Ridere, ludere, hoc est vivere.

Friday, March 18, 2016

Ninja Countdown: A one-play review of San Ni Ichi

In the quintessential neo-tradition of first-time game designer/publishers, Ironmark Games has successfully crowd-funded and released debut designer Mike Sette's rather fascinating little trick-taking game with a Ninja martial arts theme.  San, Ni, Ichi, whose title translates from Japanese as "Three, Two, One," features simultaneous card play with a rock-paper-scissors resolution mechanic.

Friday, March 4, 2016

PrezCon 2016: Pillars of the Earth final

(c) Mayfair Games
Used by permission

I ran the tournament for Pillars of the Earth (designers Michael Rieneck and Stefan Stadler, artists Michael Menzel, Anke Pohl, and Thilo Rick; publisher Mayfair) at PrezCon again this year.  This worker placement game is based thematically on the Ken Follett novel of the same name.  Players compete to contribute the most to the construction of Kingsbridge Cathedral.  They have at their disposal a team of unskilled workers for collecting sand, wood, and stone, and for working in the wool mill for money.  Players can pay or recruit a team of up to five skilled craftsmen to use those raw materials to contribute to the cathedral's construction.  Metal is also available but more difficult to come by.

Sunday, November 29, 2015

2015 Holiday Gift Meta-guide

Plenty of people have plenty of gift ideas for the holidays, so rather than compile my own list to add to the rest, I've assembled my second annual collection of holiday gift guides with recommendations from all over the blogosphere.  At the end, I'll highlight the most frequently recommended games from all these lists.

Friday, October 23, 2015

Controversial themes

This week I happened across an old State of Games podcast in which Chris Kirkman, Nat Levan, and the Dice Hate Me crew discussed the potential backlash from Nat's whaling-themed game, New Bedford.  The discussion addressed why people might have difficulty with a game based on hunting and killing whales.  For my part, I'm very fond of the game, and I think its historical setting and the chit-pull mechanic that models the depletion of the whale population lend the proper respect to the topic.  In short, it's not a controversial theme for me.

Friday, October 16, 2015

Boardgames in the Backyard 2015

Today is probably the last pleasant day in northern Virginia for a while - perhaps our final opportunity for a boardgame in the backyard this year.  Here's a reflection on games we played out back this season.

19 June - Mr. Jack, a terrific deductive duel

Friday, October 9, 2015

Bachelor weekend

My wife is at a writers' conference in North Carolina this weekend, which means it's just us guys in my house - my 19- and 14-year-old sons and me.  I'm thinking Friday night is Star Wars X-wing, with the 19-year-old as Boba Fett in the Slave I against the 14-year-old and me flying X-wing and Z-95s against him.  Two against one, but we're not afraid.  [Update:  We did indeed play X-wing, although I flew a Y-wing rather than Z-95s.  There was no escape for Boba Fett this time, as a proton torpedo from my pursuing Y-wing delivered the fatal blow, even as he deployed a mine in my path.]

Friday, September 25, 2015

Kickstarters that should have funded

The proliferation of boardgames on Kickstarter is no secret.  In preparing the Dice Tower News Kickstarter report, week in and week out, I find countless boardgames and card games that don't fund.  Many fail to fund for understandable reasons - many never coming close - but from time to time a campaign that seems to have everything going for it somehow falls short of the mark, goes unfunded, and has to return to the drawing board.  I thought it would be interesting to reflect on a few of those "projects that should have funded" as cautionary tales that remind us that nothing on Kickstarter is a sure thing - and perhaps to begin to understand why.

Friday, August 21, 2015

Fourth annual-ish "What to pack for a vacation"

Each summer I'm in charge of deciding which boardgames to take on family summer vacation.  The last time I looked at this question was August last year.  This year we are going on our first cruise, so packing space is a premium (and perhaps table space as well). My first thought for games that are easy to pack are card games, and then I brainstormed a few other ideas.  I shopped the list around my family and dropped the ones they weren't interested in.  We settled on the following:

Friday, August 14, 2015

WBC 2015

Keith Ferguson and I drove up to Lancaster, Pennsylvania last Thursday for our annual pilgrimage to the World Boardgaming Championships.

Friday, July 24, 2015

UnPub 5 Saturday - playtesting other prototypes

[Apparently I'd written this entry last February after UnPub 5 but never posted it.  Then this evening I accidentally published it.  For better or for worse, here it is.]

