Ridere, ludere, hoc est vivere.

Friday, August 26, 2011

Revisit: Incan Gold and game theory

[I've been on business travel this week, so in the absence of original material, I'm reposting an article from last spring when I was first discovering Incan Gold.]


We had a family session of Incan Gold this afternoon [original post 16 April 2011].  An interesting development came up when my wife Kathy and I had bailed out of an expedition, and only my two sons Liam and Corey remained to explore the ruins.  One instance each of three different monsters had been turned up, which meant that there was a very real possibility that a second monster of one type would appear and scare the remainder of the party out of the ruins at any point.  But then an artifact showed up, and a very interesting stand-off ensued.  By the rules of the game, if there are two or more people in the expedition, neither gets the artifact, and it stays on the card.  In a subsequent turn, if exactly one of the remaining two people decides to return to his tent, he gets all treasure left on cards from previous turns - including the coveted artifact.  If both players turn back, neither gets the artifact, and the round is over.  If both continue on, both continue to share discovered treasure but risk encountering a monster and losing everything.

What followed was an almost comical staring contest between the two of them to try to figure out whether the other was going to stay or return, and therefore whether to return (in hopes that the other was staying, which would leave the artifact to the returning player) or stay (and keep any subsequent treasure for oneself).

The decision to turn back or to continue is simultaneous among remaining players, so the result is a fairly classic game theory problem, in which the outcome of a decision depends upon an opponent's simultaneous unknown decision.

Own decision  Opponent decides to stay  Opponent decides to go
Stay          Turn over another card    Opponent gets artifact
Go                  Get artifact          Nobody gets artifact


Since "Turn over another card" is mutually risky or mutually beneficial but in no case advantageous for one player over the other if both players stay, then game theory would conclude that the only logical decision would be to go.  But if both players decide to go, then neither gets the artifact.

The piece that's missing in my decision table above, however, is that if either player stays, another card will be turned over, to the risk or benefit of the player(s) staying.  So there might be an advantage to staying if a player perceives a potential treasure greater than getting the artifact.  But that's really unlikely, in fact, so the stand-off will typically end up in both players going back and neither getting the artifact. Having said that, however, the game actually plays unpredictably, and perceived risk and reward tend to rule over cold logic.

We've really come to like this risk management game.  I'm apparently way too conservative, however.  I came in last today, and Corey (10) beat us all.  (I seem to recall that he ended up with the artifact more than once, by the way.)

Monday, August 22, 2011

Theme matters? Maybe for getting me to open the box

Last year, when Worthington Games first showed me the box art for Trains Planes and Automobiles, I wrote a post on the importance of a game's cover to getting me to open it and try it out.  Lately I've started thinking the same thing about the theme of the game.  Recent discussions with publishers, vendors, and others at game conventions have made me aware that there is a heightened industry interest in certain themes that seem to sell to American audiences - or at least that the publishers hope will capture interest.

Zombie games seem to be in vogue.  A search on boardgamegeek.com yields over a dozen independent titles related to zombies.  Some time ago, our good friend Grant G. gave our kids a copy of Zombies! (designer Todd Breitenstein, artist Dave Aikens, publisher Twilight Creations).  My reactions to this game have been mixed.  For me, the zombie theme does nothing at all; if anything, I find it a little off-putting.  But I understand that people are into the zombie thing.  Now, the gameplay is rather fun.  Players make their way through a gradually-revealed city trying to find the airport and escape or combat the somewhat-randomly emerging zombie horde.  The tension is quite reminiscent of the classic zombie movies, in which our lowly protagonist only has so many shotgun shells, and you never know when he or she will discover another zombie - or six - around the next corner.  But I have a hard time with the action card art, which is just a little too grotesque for our family's taste.  So we haven't played it nearly as much as the fun gameplay would suggest we might.

There's a whole vampire thing going in the film and book media, as some readers may have noticed, and that can translate to publisher interest in finding a vampire game that catches interest.  Again, a boardgamegeek.com search yields dozens of titles.  It's hard to tell if any of them is any good; I can't remember anybody saying, "you've got to play this great vampire game..."  On the other hand, if box art is any indication, BloodLust (designer Mike Wylie, publisher Worthington) has got an eye-catching cover.

Space games have been around a long time.  I think their numbers have waxed and waned with general public interest in science fiction movies.  I've posted here a couple of times about my concept-in-progress called "Gold on Mars," as just one example.  It seems a number of new games have come out based on a space theme lately, and I wonder whether it's part of a new trend or just a transitory fad.

If there is publisher interest in seeking designs based on certain themes - zombies, space, vampires - does that mean that people buy games based (at least in part) on theme?  Or is it true that a good game is a good game, and the theme is immaterial to gameplay?

