Ridere, ludere, hoc est vivere.

Tuesday, January 10, 2012

Luck, risk management, and pigs

Beer, wine, pretzels, and pigs -
my final losing "pig out"
My wife and I were playing Pass the Pigs (designer David Moffatt, publisher Winning Moves) this evening before dinner, and my son happened by and said, "I thought you didn't like games based on luck."

What a great question.  I don't like games based on luck - games like Life, Sorry, War, and any other game in which luck renders decision-making moot.  But I certainly do like risk management games, and PtP is squarely in that category.  I've posted before about my early observations on how the teenage brain works in assessing risk.  In our first family game of Incan Gold,
[My son] bolstered my working hypothesis on teenagers and risk assessment.  He was always still in the expedition when the second monster of a suit came up, so he ended up with no treasure after five rounds.
On the other hand, I remember getting my butt kicked in Can't Stop at Congress of Gamers last fall because of that very phenomenon.

One brilliant element of PtP is that since the pigs aren't really dice, it's very difficult to calculate probability in the conventional sense.  The pigs are oddly shaped, and because I'm too lazy to run 1000 trials of pigs to estimate the expected value of a roll (although somebody else wasn't), well, I just wing it on the risk assessment.  My "wing it" threshold for PtP is typically eleven points.  (Actually, maybe I shouldn't post that number online.)  If I'm significantly behind, I'll take bigger chances, but overall, I'm still pretty conservative.  My wife said her threshold was 15 points, but after I told her mine was eleven, she started stopping at eleven, too.  And she won.  So what does that tell you?

***

So now that I've been thinking about the fact that somebody else actually did run the numbers on the pigs, my inner mathematician compels me to calculate the optimal threshold for rolling again vs. not rolling again.  I think that will be a topic for a future post...

Friday, January 6, 2012

Playing with Christmas toys

This evening, Kathy and I played two games that we received as Christmas presents this year.  First was a gift from our gaming buddy Glenn called Ingenious Challenges (designer Reiner Knizia, publisher Fantasy Flight Games).  This little box actually contains three games - "Card Challenge," "Dice Challenge," and "Tile Challenge" - that are based on Knizia's clever board game Ingenious.  We tried the Dice Challenge, whose scoring is based on the same "advance all six colors" principle of Ingenious but by rolling dice to match those of the opponent.  Right away, we began to appreciate that this is more than just "Yahtzee with colors and shapes."  The roll you decide to use for your score is also the roll that your opponent(s) will try to match and use to score as well.  So like the board game, it is as important to keep an eye on your opponents' scoring needs as it is your own when deciding the position you want to leave at the end of your turn.  In this case, each of us tried to avoid leaving dice that the other needed to score.  It turned out to be a very close game that Kathy won with some judicious re-rolls.

24/7: The Game - near the end of this evening's session

Our second game was a gift that I picked up for Kathy based on a recommendation (I wish I could remember from whom) as a "spouse" game - 24/7: The Game (designer Carey Grayson, publisher Sunriver Games).  This game for two to four players appeals to me in two respects - the gameplay challenge and the physical quality, much as do the two-player games Quarto and Hive.  In 24/7, players take turns laying tiles onto a board in a kind of crossword fashion, similar to Scrabble, except that the tiles are numbered from one to ten, only one tile is laid in a turn, and scoring comes from completing runs, matching sets, or sums adding to seven or 24.  In our game this evening, again, the importance of not leaving the opponent an opportunity to score became evident.  I had one big bonus score - completing both a seven and a 24 on a double-score space - that turned out to be the game-winner.  (In the photo, that was the '6' tile in the upper left corner of the picture.*)  I have been pleasantly surprised that my right-brained mystery-writer wife likes this arithmetic-dependent game as much as I do.

Incidentally, I'm inspired by GamerChris's new Picture of the Week series and Roberto Mendez's 52-weeks-52-photos geeklist to renew my amateur interest in boardgame photography.  So I hope to have the camera out more often and resort less frequently to stock box art images in the future.

*The astute observer and aficionado of 24/7 will observe that one of us made an illegal tile placement at some point during the game.  I will leave it to the reader to find the error.

Wednesday, January 4, 2012

Family games - what works for both adults and kids?

