Okay, it's that time of year when my favorite convention, PrezCon, happens in Charlottesville, Virginia, the week of President's Day. I've got a preliminary schedule laid out, which is pretty much carved in sand - except, that is, for Pillars of the Earth, which stands like an immense cathedral, a great pillar, on the landscape of my convention plan. (I'm running the PotE tournament, so I'm pretty committed to it.)
Ridere, ludere, hoc est vivere.
Friday, February 8, 2013
Tuesday, February 5, 2013
Multi-player games for two players
Ryan Metzler recently posted a top-ten video of his favorite multi-player games for two players - that is, games made for two or more players but that are his favorites as two-player games. His video is both quick and informative, and I bumped up a number of games on my wishlist as a result.
Monday, February 4, 2013
Eastern Solomons campaign
About a month ago, my serial Midway opponent Frank H. and I got together for another scenario from the Alan R. Moon variant, "Pacific Theatre via Midway." We returned to the Coral Sea, this time to fight the "Battle of the Eastern Solomons" (Midway designers Larry Pinsky and Lindsley Schutz, publisher Avalon Hill).
Saturday, February 2, 2013
Sunrise Serenade
Sunday, January 27, 2013
UnPub 3 Part IV: Brewing beer and getting GIPF
Brewmasters
In the last prototype game that I played at UnPub 3, I joined Chris Kirkman and Ben Rosset in a three-player round of Ben's "Brewmasters." I have to say, this game is neck-and-neck with "Post Position" for my favorite game of all of those that I played at UnPub. Players represent presidents of microbreweries, and the goal is to score the most points by producing beer. Beer options include basic, tried-and-true recipes like porter, stout, and ale, while other more exotic concoctions like "pumpkin spice ale" score more points per unit brewed. Players need to manage not only the acquisition of ingredients but the throughput of the brewing operation, from storage to fermenting to bottling to shipping.
Chris Kirkman (left) fermenting a concoction in "Brewmasters" by Ben Rosset (right) |
Friday, January 25, 2013
UnPub 3 Part III: Three players, four publishers, and plenty of pancakes
East India Company - Three-player playtest
Late on the first day of UnPub 3, designers Ben Rosset and Stephen Craig joined me for a three-player game of EIC. This game unfolded in a couple of unusual ways. Ben gradually built up his fleet until he had four ships - two small, two medium - and fell into a pattern in which his four ships went to four different colonies, bought four different goods, and returned to Europe to unload all four ships in the same turn. It was kind of an odd cycle, but it worked, because the diversification of commodities meant that he wasn't competing with himself. Stephen tried a couple of different things before he eventually invested in a big ship and started making the long China spice run. I think he might have made that trip twice by the end of the game. I decided to try the "chaining markets" strategy of buying tobacco in one place, bringing it to another colony that bought tobacco and sold ivory, buying ivory to bring it somewhere else that bought ivory, and so on. My method must have worked, because I ended up winning in a pretty narrow range of scores. Although the game ran 150 minutes (a little on the long side for a three-player game), I was pretty happy with how it turned out.
Ben Rosset (left) and Stephen Craig clearly enjoying the game playing excitement that is "East India Company" |
Thursday, January 24, 2013
UnPub 3 Part II: Pig Pen, Playtesting, and Post Position
Kevin Kulp (left) explains Pig Pen to Jesse Catron (right) and another gamer at UnPub3 |
I first met designer Kevin Kulp at Congress of Gamers last October, when he playtested "East India Company." He'd mentioned his set-building card game Pig Pen, but I never got to try it out at CoG. So I was glad to find him and learn the game in a three-player session. Pig Pen is just a fun, crazy draw-one-play-one game of assembling a pig pen consisting of four fences or walls, a gate, and a feed card. Once those pieces are in place, a player can draw a pig and keep it in the pen - at least until something bad happens, such as an opponent taking a chainsaw to your wooden fence or detonating dynamite on your brick wall. Then you've got one turn to repair the damage, or your pig runs away, potentially into the waiting arms of another player. Oh, the betrayal!
Wednesday, January 23, 2013
UnPub3 Part I: Power Playtesting
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