Ridere, ludere, hoc est vivere.

Friday, August 12, 2011

My wife, the maharaja's personal trader - Jaipur

It was time to try out one of my acquisitions from the vendors' room at the World Boardgaming Championships, so for the last two afternoon game sessions, my wife and I have tried Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher Game Works).  I picked this up based largely on a Dice Hate Me review as a good candidate for a two-player game, and it has turned out to be an immediate hit with both of us.

General play description
Jaipur's card deck includes cards representing six different commodities and a number of camels.  A market in the center of the table always contains five cards in any combination of commodities and camels.  At any given time, each player has a hand of up to seven commodities and, in a face-up stack on the table, a herd of camels.  In his turn a player has may perform one action from among several options.

  • A commodity may be drawn from the market into the hand.  
  • Two or more commodities from one's hand and/or camels from one's herd may be exchanged into the market for a like number of other commodities.  
  • All of the camels from the market may be taken into his herd.
  • One or more commodity cards of a single type may be sold.
Commodities are sold for tokens.  Each type of commodity has a separate set of tokens of different values depending on the type of commodity.  When commodities are sold in larger quantities in a single sale, bonus tokens are also collected for even more value.

At the end of a round, the player with the higher number of camels gets a bonus token.  Then players total the values of all tokens collected, and the player with the higher total value wins the round.  The first player to win two rounds wins the game.

General impressions
I have to say, I like this game a lot after just two plays.  There are a few genius elements to the construct of this game.  First, for each commodity, there is one more card in the deck than there are tokens available to sell them for.  Second, the tokens for a given commodity can vary in value, with the more valuable tokens coming up later in the round.  Third, the hand size limits the degree to which a player can hoard a given commodity.  So a crucial element of the game is deciding what to collect, how long to keep collecting, and when to sell them off and free the hand.

The camels also add a decision twist to the game.  It is tempting to simply keep a majority of camels and guarantee the camel bonus token of five points, but camels are useful for exchanging into the market (if there's room in your hand for more commodities).  But putting them into the market means your opponent can take them.  Oh, the agony!

My wife Kathy has managed to win four of the five rounds we have played, which is to say that she won both games that we've played so far, one by shutout.  And not by a fixed strategy or card luck, either.  This game seems to reward strategic flexibility.  There's something to be said for accumulating leather, the most plentiful commodity, to sell five at once and pick up the big market bonus.  But diamonds, gold, and silver are so profitable that perhaps they can make up for the big bonus on leather.  And I already mentioned the agony of the camels...

I'm reminded a little of Ticket to Ride: The Card Game, from the standpoint that both players are drawing from a common pool of face up cards and trying to play combinations out of the hand to collect points.  But right now I'm thinking Jaipur is hands down the more fun game, and I'm sure we'll be playing it more soon.

Tuesday, August 9, 2011

Final day at WBC

Yesterday was the last day of the Boardgame Players Association's World Boardgaming Championships 2011.  A record 1642 people attended WBC this year.  I met other designers, developers, and of course many gamers, including quite a few familiar faces from PrezCon.  And of course vendors, who were good enough to thin out my wallet in exchange for a few additions to my game shelf:

(c) Worthington Games
Used by permission
I've had my eye on Tech Bubble (designer Mike Nagel, artist Sean Cooke, publisher Worthington Games) for quite a while now.  We've really enjoyed push-your-luck games like Can't Stop and Incan Gold, so what I read about Tech Bubble makes me think it will fit right in.

Some time ago I did a survey in earnest for two-player games that my wife and I would enjoy, and Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher GameWorks) came up pretty high on the list.  DiceHateMe had a pretty funny review last April, including the following comment that caught my attention:

  • Jaipur - while sometimes frustrating because of the luck of the draw in the Market - is incredibly fun. Why? I honestly have no idea. There are some games that, if dissected, the parts would make most game scholars scratch their heads and utter a collective “huh?” However, put those parts together and a rare synergy occurs. This is the magic of Jaipur. 

I love games like that.  I happened to see it for 20% off at the convention and picked it up.