As parents of boys spanning eight years in age difference, we've struggled to find family activities that work for all of us.  Naturally, my first choice for an indoor occasion is to play a boardgame - anything we can all agree on and enjoy.  In my experience, a game that appeals to kids as well as the adults in the family does not come along often.

The other day we tried a little game that my son got for his birthday called Pictionary Card Game (designer Brian Yu, publisher Mattel).  Unlike the original Pictionary, which requires players to draw diagrams and pictures, the card game has a set of pictographs - little cards with icons, sketches, and other abstract or symbolic drawings that can be combined or manipulated to prompt teammates to come up with the intended answer.  There are two levels of play - adult level, where the answers that teammates need to guess require a certain familiarity with culture and turns of phrase (like "Yellow Submarine"), and kid level, where the answers are more generic (like "ruler").  Each answer has an associated category (like "school supplies" for "ruler") so that players have a general idea of what they're trying to guess.

Sample pictograph cards used
in Pictionary Card Game
What we found was that when adults play with kids at the kids level, the adults will start shouting a range of generic answers to the category before the "clue-giver" has much chance to assemble the pictographs into any kind of clue.  For example, when "school supplies" was announced, people started calling out "paper," "pencil," "eraser," "chalk," etc.  In several cases, the right answer was stumbled on in a matter of seconds.  So the conclusion I reached is that PCG probably works well for kids among kids, and for adults among adults, but not in a mixed setting of adults and kids.  Other word-association games that have not always succeeded to bridge the adult-kid gap include Catch Phrase (which the kids love but which the adults tend to dominate) and Taboo.

Games that have worked well for us in a broad age range setting include Clue, Apples to Apples Junior (though not the original Apples to Apples), Pirateer, and Guillotine.  In larger groups, we've had success with Are You a Werewolf? as long as the participants are comfortable in a player-elimination game.  (If the group includes kids who are sensitive about getting "voted out," then Werewolf won't work.)

Trains Planes and Automobiles fits the bill as a family past-time in a group spanning a broad mix of ages - even more successfully than I expected when I first conceived and developed the game.  I am frequently and pleasantly surprised by the positive reactions I get from both children and adults when I demonstrate it at conventions or hear from people who have played it at home.  I mentioned in my last post that it had become a favorite of our friends' son and that they love the fact that they can get together and play it as a family without having to drag people to the table.  I think the principle reason is that TPA rewards good decision-making enough to keep grown-ups engaged but also has enough luck and balancing elements to keep everybody in contention for the whole game.  Kids feel as though they have a good chance to win, while adults enjoy playing a real game that is more than just a roll-and-move luck exercise.

Familia quod ludit una manet una.

Sunday, January 1, 2012

New year of boardgame socializing

To me, boardgaming is primarily a social experience, and our new year celebrations this weekend have been no exception.

Last night, on the occasion of celebrating the new year, we visited our friends Brion and Theresa H. for dinner, drinks, and several games.  We opened with Citadels, the card game that has emerged as my very favorite discovery of 2011.  Theresa won handily with something like 27 points scored in an eight-district citadel that included all five colors.  Next we played Trains Planes and Automobiles, which I was pleased to learn had become a favorite among Brion and Theresa's family.  Yours truly managed to stay just ahead of Theresa for the win, helped by four consecutive air travel assignments facilitated with a frequent flyer and clear skies.  We wrapped up the New Years Eve gaming with Storming the Castle (designer Aaron Watson, publisher Toy Vault), a light-hearted card-driven race game based on the 1987 film Princess Bride.  My wife Kathy won as the giant Fezzek taking advantage of "four white horses" to beat us all to the castle.

Today I invited several friends over to play a couple of games and share some good company.  Grant G., his brother W.J., and Glenn W. joined me in rewriting the History of the World (designers Gary Dicken, Steve Kendall, and Phil Kendall - artists Charles S. Jarboe Jr, Steve Kendall, and Jason Spiller - publisher Avalon Hill), an old favorite that never seems to get enough play time.  Grant achieved a fairly commanding victory, in no small part to his success in holding on to his acquisitions and generating victory points for multiple epochs, particularly with the Romans in southern Europe and several Asian civilizations and a big scoring turn with the Arabs.  I had a strong early game with the Assyrians and a strong finish with the Mongols, Ottoman Turks, and Britain, but was nearly wiped off the map in the middle of the game around Epoch IV from which I never fully recovered.  I finished third behind Glenn.

