Ridere, ludere, hoc est vivere.

Wednesday, June 5, 2013

Showdown at Guadalcanal

My good friend Frank Hodge and I sat down after work for the last scenario in our "Pacific Theatre via Midway" series - the Battle of Guadalcanal - or more correctly perhaps, the Battle Around Guadalcanal (since we didn't worry too much about how the troops in the mud on the island itself fared - with apologies to my brother Pete the Marine).  This scenario for the first time presents the U.S. player with the same problem that faces the Japanese player in almost every other scenario - having to land transports on an objective.  In this case, both the Japanese and the Americans are trying to land forces on Guadalcanal to reinforce troops already there so as to secure control of the island.

Monday, June 3, 2013

Wednesday, May 15, 2013

War and Peace in an afternoon

(c) Worthington Publishing
Used by permission

After work today, my friends Frank Hodge and Grant Greffey and I got together to break in Grant's new copy of War & Peace (designer Grant Wylie, publisher Worthington Games).  This game covers the campaign of Napoleon in Europe in an Axis and Allies format with some interesting rules to handle shifting alliances of some of the second-tier powers of the war.  Normally a two-player game, we used the optional rule for a three-player game, so that Grant played the French as Napoleon Bonaparte, Frank played the English, and I played the Russians.

Sunday, May 12, 2013

Backyard 24/7

Just a picture this time:  As the weather improves, the backyard boardgaming becomes more frequent.  Friday after work it was 24/7: The Game (designer Carey Grayson, publisher Sunriver Games).
 

Tuesday, May 7, 2013

Undiscovered Carthage?

(c) Z-man.  Used by permission
Last Friday, I wrote about the underappreciated game Alexandros.  I remarked that I never run across any mention of it in blogs, podcasts, or anywhere else outside its boardgamegeek entry.  This evening, Kathy and I played another game only slightly more recognizable, Traders of Carthage (designer Susumu Kawasaki, artists Peter Gifford and You Satouchi, publisher Z-man).  The whole time we were playing, I kept remarking on the tight, agonizing decisions, turn by turn.  Nothing is obvious in this game; every choice has two sides - risk and opportunity, benefit and consequence.  I wondered whether ToC, like Alexandros, might qualify as a little-known gem that deserves more recognition.

Sunday, May 5, 2013

Birthday dinner gaming

Yesterday was my beautiful wife Kathy's birthday, and we celebrated by having our good friends Glenn, Jeff, and Rebecca over for dinner and boardgames.  We customarily get together every few months or so to socialize, most recently in November when we played Tsuro and Settlers of Catan at Jeff's house.

Friday, May 3, 2013

Who loves you, Alexandros?

Today, Kathy and I played Alexandros (designer Leo Colovini, art by Grafik Studio Krüger, publisher Rio
Kathy's green generals govern some
high tax-earning provinces in the west
Grande
).  I'd blogged some time ago speculating that this game might have a runaway leader problem, but that was not in evidence in our game today.  Although I jumped to an early lead and tried to continually levy taxes to open my advantage, Kathy gamely and gradually caught up to me.  She accumulated cards to knock me out of my high-earning provinces, one by one.  She timed it perfectly, so that she passed me on the high end of the scoring track and maintained the tax-collecting momentum to win by a substantial 120 to 97 points.

Tuesday, April 30, 2013

Romance on the train: Love Letter and Ticket to Ride

Sunday afternoon, Kathy and I played Love Letter (designer Seiji Kanai, artists Andrew Hepworth and Jeffrey Himmelman, publisher Alderac Entertainment Group) for the first time.  This microgame poses some neat little logic challenges and opportunities for second-guessing, although in our first play, we didn't find it quite as "brain-bending" as Citadels, our favorite hidden-role game for getting inside each others' heads.  As it happens, we played two rules incorrectly.  First, in the two-player game, we failed to turn three cards face up at the start of each round to reduce the size of the playing deck and gain early insight into which cards were already out of play.  Second, we thought (incorrectly) that the Guard could target another Guard in an attempt to eliminate an opponent.  Since there are five Guards in the deck (as opposed to one or two of any other character), that made the Guard extraordinarily powerful in our game.  I've written before about my propensity for getting the rules wrong the first time I play a game, but fortunately, we still had fun, and the game was over in less than half an hour.  LL is a quick little diversion that I expect will get more play - and that I hope will become more intricate in the tactics and counter-tactics of anticipating each others' cards.