(c) Z-man Games
Used by permission
And then I got to the Z-man booth.  As my good friend Grant G. said, "I never met a Z-man game I didn't like."  I was really hoping to find Traders of Carthage, but apparently that's been out of print for a while.  But I did find The Speicherstadt (designer Stefan Feld, publisher Z-man Games) an auction trading house game that I've had my eye on for a while but which sold out at PrezCon last February before I could make up my mind to buy it.  Luckily I wasn't so indecisive this year.

I needed even less deliberation to pick up Farmers of the Moor (designer Uwe Rosenberg), also at the Z-man booth.  This extension to one of my favorite games, Agricola, adds horses and peat to the farm.  I expect Farmers will bring a little "aroma" to our Agricola sessions.

I had, unfortunately, blown my budget by the time I got to the Stronghold Games booth, where I encountered Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, publisher Stronghold Games).  Oh, baby.  The DiceHateMe review of this cloak-and-dagger deduction game really brought out the evil laugh in me.  But how do you indulge your inner spy when you've got a bag full of games already?  Well, fortunately, Keith F. felt the same Cold War nostalgia I did.  (Oh, wait, he's not nearly as old as I am ... Keith, what grade were you in when the Berlin Wall fell?)  Nevertheless, Keith picked it up, somehow confident that he'd be able to get me to play it with him a few times.

Keith, Brian, and I sat down for two last games of the weekend - Trains Planes and Automobiles and Citadels, two more games that Keith bought on my recommendation.  (What a trusting soul.)  At the last minute, as the vendors were boxing up inventory, Brian ran back and grabbed a copy of Pandemic, because Keith and I knew that he wanted to buy it; he just needed a little encouragement.

So all in all, the three of us managed to stay entertained.  We drank beer, we competed in tournaments, we played games till 2:00 in the morning, we bought bags of games ... and yet none of us went home with a plaque.  Oh, well.  There's always PrezCon.

Sunday, August 7, 2011

Third day at World Boardgaming Championships

Admiral Lord Horatio Nelson
Saturday was all about Wooden Ships and Iron Men.  Tim Hitchings set up a fleet action in an engagement between British and French fleets in a hypothetical scenario with several players on each side in which the British fleet attempted to intercept a French fleet leaving port.  Tim gave me command of the British fleet.  The entire action ran about seven hours, with a short break for lunch.  A number of people dropped out, and others dropped in over the course of the scenario.  The battle itself was exciting and engaging, as the British became almost completely surrounded by the more numerous and better-reinforced French.  British superior crew quality and gunnery, however, helped the Royal Navy withstand the onslaught of the French fleet.  Despite one or two of the British ships having to strike colors under heavy rakes from multiple directions, we were able to sufficiently bloody the French that Tim declared the Royal Navy team to be the winners.  He gave me a prize as the best captain in the British fleet.

Later that day, I faced Evan Hitchings in the semifinals in a very even match-up of two 74-gun SOLs.  Again I was able to practice my tactical doctrine of concentrating fire on the rigging of the lead ship to reduce maneuverability, then focusing all squadron fire on a single ship's hull to take it out of action before turning to the other target.  In relatively short order, I had taken out the mast of the lead enemy ship and forced the second ship to strike her colors.  My ships had suffered a lot of damage in the process, however, and after some amount of time, my opponent was able to force one of my ships to strike her colors.  He had also inflicted a waterline hit on the other ship that induced flooding, so that a third of my crew had to be taken out of the gunnery teams to operate the water pumps and keep the ship afloat.  All else being essentially equal, my remaining ship - down one crew section - was not able to keep up in the battle of attrition that followed with the remaining enemy ship.  When the timer was up, it was clear that Evan had inflicted more damage on my ships than I had on his, so he won our semifinal matchup and advanced to the final.  We both agreed that it was one of the most exciting battles either of us had played in the tournament.

Keith and I met Chris and Cherilyn from dicehateme.com in the open game room, where they invited us to playtest a game in development called Viva Java.  The premise is that players collaborate to invent blends of various coffee beans that will be profitable on the premium coffee market.  The game involves a number of innovative mechanisms, the most interesting of which is the formation of players into temporary teams who try to combine their resources to come up with the most optimum blend on the market.  Players can invest in each others' projects if they think they will be profitable.  The cooperation is always transitory and self-serving, so there's a constant interplay to juggle benefits of collaboration with the game goals of beating your opponents.