If HotW can be subject to the vagaries of card luck, not so the brilliantly-designed Puerto Rico.  We invited my wife Kathy to join us for a five-player session.  PR has become one of my favorite games for its nearly pure dependence on player decisions for the course of the game.  I managed to pull out a win with some very heavy shipments of corn, tobacco, and sugar, just two points ahead of Kathy's dominant building performance.

This kick-off to the new year inspires me to revitalize my focus on boardgames and design.  Although I will miss Car Trunk Entertainment's Unpublished Games Festival "UnPub II" in Dover, Delaware later this month, I look forward to PrezCon in Charlottesville, Virginia in late February.

Here's to a whole new year of gaming developments and discoveries.

Ludero ergo sum.

Tuesday, November 29, 2011

PrezCon Demos - 23, 24, 25 Feb 2012


I am elated to report that I will be demonstrating Trains Planes and Automobiles at PrezCon at the DoubleTree Inn in Charlottesville, Virginia on Thursday 23, Friday 24, and Saturday 25 February 2012.  PrezCon has a special place in my heart, because that's where I first demonstrated the game in 2010 to Worthington Games and we sealed the deal with a handshake on the spot.  Before long, Worthington's new BlueSquare Board Games had released TPA as the first in its line of family games.  Seeing it on the PrezCon schedule has got me all juiced about game design again.

It's time to get back to work and turn some digested ideas into real playable prototypes.

Tuesday, November 1, 2011

Reactor Scram

My latest design inspiration is a co-op game idea I've had for a while.  The setting is a nuclear reactor plant that has gone horribly wrong.  Players try to operate various controls to keep the reactor (or perhaps multiple reactors in a single plant) from melting down.  Problems can accelerate rapidly; players can quiesce one issue only to have another pop up elsewhere.  Players win if they can stabilize the entire reactor plant; players lose if any core gets hot enough to start a meltdown.

Existing co-op games like Pandemic and Forbidden Island are obvious models.  I have a couple of specific innovations to try to induce a strong sense of urgency (and perhaps panic) in the players.  I've realized that in general, a co-op game (one that does not have traitors) is rather like team solitaire.  That means that the game boils down to card luck and problem optimization.  The tricky part about making a game like this fun is ensuring that players' decisions are not obvious but do affect the progress of the game.  I want to make sure that mistakes cause setbacks but don't render the problem unsolvable.  So there has to be a pretty broad decision space, with multiple variables in play and multiple "knobs" for the players to manipulate in an effort to control the game state and get to a solution.

I recognize that in any players-vs-game, luck has to be a factor.  In fact, I think uncertainty and variability contribute to the fun and excitement of the game.  But I'd hate for the game to devolve into a question of what order the cards came up or how the dice rolled.
 
I had some thoughts regarding card luck in general.  In an upcoming post, I'll discuss a game design idea that came out of the question, "can I make a card game that minimizes card luck?"

Thursday, October 20, 2011

After School Special: Three Games at Game Parlor

Most of my gaming experience on a week to week basis comes at home with my wife over cocktails - this time of year, out in the back yard next to the fire bowl.  But on occasion I will get together with friends after work at Game Parlor Chantilly, which is not far from where most of us work and therefore a convenient stopping place in the middle of the week for a game session.  We call it an After School Special, and sometimes even call it by its acronym...

This evening my buddies Grant, Keith, Brian, and I got together and started off with Tannhauser (designers William Grosselin and Didier Poli, artist Didier Poli, publisher Fantasy Flight Games).  I had first seen this game demonstrated at PrezCon a few years ago, and I have to say that I was mildly intrigued but also a little put off.  The demo was a little rushed, not well explained, and played through haphazardly, so I walked away thinking not much of the gameplay.  I have a very different impression of it now - a fun shoot 'em up skirmish game with a few neat special-ability twists.  In this evening's game, we paired off two players against two, each team controlling three heroes and two troopers.  Grant and Keith seized control of the center hallway of the house, but Brian and I managed to do some serious damage with a couple of hand grenades and some ridiculous dice luck.  We ended up winning in a game that probably shouldn't have been so lopsided.