After two playtest sessions of "East India Company," it was time for me to make the rounds at UnPub 5.  The great thing about a convention like UnPub is the people you meet.  I spent a good part of the weekend chatting with Bruce and Mike of The Party Gamecast and playing a few games with them, including Red 7 and Marcus Ross's Discount Salmon (which was fun though not my style of card game).  I had the opportunity to talk with Chris Kirkman of Dice Hate Me Games, Andy Looney of Looney Labs, Luke Peterschmidt of Fun to 11 Games, Mike Lee of Panda Game Manufacturing, and Diamonds designer Mike Fitzgerald.  That is what a convention experience is all about.  But I also played some games:

Friday, June 5, 2015

Importance of theme in a cooperative game

Future Wolfie of iSlayTheDragon recently reviewed Samurai Spirit (designer Antoine Bauza, artist Victor P. Corbella, publisher FunForge).  It seems like an interesting game - I've got it on my wishlist - but a couple of sentences in Future Wolfie's review jumped out at me:
In a way it’s like a cooperative version of Blackjack, with much better art and a few special powers thrown in the mix. But that’s what it really boils down to in a sense: trying to hit a maximum total card value without going over.

Friday, May 22, 2015

Enchanted Grounds

I was on business travel again this week, so I did a little research beforehand and found that there is a boardgame cafe in Denver called Enchanted Grounds.  Moreover, on Monday night they were hosting Star Wars X-wing, so I made a point of heading over there after work.

Tuesday, May 19, 2015

Star Wars X-wing family shoot-'em-up


Last week my oldest son was in town to visit, and I was glad to get to the table Star Wars: X-wing (designers Steven Kimball, James Kniffen, Corey Konieczka, Jason Little, Brady Sadler, and Adam Sadler; publisher Fantasy Flight Games) for the first time since I acquired it last December with a Christmas gift card.  My whole family enjoys Star Wars, so I was optimistic that I could get them interested in playing.  I’d supplemented the base game with Slave I and two Z-95 Headhunters, and my wife gave me a Y-wing for my birthday, so we had enough ships for all five of us. 

Sunday, May 10, 2015

UnPub Mini Fredericksburg


Saturday Jarrett Melville organized an UnPub Mini event at The Game Vault in Fredericksburg, Virginia.  This event was a nice informal gathering of game designers and playtesters at a friendly local game store that turned into a solid success.

Friday, April 17, 2015

Worker placement inventory

Part of Kathy's killer combination
This afternoon my wife Kathy just wanted to play a worker placement game.  We settled on our old favorite Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man).  We played with the 'K' Deck, which we haven't done in a while.  She had a killer combination of Plowman, Market Woman, and Greenhouse, which together meant she was swimming in grain and vegetables by the end of the game. She also had two big pastures and a lot of animals at the end, plus a large wooden hut.  My big points came from major improvements that included the well and the stone oven, a stone hut, and a lot of grain thanks to Acreage.  But my unused spaces and neglect of animals meant that she won the game, 40 to 31. 

Saturday, April 11, 2015

Shep's Games

Work has been crazy lately.  It interferes with my gaming at home, playing with my friends after work, my weekend gaming opportunities, my podcasting, and my blogging.  I spent the last week on business travel in Denver, Colorado, and I was determined to find some way to get some gaming contact after-hours.  A little internet searching turned up Shep's Games, and on blind faith I showed up there at about 6:00 pm last Thursday hoping to find some open gaming.

Monday, February 16, 2015

UnPub 5 Saturday - East India Company

Saturday 7 February was the first full day of UnPub 5, the unpublished game prototype playtesting convention that has grown dramatically in the last four years.  I split a Tag Table with Tony Miller, and by mutual agreement, I took the table first on Saturday.  I was glad to do so because I really wanted Lesley Louder to get a chance to play "East India Company" before she had to leave the convention early.  When Lesley's husband Darrell, the convention director, heard that I was setting up a game of "EIC," he had Richard Launius (Arkham Horror, Elder Sign) join us.  Rob Weaver made our fourth.

Saturday, February 7, 2015

UnPub 5: Friday

Keith Ferguson and I are at UnPub 5, presented by Ad Magic at the Baltimore Convention Center in Baltimore, Maryland.  Darrell Louder has really cranked up the gain on UnPub this year, with a terrific new location and a slate of activities for the pre-convention Designer Day, which just concluded Friday night.

Tuesday, January 27, 2015

Boardgame news of the week: Exploding Kittens

Okay, stop the presses.  This is the news item that we'll be talking about all year.  Out of nowhere, a card game has taken Kickstarter by storm and attracted (at this writing) over 106,000 backers to drop a modest $20 to $35 each - totaling over $4.1 million - on what amounts to a wacky-themed push-your-luck game - Exploding Kittens (designed and published by Matthew InmanElan Lee, and Shane Small).  It has already broken crowdfunding records for board and card games and shows no sign of slowing.