I have been reading the Dice Hate Me blog for quite some time, so it was great to meet Chris and Cherilyn and discuss their game projects as well as share Trains Planes and Automobiles with them.  Their energetic enthusiasm for gaming is infectious.  Likewise, Josh Tempkin of Tall Tower Games shared some fascinating insights into how he and his partner developed a carefully researched and tested set of design principles on which they base all their game projects.  The results speak for themselves in the gameplay of their project Wartime, which I consider to have the potential to be a groundbreaking development in table-top gaming as a fundamentally new paradigm.

Keith, Brian, and I got together afterward for a number of games - Tikal, Citadels, and 7 Wonders.  Keith had competed in the finals for Conquest of Paradise, and Brian had made the finals for Tigris and Euphrates.  So, in short, there's been a lot of boardgaming going on this week...

Saturday, August 6, 2011

Second day at World Boardgaming Championships

Friday morning, I ran a session of Trains Planes and Automobiles for several kids in the Juniors Room between tournaments.  Laurie W. of the Junior Events staff at WBC had played it with me yesterday, and she talked up the game among the kids to help spur interest.  The kids that joined me at the table had a good time learning and playing TPA and really liked it.  Later in the day, I played TPA with my friends Brian G. and Keith F., each of whom had already bought a copy.

I had some free time to try another round of Wooden Ships and Iron Men, and was surprised to learn that I was in the running for the quarterfinals.  I took the opportunity to play another session to try to boost my chances of qualifying.  In our scenario, I had two British 74-gun ships-of-the-line (SOLs), and my opponent had equivalent ships.  From the first turn, I could tell this was going to be an unusual game.  My opponent opened with an innovative tactic; he sent one of his vessels upwind and the other downwind as I approached in order to attempt a rake on one end or the other of my line.  I am rather traditional in my tactics and refused to separate my ships but maintained a close order line in an attempt to overlap fields of fire and concentrate on a single target (as I had against Robert yesterday).  

I focused my fire on one ship's rigging to reduce his maneuverability and render him unable to tack upwind and rake the rear of my line.  Suddenly he turned toward me, rammed my rear ship, and attempted to board it - something I really did not expect.  What followed was a bloody melee over several turns in which my crew barely prevailed.  He fought to the last man in a the battle that left my rear ship with only an eighth of its original crew standing.  Meanwhile my lead ship was engaged in a pounding point-blank exchange of broadsides that left both his downwind ship and my lead ship in danger of striking.  My rear ship freed itself of the grapples from the now-empty, drifting enemy vessel, and re-joined my lead ship.  I was able to engage his remaining vessel from both sides and deliver the decisive blow that force her to strike her colors.  At the end, we both agreed that it was one of the most exciting WS&IM battles either of us had played in a long time.  Unlike the previous day's victories, which seemed to some degree products of dice luck, I felt as though I won Friday's battle largely through tactical discipline.    

I entered the Alhambra tournament, which was very well attended.  I had a strong second-place finish among the six very friendly players at our table (including Laurie W. of the Juniors Room).  As it turned out, only first-place finishers would qualify for the semi-finals, so I was out of the running for Alhambra.  

A little later in the day, Joel Tamburo hosted a seminar on ethics in gaming, an engaging discussion on a rich topic that I will explore in more detail in a later blog post.

That evening, I saw a demonstration of GMT's Washington's War, which looks like an interesting game that explores the efforts of Great Britain vs. the Continental Congress to win the hearts and minds of the colonists during the American Revolution.

Keith F. had seen a demonstration last year of a game called Wartime, an as-yet unpublished real-time board wargame.  Josh Tempkin of Tall Tower Games has it for demo here at WBC again this year, so Brian G. and I had the opportunity to try it out.  The game involves perhaps the most innovative mechanism I can remember seeing in a long time - a set of multiple egg timers for tracking when pieces may move.  All play is simultaneous and open, and the game involves no luck at all.  Players simply move and attack as fast as the egg timers allow them to.  The gameplay gives new meaning to the phrase "fast and furious."  We finished our first game in nine minutes.  It felt very much like a real-time video game, but in the format of a boardgame.  We learned subsequently that later that very evening, Josh sold the design to a publisher.  We look forward to seeing the production version when it comes out.

