Ridere, ludere, hoc est vivere.

Monday, September 3, 2012

Labor Day weekend gaming

We marked the three-day Labor Day weekend celebrating American workers with several boardgaming sessions.  (In other words, we commemorated work by playing.)

Image courtesy of
Rio Grande Games
Friday evening, Kathy and I had our friend Theresa H. over for a game of Puerto Rico, one of our very favorites but one that we seldom get to play in its original three-to-five player form.  The three of us ended up very close in shipping and building points, but Kathy won with a strong showing of bonus points from the fortress and city hall.

Saturday, September 1, 2012

Thought processes and algorithms

I was recently asked to help design the Artificial Intelligence (AI) algorithm for an iOS app based on a boardgame with which I am familiar.

[I admit to a pet peeve regarding the use of the term "AI" to represent algorithm-driven characters and players in computer games.  I consider Artificial Intelligence to be much more sophisticated than simple state-driven rule sets.  Few if any computer and video games are truly artificially intelligent.  But that's okay.  I accept the terminology for what it is - adulteration of the English language.  There.  I've said it.  Now I can let it go.]

Tuesday, August 28, 2012

Worker placement gold standard - another Agricola session

It seems that I can never talk about worker-placement games without comparing them to Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man), which I guess was my first introduction to the genre and the one nearest to my gaming heart.  It has become the standard against which I measure all other worker-placement games.  Tonight, Kathy and I decided to drag it to the table again, and this old favorite still satisfies as much as it ever did.

Sunday, August 26, 2012

Worker placement - comparison and contrast

My wife Kathy and I have played two worker-placement games in the past three days, and we've come to form very different opinions about the two of them.

(c) Tasty Minstrel Games
Used by permission
Friday we played Belfort (designers Bamboozle Brothers Jay Cormier and Sen-Foong Lim, artist Joshua Cappel, publisher Tasty Minstrel), which I'd put high on my wishlist based on a number of strong recommendations.  The appeal of Belfort is clear - it combines a number of Euro-game elements in a rather interesting format.  DiceHateMe Games called it the Game of the Year for 2011.  There is some area control going on, resource optimization, construction - all the things you expect in a Euro game these days.

Friday, August 24, 2012

American battleships at Midway

Wednesday afternoon, my friend and colleague Frank H. and I got together after work for our re-match in Midway (designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill).  We first clashed over the Pacific in June, when I played the Americans and Frank the Japanese.  This time, we switched roles, so that I commanded the forces of the Imperial Japanese Navy and Frank those of the United States Navy.

Sunday, August 19, 2012

Lemming luncheon

My wife Kathy, my eleven-year-old son, and I inaugurated one of my WBC acquisitions this evening -- the light-hearted Leaping Lemmings (designers John Poniske and Rick Young, artists Rodger MacGowan, Leona Preston, and Mark Simonitch, publisher GMT).  This fox-and-geese variation is actually a symmetric game, in which each player has a faction of lemmings seeking to evade the eagles, whose control rotates among the players.

Saturday, August 18, 2012

The game time conundrum

This isn't a new problem, but it's a problem that has recently really come sharply into focus.  I've been playing plenty of two-player games at home, and several multi-player Euros with friends.  But a number of other games and genres have caught my attention on which I'd like to spend more time and energy:

Friday, August 17, 2012

WBC: Acquire and acquisitions

Early in our game of Acquire.
I had a majority holding in Worldwide
(the purple hotel to the right), but
that wasn't enough to prevail
One of the great things about game conventions is that I get to play games that I never play at home.  One of those is Acquire (designer Sid Sackson, artist Kurt Miller, publisher Wizards of the Coast), which I played at WBC last week with Roger B. of Providence, Rhode Island, and the GM, Cliff Ackman of Harrisburg, Pennsylvania.  I first learned Acquire in a demo at PrezCon some years ago, and even bought a copy on eBay, but didn't give it much thought until my friend Rebecca E. remarked on it in comparison to Chicago Express last year.  That comment, plus a Little Metal Dog Show endorsement as a "stone cold classic," re-fired my interest, and I made a point to play Acquire at PrezCon last February.  I am definitely on a learning curve with this game.  I love the tense jockeying for majority shareholder investment, although I think that the tile draw aspect can introduce too much of a luck factor sometimes.  In our game last week, Roger couldn't draw a tile to start a hotel chain to save his life.  I thought I played reasonably well, but not well enough to beat the experienced Cliff.  I do very much enjoy Acquire, though, and I hope to get to play it more often.