Friday, July 15, 2011
Social media
Wednesday, July 13, 2011
He who will not Risk
1980 reprint of the 1959 classic (but lengthy) Risk |
2008 Revised (and much more enjoyable) Edition of Risk |
In our three-player game, my capital was in Greenland, my son's in Australia, and his friend's in Argentina. My son easily took over Australia and moved quickly into southern Asia. In so doing he completed the "Control 18 territories" objective. His friend took over South America and a substantial chunk of North America. I sought my first objective by taking over all of Europe, and succeeded only on my last dice roll. So I was in a pretty vulnerable position even after my end-of-turn redeployment, and feared that my son's Asian army would roll into Russia.
My son smelled blood in Asia, however, and ignored me in favor of trying to take over the continent. His friend started the game with a strong holding in Japan, however, and would not fall, so my son's Asian campaign stalled. His friend sought to finish taking over North America, but he, too, could not complete the task. As a result, my European position remained unperturbed, which made my next decision rather straightforward - to take over Africa. Europe gave me five additional armies, and I started everything in central Africa, whence came the great tide. Once I'd conquered Africa, I agonized over whether to jump the Atlantic and attack Brazil to break up the South American stronghold - but that position wouldn't have been as strong (given the way I left my armies) as it was to attack the Middle East and shore up the defense of my eastern border. At the end of my turn, I'd taken over my second continent and thus completed my second objective ("Control two continents").
My son and his friend discussed the fact that I held everything from South Africa to Greenland and ought to be squeezed from both sides. It certainly would have made sense at that point in the game - after only two turns, when I held two objectives of three needed to win - to gang up on me and take apart my continental holdings. Strangely, however, the desire to control Asia still consumed my son, and after re-taking the Middle East, he turned away from European Russia and instead attacked his friend's holdings, east across the steppes. His friend then nearly took over North America at that point, but I held my ground in Greenland. At that point, my continental holdings still remained intact, and I started my third turn with 16 armies and seven cities. The next step was obvious. I attacked Brazil to obtain my eighth city and third objective, to win the game.
So I won in three turns, largely I think because my son and his friend allowed their own agendas (occupation of Asia and North America, respectively) to distract them from stopping me from winning. Nevertheless, I came away convinced more than ever that this re-vamping of Risk has breathed new life into an old classic and made it a fun game to play, far more fun that the original ever was.
Sunday, July 10, 2011
Sacked in Citadels
A couple of weeks ago, our good friends Sheila and Keith invited us and our friend Jeff over for dinner and games. The five of us played Citadels (designer Bruno Faidutti, publisher Fantasy Flight Games), which turned out to be terrific fun. As it happened, Sheila had an extra copy, so we went home with Citadels as a kind of door prize. Later we learned that she and Keith had been playing two-player and really enjoying it, so we tried it ourselves this evening.
Citadels has become my favorite game of all - even over 7 Wonders. The brilliance of the game is in the role selection and sequential role resolution. When the five of us played, we all seemed to value the Architect most of all for the two free cards he'd offer - until someone would always select the Assassin and kill the Architect. That seemed to be de riguer in our session that night. So then people would shy away from the Architect unless they had some reason to believe that they wouldn't be assassinated. There was a lot of second-guessing, and at one point I had a particularly lucky turn when I selected the thief with the expectation that Sheila (who had six gold pieces) would select the Magician for his card-exchange ability (because she kept complaining about her cards). My bet paid off, and Sheila was set back more than a turn in building construction when I took her stack of money away. (If looks could kill .... :-) )
So, fast forward to this evening: Kathy and I decided to try the two-player variant ourselves, in which each player ends up with two roles. The brilliance of the two-player game is that you can usually narrow down your opponent's likely roles to two out of four possibilities. There is often a kind of, "you expect me to take the merchant, so I should take the bishop, except that you know I know you expect me to take the merchant, so you think I'll take the bishop, so I should take the merchant..."
Kathy's winning Citadel at the base of her wineglass |
I really, really like this game. I am surprised it has not caught on at PrezCon nor at the World Boardgaming Championships. Maybe I should do something about that.
Thursday, July 7, 2011
Poor Man's Resistance
(1) this game of hidden identity and "social deduction" should beat Are You a Werewolf? hands down (no small feat, since I'm a huge Werewolf fan) and
(2) this game can be played easily with a small subset of a normal deck of cards.