Thursday, January 22, 2015

Thinking ahead

Our first game of Legacy: Gears
of Time
My beautiful wife Kathy gave me a copy of Legacy: Gears of Time (designer Ben Harkins, publisher Floodgate Games) for Christmas.  She trounced me in our first game, and last night I eked out a one-point victory in our second game.

Thursday, January 15, 2015

Statistical review of seasonal effects on Kickstarter funding

Lately, as I've been compiling notes each week for the Kickstarter report on the Dice Tower News podcast, I've come to notice an evident seasonal pattern:  fewer boardgame projects tend to fund on Kickstarter this time of year.  In recent weeks, the number of projects likely to fund has been particularly low.  Do longer-term statistics bear out my recent observations?

Friday, December 12, 2014

The game time conundrum revisited

A couple of years ago, I looked over my game collection and sighed at the number of games that hadn't seen the attention they deserved.  I wrote a post listing games that I wanted to spend more time on, even as I realized that as long as leisure time is limited and the game collection is big, there will always be neglected games on my shelves.  It's a topic worth revisiting from time to time - both because it's interesting to see how the list has changed (and how it hasn't) and because it's helpful to look at the collection with fresh eyes and think about resurrecting a few titles that might bear dusting off and playing again.

Friday, November 28, 2014

Holiday gift meta-guide

The reader looking for boardgame gift ideas for the upcoming holidays may find recommendations from an overwhelming variety of sources.  Rather than add to the noise, I thought I would help organize it with my own meta-guide of boardgame holiday gift guides.  What follows is a consolidated list of sources, including the categories for which they provide recommendations, as well as a summary of highlights at the end.  I hope the reader finds this meta-guide helpful.

Friday, November 7, 2014

A look back at hip-pocket wargames

I just saw the documentary Game On: The World Boardgaming Championships, by Alex Dunbar of Wind-up Films, which featured (among other things) the progress of a young competitor in the Ace of Aces tournament.  And just yesterday, my friend Paul R. just contacted me, now that we are working in the same building, about getting together for a game (which we haven't done in far too long).  It occurred to me that with proper planning, we could play a wargame on a lunch break.  Both of those events reminded me of a post I wrote a couple of years ago on what I called "hip-pocket wargames" - those that you could pull out and play on relatively short notice.  So what follows is a re-post of that blog entry, which might be new for some of my more recent followers.

Saturday, October 25, 2014

Most highly-rated out-of-print games

I was listening to The Geek All-stars Episode 87, in which Dan Patriss and his band of merry geeks list their Top 11 Stefan Feld designs, and someone mentioned in passing that a few of these well-regarded games are relatively unknown by game hobby newcomers because they have been out of print for some time.  That got me to thinking about how many excellent games are difficult or impossible to obtain because no publisher is printing them.  Hence the inspiration for today's post - a survey of the most highly-rated out-of-print games on boardgamegeek.com.

Friday, October 17, 2014

Top ten games that I play with my wife

Quite some time ago, Chris Norwood posted a list of his top ten games that he plays with his wife.  That list in turn was inspired by The Dice Tower podcast Episode 189, in which Tom Vasel and Eric Summerer shared their own top ten games that they play with their wives.  Those lists are both several years old, but the topic is timeless, so I thought I'd confer with my wife Kathy so that we could compile our own list.

Friday, October 3, 2014

Spring and summer photos

As October begins and fall sets in, I thought I would look back at some of games I got to play over the last six months.

My friend Grant G. gave us Goa for Christmas, and Kathy and I really like this neo-classic Euro.

Friday, September 26, 2014

Feminism Discourse Part 3: Who else has asked this question?

This post is the third in a series of three essays on the topic.
Part 1: Why are women the exception in boardgame design?
Part 2: Who are the women that design games?

I'm certainly not the first to question the disproportion of men to women in the boardgaming hobby.  Here are just a few recent efforts (and one not-so-recent) to shed light on the question in one form or another.

Friday, September 19, 2014

Feminism Discourse Part 2: Who are the women that design games?

This post is the second in a series of three essays, following
Feminism Discourse Part 1: Why are women the exception in boardgame design? 

Last week I started to consider the question about why it seemed that there were so few female game designers.  But that post admittedly begs the question:  Is it actually true that game designers are disproportionately male, or is it just that male designers are simply better known?  I decided to actively identify women designers and some of the games they've designed to see if I could validate the notion that they are rare - or if not, to investigate why they are not as well known as male designers.

Friday, September 12, 2014

Feminism discourse: Why are women the exception in boardgame design?