(c) Dice Hate Me Games
Used by permission

Let's consider some unlikely themes - and by that I mean, games I'd never give a second thought based on the game topic.  I mentioned recently that at WBC I playtested a game called Viva Java (designer T.C. Petty, developer Dice Hate Me).  I had read about this game on Dice Hate Me's blog, and really had almost no interest in looking at a game about developing coffee blends.  But my friend Keith F. and I gave it a shot, and we were both surprised at how fun and innovative the game turned out to be.  So in this case, an unlikely theme might have masked a potentially really good game.  Dice Hate Me also recently launched a Kickstarter campaign for Monkey238's design, Carnival.  Again, managing a set of amusement rides never struck me as a particularly engaging theme for a game, and yet the more I read about the nature of the game, the more I want to give it a try.

Sometimes a theme really gets in the way of my acceptance, even if I read a strong review on the gameplay.  The Opinionated Gamers recently posted Jonathan Franklin's first impression review of Perfect Stride (designers and artists Kay Darby and Jeff Timothy with T.K. Labus, publisher Fun League), which he describes as "meatier than Mille Bornes or Gamewright's Horse Show [but] lighter than Dominion or 7 Wonders ... an excellent family game."  As I read his description of the solid gameplay, I kept thinking that it would be a game I would enjoy playing - except for the fact that the game art and theme are obviously tailored to appeal to girls who love horses.  That's fine, and if I had a daughter, I'm sure I'd pick it up, but for some reason, in this case, I just can't get past the target audience.  It would be like playing Mystery Date, which could have the best gameplay mechanics in the world, except that I'll never know because I'll never play it.

(c) Z-man Games
Used by permission
In another Opinionated Gamer review on an unlikely theme, Tom Rosen revisits an October 2008 look at Fairy Tale (designer and artist Satoshi Nakamura with Yoko Nachigami, publisher Z-man) in an exploration of games that seem to start simple but gain depth with subsequent plays.  To read Tom's description, the rules are very simple and the game very easy to learn, but as the players gain an appreciation for the card interactions, Fairy Tale becomes more interesting and complex.  For my part, I can easily accept a fairy-tale theme for a game with that kind of emerging depth.

Bruno Faidutti designed one of my favorite recent discoveries, Citadels.  He recently posted an interesting discussion of thematic consistency and the degree to which a poorly constructed theme can get in the way of the acceptance and enjoyability of an otherwise well-designed game.  Dinosaurs are an obviously appealing theme to some audiences, but Faidutti complains that they are terribly misapplied in Carl Chudyk's Uchronia, set in ancient Rome.  Dinosaurs in Rome?  Yes, Faidutti's point exactly.

(My friend Grant G. recently called my attention to a new series of miniatures involving World War II German troops mounted on dinosaurs.  Okay, whatever.)

So like box art, game theme serves as both an invitation and a filter to the potential buyer or player.  Some people will buy a title based on the theme with no other knowledge of the game.  On the other hand, there are some themes that I simply won't touch, no matter how good the game, for reasons that I can't entirely explain.  But in the general case, once I'm playing a game, the theme can become secondary to the gameplay depending on the nature of the game.

In a subsequent post, I'll explore the question of gaming vs. simulation and the role of theme in each.

Friday, August 19, 2011

More Farmers: Farmers on the Moor

One of my acquisitions at WBC (has it been almost two weeks ago now?) was Farmers of the Moor, an expansion to my old favorite farming game, Agricola (designer Uwe Rosenberg, artist Klemens Franz, publisher Z-Man Games).  FotM introduces fuel for heating homes, horses, 14 new major improvements, and two new decks of minor improvements.  A game that was already a fun worker-placement challenge and satisfying farm-building game presents a whole new set of challenges with this well-thought-out expansion.

Farmers of the Moor:  fuel tokens
Agricola already poses the problem of feeding the family at every harvest.  Now FotM adds the requirement of burning a fuel token for every room in the house at every harvest as well.  Fuel comes from cutting peat from the eponymous moors that dot the farm at the beginning of the game, or from trading in wood for fuel.  Clay huts provide some insulation and save on heating fuel; stone huts even more so.  Heating the hut is necessary to keep the family healthy; for every unit of fuel needed at harvest but not available to heat the home, a family member is "bedridden" in the next round.  The only action a bedridden family member can take is to go to the infirmary for the round; at the end of the round, that family member returns home with the rest of the family.

Farmers of the Moor:  Bedridden family members
In our first game, I took advantage of a minor improvement "Thicket," a major improvement "Forester's Lodge," and a horse to build up a big supply of wood.  Unfortunately I lost sight of the need for fuel, and at one point spent all my wood to build a room and build fences for two pastures.  Suddenly I was facing harvest with no fuel, and the entire family was bedridden for the next round.  It was a funny, if bone-headed, mistake, and we all got a good laugh at my family members making their way one by one to the infirmary.  Surprisingly, I won the game, but by the narrowest of margins - my 37 points to my wife's 36 and our friend Theresa's 35.  We were all astounded at how close the game was.

This evening, my wife and I played a two-player session, and we both thought that I was on my way to a strong finish with a stone house, stone oven, and full supply of grain and vegetables.  But my wife made up the difference with animals, the well, and the basketmaker's workshop.  We ended up tied at 46 points.  Again, we were both astounded at how close the scores ended up despite our perception of my lead.  What a fun game.