The three of us got together for a late-night session of Stone Age and were joined by Debbie, whom we had not met before but who saw us setting up and asked to join us.  Stone Age falls into the worker-placement category of Agricola or Pillars of the Earth, but it has some novel scoring mechanisms that take some getting used to.  I really enjoy the game but am reluctant to buy it only because it is another bird of that feather, so to speak.

On our way out, we ran across a game of Lifeboat that was being played by Chris and Cherilyn, the creators of the Dice Hate Me blog and podcast.  It was great to meet them in person.  They plan to have playtest sessions of two of their games on Saturday, so I hope to try them out, time permitting.

My Saturday plan currently consists of joining the WS&IM fleet action, a multi-player event in which each player controls two ships in a large naval battle.  There are several demos I want to see during the day, and the WS&IM semifinal and final will be later that afternoon.  If I take leave of my senses, I may participate in the midnight Wartime tournament, just because that game looks like so much fun.

Friday, August 5, 2011

First day at World Boardgaming Championships

A quick summary of yesterday's events:

I started in Wooden Ships and Iron Men with a single frigate engagement against Tim Hitchings, the event coordinator.  I won largely due to die luck; for a good stretch of the game, I couldn't roll lower than '4,' and he couldn't roll higher than '3.'  It's hard to lose under those conditions.  

I followed with a match-up against Rob from Alexandria, VA, my two Spanish 80- and 74-gun ships-of-the-line (SOLs) against his similarly rated vessels.  I won that engagement as well, partly due to basic naval gunnery tactics (concentrate both broadsides on a single target, take down one mast, then switch fire to hull and blast away) and partly due again to die luck (although not as egregious as in the frigate battle).  I was by no means unscathed; through effective use of chain shot, Rob completely demasted my 80-gun SOL.  At one point he tried to perform an end run by pulling his rear SOL out of line and upwind, away from my fire, then rigging full sails, and attempting to sprint around the far side of his lead SOL to turn down wind and attempt to set up a rake on my rear SOL.  I was pretty tight with my line and maneuver, though, and managed to re-form my line along the wind in such a way that instead of firing on my rear, he faced a combined broadside as he made his attempted raking maneuver. Meanwhile, I was able to keep up the barrage on his lead SOL until she struck her colors.  At that point Rob felt that he was unlikely to pull out a win (particularly under tournament time constraints), and he conceded the battle.

I had an opportunity to introduce Trains Planes and Automobiles to Laurie W. and Jenna S., the adults running the Juniors Room.  (There were few children present at the time, and those were all engaged in other games already.)  The adults seemed interested in learning a new family game, and it went over very well.  I'm optimistic they will look for it in the Vendors Room tomorrow, when Worthington Games will have it available for sale.

I competed in the 7 Wonders tournament at a very fun table of seven people, including Stefan from Montreal.  I came in a very close second place (112 points over two games).  There were 25 tables and 42 seats in the quarterfinal, so my strong second-place finish qualified me for the quarterfinal.  Unfortunately, there I had my worst showing ever, with 36 points and a solid lock on seventh place.  So that was it for 7W for me this convention.  

Dr. Lewis Pulsipher delivered a seminar that amounted to a summary of his lecture notes on game design, with a great deal of Q&A and interaction among the audience members, who included Joe Angiolillo, designer of Objective Moscow and Operation Typhoon (although he denied deserving credit for that latter title), among others.  It was a rich and fascinating session that ran so long that I skipped the Agricola heat scheduled for later in the evening.

After my friends Keith F. and Brian G. finished in Agricola (Keith won his table), we went over to the open gaming area, where I introduced them to Citadels.  Keith won our game, a victory I think I could have snatched from him if I'd properly played the assassin against the architect (rather than the warlord), which would have prevented him from building his eighth district and getting sufficient bonus points to outscore me.  Curses!

Today's plan includes more WS&IM, more opportunities to introduce kids to TPA, Alhambra (or maybe Agricola - there's a conflict), demos of Tikal and Washington's War, a seminar on gaming and ethics, and opportunities to play Battleline, Ingenious, and Liar's Dice.  