Susan McKinley Ross
Photo: ChiTAG
I've recently come to consider seriously why most of the game designers with whom I'm familiar are male.  I became more aware of this observation when I learned of a couple of women who won game design awards over the last few years and realized how unusual it seemed to me at the time - specifically, Susan McKinley Ross, who won the 2011 Spiel des Jahres for Qwirkle (which I only learned of when Tom Vasel interviewed her last November), and Leslie Scott, who won the 2012 TAGIE for Excellence in Game Design for Jenga.

Friday, September 5, 2014

My candidates for the 2014 Dice Tower Top 100

(c) Queen Games
Used by permission
The Dice Tower is soliciting People's Choice votes for its annual Top 100 Games.  At the risk of exposing my idiosyncratic taste in games, here are the twenty for which I voted:

Saturday, August 30, 2014

Confusion: Do I get it?

(c) Stronghold Games
Used by permission
I've been enamored of Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, artist David Ausloos, publisher Stronghold) for a long time - partly for the cold war theme, partly for the bakelite components, but mostly for the really clever "reverse Stratego" mechanic of knowing what your opponent's pieces can do, but not your own.  Keith Ferguson picked it up the last day of WBC 2011, and we've played it a few times since - most recently during open gaming at WBC earlier this month.

Friday, August 22, 2014

Third annual-ish "What to pack for a vacation"

I like looking into which boardgames work for taking on family summer vacations.  The last time I looked at this question was July 2012.  This year we have plans to visit points of interest in southwest Virginia - the Skyline Drive, Lexington, the Natural Bridge, and Monticello.  We specifically will be leaving laptops at home.  Anticipating some quality family downtime, of course that means boardgames.

Saturday, August 16, 2014

WBC 2014 Saturday and Sunday: WS&IM fleet action, Acquire semifinal, and demos

One quick go-back on my earlier posts recounting my World Boardgaming Championships experience this year:  The very first thing that Keith Ferguson and I did Thursday morning, on our way to the registration desk, was to bump into Josh Tempkin of Tall Tower Games.  He spent a good part of the convention demonstrating several of his games:
  • "WarTime," which I've written about before as a fascinating, innovative real-time wargame involving sand timers
  • "Throne Dice," which surprisingly I still haven't taken the time to play
  • "Commissioner," which I learned at UnPub 4 as "Lesser Evil"

Thursday, August 14, 2014

WBC 2014 Friday: WS&IM loss, Acquire victory, and EIC demo

Friday August 8 was the day that the Vendors' Area opened at the World Boardgaming Championships in Lancaster, Pennsylvania, so Keith Ferguson and I headed there as soon as the doors opened to see what we could find.  I had a few specific games in mind, and I was fortunate to find immediately the one at the top of my list, Concordia, designed by Mac Gerdts and published in the U.S. by Rio Grande.  I was initially attracted to this game simply because the title, after the Roman goddess of harmony, shares the name of the protagonist in my wife Kathy's series of historical murder mysteries.  Reviews led me to believe that I would appreciate this game in its own right, so I look forward to giving it a try.

Wednesday, August 13, 2014

WBC 2014 Thursday: TPA and a day of not winning

Last week I conducted my fourth annual pilgrimage to the World Boardgaming Championships in Lancaster, Pennsylvania, the summer highlight of my gaming year.  I had a fairly loose schedule in mind, with only a few key tournaments that I specifically wanted to hit.

Thursday, July 3, 2014

Second annual List of Shame: The Unplayed Games of 2014

Last year about this time, inspired by Chris "GamerChris" Norwood, I posted my "secret shame" - a list of unplayed games sitting on my shelves.  When I did that, I thought surely, I am now motivated to work my way down this list and play all these games - or pass them along to someone else who will.  Surely, in the next year, say, I will have played nearly all my games and the list will be shorter.

Thursday, June 26, 2014

UnPub Mini Chantilly Recap

Last Saturday, Keith Ferguson ran an UnPub Mini event at Game Parlor Chantilly.  (I helped a little.)  We had about twelve designers and about 20 gamers playtesting over the course of the 11 hours that the store was open that day.  It was about as successful as we could have wanted.  For my part, I got to playtest "East India Company" and "Reactor Scram" one time each, as well as to play about four other games, though there were many more I wish I could have played.

Sunday, June 15, 2014

More designers for 21 June UnPub Mini in Chantilly, Virginia

As I mentioned in a post on May 8, there will be an UnPub Mini event this Saturday 21 June at
Game Parlor
13936 Metrotech Drive
Chantilly, VA 20151
We now have a full slate of eleven designers lined up, so we have plenty of opportunities for gamers to come and try out new game design prototypes and provide feedback to the designers.

