My plan for Congress of Gamers was to demonstrate
Trains Planes and Automobiles once and then move on to the usual Eurogaming fare (
Carcassone, 7 Wonders, Agricola, Settlers of Catan) for the rest of the day. Strangely, it didn't work out that way.
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Parker Brothers
1971 edition |
Waiting for the main events to get started, I played a pick-up game of
Mille Bornes (designer
Arthur "Edmond" Dujardin, artist Joseph le Callennac, publisher
Winning Moves) with young Josh and his father John. I've always liked
MB for sentimental reasons. My family played it when I was growing up, and it brings back fond memories of my Mom (almost as much as
Clue does). Those memories were even stronger yesterday, because John and Josh had the same 1971 edition
MB that was our first family copy of the game, with a chartreuse plastic card tray. Theirs was an obviously well-loved copy, because the cards showed the wear of many, many plays. It is especially appropriate that
MB should be the first game I played yesterday, because its card-play mechanic provided the inspiration for the Travel deck in
TPA.
I had time to play
Can't Stop, the first entry in Mark Love's "America First" tournament series at CoG. Clearly, I am way too conservative in my dice rolling in this terrific push-your-luck game. I came in last place at a table of four players (with Phil and two more Joshes) because I just couldn't bring myself to be as aggressive as they were in the dice rolling. The three central columns - sixes, sevens, and eights, were finished early, which made all subsequent dice-rolling risky.
I set up for my
TPA demo later that morning in the same gaming room where the
Stone Age / Ticket to Ride / Vegas Showdown Eurocaucus event was going on. I had only one taker - young Josh from our earlier
MB game. (I didn't see as many kids at CoG yesterday as I thought I'd remembered seeing in earlier years, but perhaps I'm mistaken.) Josh enjoyed playing, and the game attracted some attention from a few others in the room.
After lunch, I hooked up with
TC Petty (designer of
Viva Java, which I'd playtested at
WBC last summer) and his friend Tim. We had some time to kill, so I introduced them to
TPA. They seemed to like it, despite my ridiculous card luck with unlimited mileage airline tickets.
At this point, I made a pretty fundamental change in plans for the day. Instead of playing
Carcassonne or
De Bellis Antiquitatis, I decided to head to the game design contest hosted by Josh Tempkin. There I met Darrell Louder, whose unpublished prototype
Compounded was ready for a run-through. I sat down at what turned out to be a six-player game, the first time
Compounded would ever have been played with that many people.
I have to say that I really like what I saw in Darrell's design. As chemists, players accumulate crystals that represent elements (hydrogen, oxygen,
etc), claim eligible compounds (hydrogen peroxide, sulfur dioxide,
etc), and then allocate elements to those compounds to complete them for points, increased abilities, and new functions. Compounds in progress can be undone by lab fires or an excess of oxygen. What really impressed me was the way that the end-game conditions came together. Game end is triggered by any of three conditions - running through the deck of compounds twice, scoring at least 50 points, or completing three of four experiments (solid, liquid, gas, or "wildcard"). In our session, all three conditions were met almost simultaneously. Although the game was a bit lengthy for six players (five of whom were new to the game), I was hard-pressed to suggest any tweak to shorten the game duration that wouldn't disrupt the balance among the game elements.
Next post: CoG Part II - More adventures in the game design contest room