Wednesday, August 3, 2011

Final preparations for WBC

I'm making final preparations to leave early tomorrow morning for Lancaster, Pennsylvania, to attend the World Boardgaming Championships.  Besides introducing Trains Planes and Automobiles in the Juniors Room, I hope to attend Dr. Lewis Pulsipher's seminar on game design and play a few games.  The top six on my list are


The first four are among my favorite games; the last two are new to me, and I look forward to learning about them.

I welcome comments from others already at WBC or planning to go.  Let me know what you're most looking forward to!

Games that even the in-laws can play

Okay, to be fair, my mother-in-law may not be a convention-going serious Euro-gamer, but she likes to learn a new game or two, and she has really come to enjoy Settlers of Catan and Guillotine.  Even my father-in-law will jump in for a session of Word Thief.  So when they came to visit over the last several days, while the oppressive heat kept us indoors most of the time, the board game closet got visited quite often.  I had the opportunity to introduce them to a few games that they really seemed to enjoy.

First of all, I gave my in-laws a copy of Trains Planes and Automobiles and took the opportunity to show it off in true family-game fashion.  Although billed as a game for two to six players, I included an optional rule for seven or eight players.  So with both in-laws, three sons, my wife, and myself, we launched into a seven-player session - the only shortcoming being that I had to provide a spare game piece from another game to accommodate the seventh player.  I must say that as the game designer, I do very badly at my own game.  I kept chasing stories in locations accessible only by automobile - Vicksburg, Ciudad Juarez, and Phoenix* - while others jetted around from airport to airport, racking up assignments.  My oldest son Patrick overcame a late start and beat everybody to the final assignment to win the game.  I have to say, we all had a great time, and I'm really hoping to be able to demonstrate this game in the Junior Events room at World Boardgaming Championships in Lancaster, Pennsylvania starting tomorrow.

Our game sessions over the last several days were frequent and fun.  My 15-year-old, usually so impulsive in push-your-luck games, turned out to have perfect timing in Incan Gold and won that game hands-down.  My father-in-law and other two sons pushed a lot of poker chips around the table playing Blackjack, in which my ten-year-old ended up winning his grandfather's house and car (or would have, if the titles were on the table). We had a great session of Apples to Apples that included Patrick's girlfriend.  My wife demonstrated her unstoppable command of word games in Word Thief.  We had several really fun games of Guillotine, which is always good for a laugh.  I was very pleased to engage my mother-in-law in Reiner Knizia's Ingenious, which is both intellectually and aesthetically satisfying - so much so that she insisted on a second game immediately.  And, finally, we introduced the in-laws to the notion of a co-op game with Pandemic, which we lost when the Player Deck ran out before we were anywhere near curing the black disease.  Our family has now managed to lose Pandemic in all three possible ways.

So the in-laws' visit became a smorgasbord of boardgaming fun.  The summer heat was never really a factor as we found great entertainment right in our own home and in the good company of family.  And that's what vacations are really all about.

* Now, I should note that I'm perfectly aware that you can fly to any of these places today, and might even have been able to do so fifty years ago.  But for purposes of making TPA interesting, I only put airports in about a third of all cities on the map, and provided rail service only to another third.  So there are many cities on the map that, in the game, can only be reached by car.  That's what makes it a challenge.

Monday, August 1, 2011

What doesn't work - Monopoly as a case study

I've been reading a lot lately about what makes a game a hit.  While contemplating the factors of success in game design, the mathematician in me immediately wants to consider the counter-example:  What makes a game a disappointment?


Image courtesy of Hasbro
 One game that virtually never gets played in my house any more is Monopoly (designer Charles Darrow *, publisher Hasbro).  The over-riding reasons that Monopoly draws an inevitable veto in my house are that "it takes too long" and "it's just not fun."  These valid criticisms beg obvious follow-on questions:  What exactly is it about Monopoly's design that makes it take too long?  And what makes it "not fun" (at least to some)?  Perhaps investigating these questions can help sharpen the definition of what makes a game a disappointment, and therefore help to delineate the limits of a successful design.

[Now, we have to keep in mind that Monopoly is the best-selling boardgame of all time, a consideration that I will entertain in another post.]