Friday, May 30, 2014

Leaner, meaner "Company"

I've been giving some thought as to how to streamline "East India Company."  There are a few approaches I can take.  The scientist in me wants to make one change at a time and test each change independently.  I've heard at least one designer specifically recommend that approach so that you always know the effect of each specific design change.  But my gut tells me to identify the essential core elements of the game, eliminate everything else in one big purge, and then see if anything should be added back in, painstakingly, one element at a time.

Monday, May 26, 2014

East India Company returns to the shipyard

Last February I mentioned that I'd submitted a prototype of "East India Company" to a publisher at UnPub 4 to evaluate for publication.  I just heard back from them, and they
do not find it to be a good fit for our upcoming releases. At the end of the day, the play time and complexity does not create a conducive product for a broad success, as the trends are leading away from complex play and longer play times.
I can certainly accept that evaluation.  Game length has been a challenge with "EIC" since its inception, and it certainly is complex.  Given the nature of today's game market, I agree that its appeal as it currently stands would probably be somewhat narrow.

Thursday, May 8, 2014

Friday, April 25, 2014

Luck, skill, and research

Last week I opened a discussion on my effort to quantify game characteristics.  I had in mind that I would explore this question on my own, somewhat in a vacuum, based on my own experience and opinions, as something of an exercise to see what defensible conclusions I might reach.

Sunday, April 20, 2014

Thoughts on quantifying game characteristics

Gamers tend to characterize games in terms of luck vs. skill, replayability, lightness vs. depth, and so forth. These qualitative assessments help us to evaluate what we might like or dislike about a game before we've played it ourselves, or help to consider which games might be appropriate for a specific social, tournament, or convention setting. These characterizations also help in establishing design goals and parameters as well as assist publishers in determining which potential titles will fit within their product line.

Friday, April 11, 2014

Reactor Scram: early playtesting

I have finally started working in earnest on a co-op idea I've had percolating in my mind for the last few weeks.  The theme is that the players are workers in a nuclear reactor plant whose maintenance has been neglected, until finally the bad day comes when everything seems to break at once.  The goal is to get the plant into a "safe condition" without melting down a core or irradiating any of the workers.

First prototype of "Reactor Scram"
I ran a couple of solo playtests.  I won one and lost one, which made me think that I've got the initial balance at least coarsely in the right neighborhood.  What surprised me was how quickly each game completed - roughly ten or fifteen minutes per game.  I usually have the opposite problem with the games I design - play times that run way too long.  Right now I've got a game that takes more time to explain than it does to play.  So I want to figure out some way of extending the gameplay as well as the "story arc" so that I'm not just "making it longer" for the sake of making it last.

Thursday, April 3, 2014

Winter photos

A quick gallery of games played over the last three months:
Agent for one of the Lords of Waterdeep in the Jester's Court to recruit thieves...

Saturday, March 29, 2014

PrezCon 2014 Part 5: Finals

(c) Rio Grande Games
Used by permission
Saturday of PrezCon was a wonderfully full day of gaming.  It started at 9:00 AM with a game of Power Grid (designer Friedemann Friese; artists Antonio Dessi, Lars-Arne "Maura" Kalusky, and Harald Lieske; publisher Rio Grande), which I love but really don't play well.  We played on the original map of Germany, and I started in the north, where I found myself immediately in competition with Henry Ho.  I think the two of us beat each other down pretty aggressively, stealing cheap connections and forcing each other to leap-frog one another in order to expand, so we both ended up finishing poorly.  James Henderson, against whom I'd also played Acquire earlier in the week, narrowly won our game over Joe Rudmin in second.  I placed third powering 12 cities.

Monday, March 24, 2014

PrezCon 2014 Part 4: Social gaming

Part of what I love about conventions is re-connecting with gaming friends as well as meeting new people.  This year at PrezCon, I got to meet in person Dan Patriss, whom I'd heard many times on the Geek All Stars podcast.  He was with Chris Kirkman of Dice Hate Me Games, and Friday night we got together with Stephanie Straw, T.C. Petty III, and Darrell Louder for a couple of late-night games.

Thursday, March 20, 2014

PrezCon 2014 Part 3: Pillars of the Earth final

As I mentioned in my previous post, I ran the Pillars of the Earth tournament at PrezCon again this year.  I had two heats totalling 14 different competitors in five games.  Four of the five qualifying winners showed up for the final:  Shane McBee, Philip Shea, Jeff Thornsen, and Tom Snyder.  I have really come to enjoy watching tournament games, because I get to see some real high-level play.  This year's final was no exception.