(c) Z-man Games
Used by permission
Grant had to leave, so Keith, Brian, and I broke out my very favorite three-player game, The End of the Triumvirate (designers Johannes Ackva and Max Gabrian, artist Andrea Boekhoff, publisher Z-Man Games).  This was a very close game all the way through.  There were times when I really thought I was going to pull off a second election as consul and win the game, but instead Keith couldn't be stopped in achieving a competency victory despite best efforts from Brian and me to hold him back.  I am continually amazed at the knife-edge balance of this game.  It is not a symmetric game like many Euros, where play balance is a foregone conclusion because each player starts in an identical situation.  Yet there is no position in Triumvirate that has any kind of presumed advantage, or can be knocked out easily.  I've played three times now, and every time I'm left awestruck at how tight this game is.

(c) Fantasy Flight
Used by permission
With a little time left to kill, we decided to play Citadels (designer Bruno Faidetti, numerous artists*, publisher Fantasy Flight Games), which is right now my favorite game of all.  This was the game that kept us up until 2:00 in the morning at World Boardgaming Championships, after we'd each already had a full day of tournament gaming.  This time it was my turn to pull out the victory.  As always, it was a game full of second-guessing and back-stabbing.

Next post:  My latest design inspiration

* Artists for Citadels as listed on Boardgamegeek:
Cyrille DaujeanJulien DelvalJesper EjsingBruno FaiduttiDidier GraffetBjarne HansenDarrell HardyFlorence MagninJean-Louis MourierScott NicelyChristian T. PetersenBrian SchomburgRichard Spicer

Friday, October 14, 2011

Congress of Gamers: Acquisitions

Okay, after this, I'm done posting about Congress of Gamers (for now).

I still remember the best advice anybody ever gave me about a gaming convention.  It came from Justin Thompson as a recommended goal when attending PrezCon:  "Learn at least one new game; buy at least one new game."  Over the last few days, I've posted about the games I learned in the game design room at CoG.  But the convention experience wouldn't be complete if I didn't fork over a little cash to bring something home to play.

For my 15-year-old, I picked up two Steve Jackson titles.  The first was Zombie Dice from Our Game Table.  I'm not a fan of zombies (in fact, I despise zombie games), but heck, he likes zombies, and he likes dice.  It's a no-brainer.  (Sorry.)  Also, literally at the eleventh hour, Vince Lupo was packing up his stuff in the designers room when he held up a box and said, "Anybody want to buy Frag?"  It took maybe one round of haggling for me to take it off his hands.  The cover says, "If it moves, shoot it."  So that's another game that my 15-year-old seems likely to enjoy.  Vince also threw in a set of hand-made maps to augment the game, which I think is pretty cool.

For my ten-year-old, I picked up a clever little tile-placement game called Continuo (designer Maureen Hiron, publisher U.S. Game Systems) at the Bring-and-buy flea market.  Its designer touts Continuo as a "one-rule game for the whole family."  I look forward to trying it out with my son.  (I also got him four alien dice at Our Game Table, because, you know, he likes UFOs, and he likes dice.  It's not rocket science.) (Sorry again.)

(c) Queen Games
Used by permission
For my wife Kathy and me, I bought Roma (designer Stefan Feld, artist Michael Menzel, publisher Queen Games) for a very reasonable price at the Bring-and-buy.  I'd read at least one positive review of this as a good game between spouses.  We've played through it once on a "we're not playing to win, we're helping each other learn the game" basis, and I think we're going to like it.  I can't wait to play it again on a "now that we know the game, we're out for blood" basis.

Meanwhile, I dropped off five games at the Bring-and-buy flea market to sell.  Of those, it was the two role-playing games that attracted buyers - En Garde! (the TSR role-playing rules set for 17th century rapier-dueling and derring-do) and James Bond 007: Goldfinger (a scenario module for the Victory Games RPG based on the Ian Fleming series).  I don't think I'll miss them, and I hope somebody out there gives them a new lease on life.