've played three rounds of Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill) with a number of optional rules attached. This time, Frank broke out his copy of the "Coral Sea" expansion, and we set our clocks back to May 1942 to determine the fate of Port Moresby, New Guinea.
Saturday, December 1, 2012
Bellwether interview
About once a month, Bellwether Games interviews a game designer on their blog. Over the last year and a half, they've asked some illuminating questions of designers in the field. This month, they were gracious enough to ask me to take a turn in the barrel, and I took full advantage of the opportunity to espouse my thoughts on games and game design.
Oh, and by the way, I happened to notice (no, they didn't ask me to mention) that Bellwether is selling Drop Site (designer Dennis Hoyle, artists Guray Emen and Paolo Vallerga) at 30% off, plus free shipping. I first heard of this game when it won the Carta Mundi prize for Best Card Game in the 2010 Premio Archimede game design competition. I haven't played it myself, but from what I've read, it looks like an excellent candidate for a stocking stuffer.
Oh, and by the way, I happened to notice (no, they didn't ask me to mention) that Bellwether is selling Drop Site (designer Dennis Hoyle, artists Guray Emen and Paolo Vallerga) at 30% off, plus free shipping. I first heard of this game when it won the Carta Mundi prize for Best Card Game in the 2010 Premio Archimede game design competition. I haven't played it myself, but from what I've read, it looks like an excellent candidate for a stocking stuffer.
Go forth and see last month's answers
Tom Gurganus posed a provocative "Question of the Month" for October: "Where are the new game mechanisms?" He received a fascinating variety of answers from a number of thoughtful designers. Worth a perusal.
Coming up: An interview with Bellwether Games
Coming up: An interview with Bellwether Games
Friday, November 23, 2012
Holiday gift guide
(c) boardgamegeek.com Used by permission |
The boardgamegeek holiday list has but two shortcomings. First, it does not include my own Trains Planes and Automobiles, which is appropriate for any family with kids ages eight and up. (Okay, shameless self-promotion complete. Moving on.)
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