The game is designed for five to ten players. Players secretly determine their identities as rebels (attempting to conduct missions) or spies (attempting to sabotage the rebels' efforts) as follows: From a normal deck of cards, select a number of face cards equal to the number of players such that a third of the cards (rounded up) are red face cards and the remainder are black face cards. Shuffle the selected face cards and deal them face down, one to each player. Each player looks at his or her face card to determine whether he or she is a rebel (black) or spy (red). These secret identity cards remain face down in front of the players for the remainder of the game.
One player is randomly selected as the leader. Players shield their eyes so that no one can see any of the others. The leader announces, "spies reveal," and the spies (only) open their eyes and look to see who their fellow spies are. The leader announces, "spies hide," and the spies close their eyes. The leader announces "everyone open," and all players open their eyes and begin the game. By this procedure, all spies should know who all the spies are (and therefore who all the rebels are), whereas each rebel knows only his own identity. Unlike Werewolf, this is the only occasion in the game when it will be necessary for players to cover their eyes.
The remainder of the game consists of a series of missions. For each mission, the leader assigns several players to participate in the mission. The number of people that the leader assigns depends on both the number of players in the game and the mission number to be executed; it varies from two to three players (in the first attempted mission) to three to five players (in the fifth attempted mission) and can be discerned in the table appearing in an image of the gameboard posted on boardgamegeek.
Once the mission team has been selected, players vote openly whether to approve or disapprove the selected mission team. [Edited for correctness. In my original post, I mistakenly indicated that the vote to approve or disapprove the mission team was done by secret ballot. - PDO]
If the mission team has been disapproved, the mission is aborted, the role of leader rotates one player to the left, and play resumes as above with the new leader assigning a new mission team to be voted on again by all the players. (Note that the aborted mission does not "count" as an attempted mission, so the number of players on the mission team does not change.) If five consecutive missions are aborted, then the game is over, and the spies win.
If the mission team has been approved, then the mission team members (only) each get one red non-face card and one black non-face card. From these two cards, each mission team member secretly selects a card to execute (black) or sabotage (red) the mission. Each mission team member turns in his vote face-down to the leader, who shuffles the votes and then turns them face up to determine whether the mission succeeds (all black) or fails (at least one red). There is an exception to the requirements for a successful mission: In games of at least seven players, on the fourth mission only, at least two sabotage (red) votes are required to cause a mission to fail.
If this was the third successful mission, then the game is over, and the rebels win. If this was the third failed mission, then the game is over, and the spies win. Otherwise, the role of leader rotates one player to the left, and play resumes as above with the new leader assigning a new mission team to be voted on by all the players.
The brilliance of this game relative to Werewolf is that it requires no referee (i.e. everybody gets to play) and - most important to me - does not eliminate players over the course of the game. Also nice is that it is only necessary for players to cover their eyes once at the beginning of the game to allow spies to identify one another (unlike Werewolf, which requires players to close their eyes in every round).
The reviews I have read and seen are quite exciting, and I look forward to trying this game out with a decent-sized group.
I should add that the original game comes with a small expansion set of cards that provide the leader with some additional "powers" to make the game more interesting, so there's motivation for buying the game regardless.
Monday, July 4, 2011
Release of the eagerly awaited Trains Planes and Automobiles
Thursday, June 16, 2011
Busted by blue bacillus
Blue outbreaks overwhelm our feeble efforts to control the disease. |
Pandemic really is a fun game, and the nice thing is that our kids will sometimes join us as well. I think this will become something of a family favorite.
Tuesday, June 14, 2011
Latest on the Eagerly Awaited Game
Sunday, June 12, 2011
Two-player Wonders
Kathy had the Mausoleum at Halicarnassus ('B' side), and I had the Statue of Zeus ('A' side). Interestingly, Kathy spent nearly all six turns in the first age acquiring different resource-producing structures, largely because the Mausoleum demands a lot of variety to build the three stages. I started early with a military strategy, which worked for the first age, but Kathy responded with two military cards in the second age, and stayed ahead of me thereafter.
Kathy's impressive array of blue civil structures at the foot of her wine glass |