Last year I wrote about the shortcomings of Monopoly as a case study for game design. I caveated my criticism of the game with the observation that it is still among the best-selling games of all time. One reader commented that there might not have been a lot of competition for Monopoly when it first caught fire as an American staple. Re-reading that post inspired me to have a look at what boardgame options were available back when Parker Brothers introduced Boardwalk and Park Place to the gaming public.
Ridere, ludere, hoc est vivere.
Thursday, September 6, 2012
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.)
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.
Image courtesy of Rio Grande Games |
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.]
[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.
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.
(c) Tasty Minstrel Games Used by permission |
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:
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