Monday, July 16, 2012
East India Company playtest
In this round, I incorporated a number of notes from our previous playtest. I drastically - and successfully - simplified the process for declaring dividends for bonus points. Also, since the previous game ended just when it seemed to get going, I lengthened the game from a minimum of 11 to a minimum of 15 turns. I made this adjustment despite my general concern about the overall playtime.
Saturday, July 14, 2012
Ethics in gaming: Reflections on the WBC seminar
[While on vacation in North Carolina, in anticipation of going to the World Boardgaming Championships in Pennsylvania in a few weeks, I scheduled a re-post of one of my most popular articles, a reflection on the "Ethics in Gaming" seminar from the 2011 WBC convention. Originally appeared 15 August 2011]
Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming. I had no idea what to expect and was pleasantly surprised at the directions that the conversation took. Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game. The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships. A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation. Although success requires alliances, winning sooner or later requires betrayal. So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.
Thursday, July 12, 2012
Tumbling through Troyes
I can see the appeal of this game to the Euro crowd. Players are dealing in dice in three colors, influence points, deniers (money), meeples, and victory points. Actions involve frequent exchanges among the different elements - spending influence to modify dice, using dice to obtain influence, using dice to acquire money, spending money to obtain dice, spending influence to obtain meeples, spending money to move meeples to take actions ... The astute reader will have caught on by now that Troyes is steeped in the Euro practice of resource optimization among disparate parameters. As a dice placement game, Troyes adds dice luck to the mix.
The activity cards in three categories - clerical, military, and civil - provide the primary engines for converting dice (the workforce) into money, points, influence, or even modifications to other dice, with varying degrees of efficiency. We are still new to the game and trying to grasp the activity card symbols relative to their actual functions; as it is, we refer to the Appendix page every time a new card is turned up to be sure we understand how it works.
My orange meeples executing my strong military strategy - three in the castle plus the Diplomat and Troubadour |
One source of confusion to us early on is the pricing for purchasing dice from other players or from the neutral district to use in your own activity. The important thing to remember before buying any dice is that for any given action, a player may opt to use one, two, or three dice.
- If one die will be used, the price of buying a die is two deniers.
- If two dice will be used in the action, the price for each die purchased will be four deniers. Note that purchased dice may be combined with a player's own dice to complete an action.
So for example, if I want to use two dice to conduct an action - one of my own, and one that I purchase from a neutral district - then I have to pay four deniers for the die that I purchase. (That one die would only have cost two deniers if it was the only die that I used in my action, but the fact that I am using it as part of an action involving two dice means that the price for the purchased die is four deniers.)
If I want to purchase two dice to perform an action, the price of each die is four deniers, and so the total cost is eight deniers. - If three dice will be used in the action, the price for each die purchased is six deniers.
If I'm only buying one die and combining it with two of my own to complete a three-die action, then the cost of the die that I buy is six deniers.
If I'm using one of my own dice and buying two more, the price of each is six deniers, and so the total cost to me is 12 deniers.
If I'm buying three dice to use in a three-die action, then the total cost is 18 deniers.
Tuesday, July 10, 2012
What to pack for a vacation
[While on vacation in North Carolina, I scheduled this re-post of my vacation boardgaming selections from last summer. Originally appeared 29 July 2011]
We recently went on a vacation in the West Virginia mountains for some white-water rafting, horseback riding, paintball, and a zip line canopy tour. (ACE Adventures, if you're interested.) In the absence of internet and video games, we anticipated the need for some quality family downtime in the cabin. So of course that means boardgames!
Last time we went, three years ago, we brought Uno and Guillotine, both of which were successful choices. This time we wanted more options without having to bring the entire game closet. So we put together a packing list of games that most of us like. Everybody got to pick at least one game. We wanted to have at least three options each for two, three, four, or five players. At least three of the games had to be accessible to the youngest of us (ten years old). We were mindful of space limitations, but we didn't necessarily cramp our style if there was something we really wanted to bring. Here's the list we came up with:
- Chicago Cribbage
- Incan Gold
- Citadels (note - this link plays music)
- Ace of Aces
- Catch Phrase
- Martian Fluxx
- Travel Scrabble
- Trains Planes and Automobiles
- Empyrean Inc
- Forbidden Island
- Car-Go Othello
- Pirateer
- Uno H2O Splash
So what did we actually play? Well, Car-Go Othello got a lot of action during the six-hour drive to West Virginia. The brilliance in the design of this game is that there are no separate parts. The board (a six-by-six simplification of the eight-by-eight original Othello) has an integrated rotating piece for each space on the board. Each space can be rotated to show a green blank, a white piece, or a black piece. The game can be passed back and forth without risk of something falling on the floor of the car and getting lost under the seat (as happened with Travel Scrabble).
Whirlpool randomizer from Uno H2O Splash |
Sample page from Ace of Aces |
We did play a few conventional games during our down-time in the cabin. Incan Gold played out to an exciting finish, when our ten-year-old left the ruins with the artifact and the lead on the final mission, forcing the rest of us to play out the round until scared away by monsters and leaving him with the win. Our Pirateer session saw a crazy round in which every player touched the treasure at least once before our ten-year-old stole the treasure on a perfect snake-eyes die roll and brought it home to his harbor just a few turns later. My wife beat my 18-year-old son and me in Black Jack (using cards from Chicago Cribbage and money from Incan Gold) when she kept betting all her money to get out of the game but kept winning hand after hand. My wife just destroyed me in a two-player session of Citadels, which is nevertheless still my favorite game right now.
And, oh yes, we were in the mountains of West Virginia, so we did plenty of white-water rafting, horseback riding, paintball, and zip-line canopy touring during the gaps between boardgames.