What makes Monopoly take too long?  The game-ending condition is, frankly, merciless:  The game ends when all players but one have run out of money.  This characteristic brings to mind the original Risk, also lengthy because it demands conquest of the entire map to end the game.  In the case of Monopoly, there are other factors that serve to perpetuate the game as well.  The number of developed monopolies that players build will drive the pace of the game.  If there are too few monopolies, people end up moving around the board paying small amounts of rent and collecting $200 at every "Go."  In that case, the total amount of money in play can gradually increase for everybody, and nobody approaches bankruptcy.  By contrast, several high-rent monopolies on the board will drive people to bankruptcy quickly; so once players start building houses and hotels in earnest, sooner or later, somebody is going to go under.

Why isn't Monopoly fun (for some people)?  First, I have hinted several times that I am not fond of player-elimination games.  If the intent of playing a game is to have fun as a group, then excluding people one by one from the game leaves some individuals out of the action while others continue to play.  That works fine in a serious competition or tournament, but not for a social event.  We have a house rule - when I can con my family into playing Monopoly at all - that once the first player goes bankrupt, the game is over, and the person with the most money (cash+property) wins.  With this house rule in force, when the game is over for one person, it's over for everybody - which addresses both the game length and the player-elimination problems.

My father-in-law pointed out a second aspect of Monopoly that he doesn't like that can be summarized as "the runaway leader problem."  If one person is lucky enough to acquire and develop a monopoly long before anyone else, he can develop a commanding lead, to the point that no one can do any serious damage to him, and everyone else will be unable to develop their own monopolies or go bankrupt trying to do so.  The game becomes an exercise in inevitability - watching one real estate empire swallow up all the little guys.

A third reason that Monopoly can fail to be fun is that it often devolves into a long series of roll-and-move with no serious decision-making.  In the early game, players roll and move to acquire property with no real thought required.  In the mid-game, as players assemble monopolies, they face decisions regarding how many houses to build vs. how much cash to keep in reserve. But once everybody's property is fully developed, the game boils down to one of dice luck - I win if you land on my hotels before I land on yours. If most of the game is dice luck, it becomes a laborious version of Chutes and Ladders.

But I think there's more to the game than that.  I've come to realize that Monopoly is a game of property valuation.  Once players decide that obtaining a monopoly - and especially, being the first player to obtain a monopoly - is the key to winning, then trading becomes very important.  And therein lies the crux of the game.  If I offer you Boardwalk and you already have Park Place, what do I demand in return?  What should I be willing to give up for Mediterranean Avenue if I have Baltic Avenue?  Should I take my opponent's cash reserve into account if the deal gives him or her a monopoly on which to build houses?

Once these deals are made, then the real estate landscape is in place, and your rent-collection profile is a product of the way you valued the property you took vs. the property you gave up.  But again, at that point, once all the deals are done and everybody has reached an equilibrium point, we're back to dice luck.  Who lands on whose property first?

Settlers of Catan, the quick, fun
barter-economy game
That got me thinking about Settlers of Catan, a barter-economy development game that is eminently enjoyable and is certainly not a game that takes too long.  That game ends when one player has built up to a certain number of points.  Is there a way to translate that concept to Monopoly, so that I can declare a winner just based on who reaches a certain "tipping point" in development first?

Let's consider what that "tipping point" might look like:  If a player owned all the property on the board, the highest revenue configuration of 12 hotels and 32 houses would be hotels on the dark blue, green, yellow, and red monopolies and New York Avenue, and four houses each on Tennessee Avenue, St. James Avenue, the violet monopoly, and the light blue monopoly.  In that configuration, the total rent for all property on the board would be $20,802.  It might be reasonable to expect that if one player achieves half that revenue potential, then the game is close to a foregone conclusion. 

So perhaps a new game-ending victory condition would be if any player achieves a total rent of $10,400 across all owned property.  I haven't playtested this idea, but it might serve to make the end-game a little more merciful. 

What started this essay as a consideration of perceived design flaws led to an idea to tweak a time-tested popular game.  The fact that Hasbro managed to make fundamental improvements to Risk (discussed in a previous post) suggests that even the best-selling games might bear changes to fix the most compelling complaints.

*Although Hasbro lists Charles Darrow as the sole designer, there is significant research to suggest that Darrow based his submission to Parker Brothers on designs by several other people of a number of similar games, most notably The Landlord's Game by Elizabeth Magie Phillips.