Six days until I go to World Boardgaming Championships in Lancaster, Pennsylvania.
Sunday, July 8, 2012
Run roughshod in Robber Knights
Kathy's winning wine over my losing beer |
This round, I think I lost sight of the resource-conservation aspect of the game, as I grabbed every big-point play I could make. Early on, my blue knights thoroughly dominated the board, and though I knew some of the points were destined to be stolen, I thought that I'd sufficiently saturated the board that I could protect a substantial number of acquisitions and maintain a lead until the end of the game.
But by the middle game, Kathy had taken over a significant portion of my holdings. Although we were at one point fairly even in number of remaining tiles and knights, she had taken a lead and locked in quite a few positions that left me little opportunity for cherry-picking any points away. Again I burned up tiles and knights in the late game, so that by the end, I had only two knights and two tiles (a city and a forest castle - which meant that I'd be unable to score the city). Kathy meanwhile place a city tile with three sides open so that she'd be confident that she could reclaim it if I tried to steal it from her.
Close observation reveals the number of my blue knights covered by my wife's green for the score |
The bottom line was a strong win for my wife, 34-22, thanks to taking full advantage of my impulsiveness and her making judicious use of resources to dominate the board.
Friday, July 6, 2012
Relaxing 24/7
Close-up of 24/7: The Game showing the physical tile quality - in particular, my run of five tiles ('2' through '6' in sequence) that Kathy subsequently used in her own "24-in-7" bonus score |
Wednesday, July 4, 2012
Losing "For The Win"
Kathy (black) wins second game of For The Win. Can I blame it on the martini? |
I hadn't bothered with the pre-release print-and-play version because, to me, the appeal of FTW as it was for Hive! is the physical domino-quality tileset. Yes, the gameplay is important, but as with 24/7 and Confusion: Espionage and Deception in the Cold War, there's a tactile gratification to handling the bakelite-style game pieces. And FTW does not disappoint. In fact, somehow I had the mistaken impression that the tiles would be significantly smaller. I had envisioned something like 7/8-inch (22mm) squares, but they are in fact 1 1/4 - inch (31mm) square, a very comfortably sized playing piece.
Bakelite-quality square tiles make for a gratifying tactile experience. |
We played our first two rounds of FTW at our customary cocktail hour this afternoon. We found the game to be easy to understand but tricky to strategize, as I suppose any good two-player abstract game should be. It is also a rather quick play. I think it took Kathy less than 45 minutes to learn the game and beat me twice at it. Now, to be fair, the first game we were taking a rather ad hoc approach just to get the feel of the game and the mechanics of the rules. It was in the second game that we each buckled down and tried to exercise some real tactics. (And, yes, she won that game, too.)
As it happens, Kathy and I misinterpreted (that is, I misread the rule and misled my wife) the behavior of the monkey's banana. We assumed that the monkey's banana action renders all tiles adjacent to the monkey face down (inactive), regardless of original state. Instead, a closer reading of the rules shows that "tiles that were face up are now face down and vice versa [emphasis added]." So now I see the monkey in a whole new light. The monkey can be used to activate multiple friendly pieces in a single action. <Bwa-ha-ha-HAH> I make no claim that this rule misinterpretation was in any way a factor in my losing the game twice in a row. I just wanted to point that out.
All kidding aside, we really like FTW as a two-player abstract short game with simple rules, no luck, and considerable potential for depth. I'm reluctant to call it a "filler" only because we don't know just how tactically challenging it might prove. I have to say, I'm very pleased with this Kickstarter discovery.
Sunday, July 1, 2012
I have an Alibi
Image (c) Mayfair Games. Used by permission. All rights reserved. |
For my family, Clue has been a multi-generational favorite. Whenever we'd go home to visit my mother, we'd play it on the kitchen table. I lost count of how many different copies and editions we went through. My kids enjoy playing it even today. Clue is not what you'd call a great game in the context of the boardgame culture, but it has great sentimental value and meaning as a focus of family get-togethers.
Nevertheless, recently, we have been looking for another mystery game for some variety, as Clue has betrayed its age and repetitive nature with so many playings. Based on a review by BoardGameGeek "Tim," I had added Alibi to my wishlist as "a bit more interesting than Clue, though not compellingly so." It seemed worth taking a shot to bring Seth's unplayed copy into our household and see if it couldn't get some attention.
My two teenage sons, my wife, and I played our first game this afternoon. At first, the task of adding emotion (motive) to the customary questions of murderer, location, and weapon seemed only a minor complication - until we realized that there are ten suspects, 18 locations, 18 weapons, and 18 motives to eliminate, as well as time of day (morning, noon, or evening). Whereas Clue has 21 cards from which to determine three, Alibi has 78 cards from which players must discern which four describe the murder. Daunting, indeed.
But of course the game works very well, and in many ways very differently from Clue, which is what we were really hoping for. Questions can only be asked that have a number as an answer, and only of one other player. Rather than ask (as in Clue), "do you have Colonel Mustard, the knife, or the dining room," a question might be, "How many weapons do you have," or "How many blunt objects have you seen?" Even more dramatically different is that players are required to pass one or more cards to the left after each question is asked, so that some cards eventually get seen by some or all players.
Three "Auto" location cards. (c) Mayfair Games. Used by permission. All rights reserved. |
The result is a game that requires completely different approaches and strategies to deduce a near-correct answer well enough to outscore one's opponents. In our game, our 16-year-old initiated the end-game with what turned out to be a correct accusation, but my wife tied his score because she had exposed higher-scoring card combinations. Everybody agreed that it was a fun, approachable, and different take on deduction games, and we are likely to play it again soon. I am sorry for Seth that he had to give it up, but he may like knowing that his copy has found some fresh life in its new home.