(c) Z-man Games
Used by permission
And therein lies a clue to the mystery of the success of Agricola.  I am continually astounded at the balance of this game.  There are so many different ways to score points, so many different actions to take, different opportunity trades between one path and another - and yet scores can end up very close, where every point at the end can make a difference.  And FotM seems to have struck that balance even more finely.

What is it about the design of this game that makes it work so well?  Surely some decent quantitative analysis went into the unit cost and point value of the different components, but there's more to it than pure calculation.  The only conclusion I can reach is that it was thoroughly playtested and continually adjusted to refine the game play.  Every effort must have been taken to create a gap, a question, a balance among two or more choices, so that no choice was ever obvious.  Every good move meant sacrificing another good move.  Every opportunity taken meant leaving another opportunity open to the opponent(s).  In this respect, to me, this game is brilliant, and FotM just cranks up the candlepower.

If I can ever figure out how to capture that kind of design genius, I'll have bottled lightning.

Wednesday, August 17, 2011

A vision of "Gold on Mars"

Hohmann Transfer Orbit  
For some time now, I've been giving a lot of "thought exercise" to my "Gold on Mars" concept for a space-mining game.  One thing that I'd really got stuck on was how to model interplanetary spaceflight.  I'm something of a physics geek but only an amateur astronomer, so I felt as though I had to reinvent the equations for Hohmann transfers from scratch.  (That's kind of dumb, actually, as the equations are relatively common knowledge and generally available online.  But, you know, I'm a mathematician, and I like deriving my own stuff.)

I had something of a breakthrough last night, and with the aid of MSExcel and some internet research on planetary distances, I was able to establish relative amounts of fuel necessary to travel from earth to each of the planets as far as Jupiter.  (For reasons of game scale, I've elected not to include Saturn or the other extremely distant planets in the game.  After all, I need to leave room for an expansion.)

Mars image courtesy of NASA
National Space Science
Data Center (NSSDC) 
The nice thing about having this kind of mental breakthrough and then getting it down in writing is that it opens a logjam of ideas.  So many possibilities start coming to mind - how to scale rockets for different applications, how to handle the business of contracting to build rockets, how to handle the return flight, etc.  So I'm at an exciting if still early stage in design, but the best part is that I'm starting to construct the skeleton about which the prototype will be formed.

I mentioned earlier that Dr. Lewis Pulsipher (designer of Britannia and Dragon Rage) led a seminar on game design at WBC last week, and he said a couple of things that stuck with me.

  • First, a game design idea by itself is worthless.  What is worthwhile is a prototype that can be played, and until a designer has one, he's got no more than anybody else with an idea for a game.
     
  • Second, whenever a designer does get ideas, he writes them down and makes them real.  He doesn't risk forgetting them, but captures them and puts them in his toolbox for future consideration as he assembles the prototype.
     
I could easily do these things and follow many other suggestions he had with a straightforward family game like Trains Planes and Automobiles, but "Gold on Mars" is going to be different.  I feel that it will be much deeper and richer, and so its design and development will demand that much more work and attention.

One last consideration:  If I try to incorporate all of the ideas I have for "GoM," it will be a big, complex, cumbersome game.  A recurring theme in Dr. Pulsipher's talk (and a quote that he cites on every page on his website) is
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."  Antoine de Saint-Exup'ery
Indeed, he very recently posted an essay specifically on a comparison between simple and complex game designs.  I have a feeling that a significant portion of late design work for "GoM" will consist of pruning, trimming, and cutting back all the baroque detail that I will be inclined to add in the early design phase.  My hope, my vision, is that what will remain will be a 24-karat ingot of a space game.

Monday, August 15, 2011

Ethics in gaming: Reflections on the WBC seminar

First of all, many thanks to DiceHateMe and Monkey238 for their mention of Man OverBoard and Trains Planes and Automobiles on their podcast "The State of Games."  It was great to meet them both and try out Viva Java, which I described in my "Third Day at WBC" post.  I'm very excited for their venture into game development, and I look forward to seeing what the future holds for them.

Last week at the World Boardgaming Championships, Joel Tamburo led a fascinating seminar on ethics in gaming.  I had no idea what to expect and was pleasantly surprised at the directions that the conversation took.  Right away, the group explored the question of whether it is ethically acceptable to lie in the course of a game.  The immediate example that came up is Diplomacy, a game only half-facetiously blamed for ruining good friendships.  A consensus emerged that there is an understanding that in a game like Diplomacy, lying is an expected part of negotiation.  Although success requires alliances, winning sooner or later requires betrayal.  So as long as it is understood among players that lying is - or can be - part of the game, then that becomes part of the game's acceptable code of ethics.

Ethical issues can emerge when games bleed over into real life, however.  If someone's feelings are genuinely hurt by a twist of the knife in a game, it raises the question of whether even perfectly legal game-play can cross a line if it damages personal relationships.  It happens that not all games are for all people; some people refuse to play Diplomacy because it is just too cutthroat for them.  That makes sense, too, because presumably the point of a game is to have fun; if playing under a code of behavior that permits back-stabbing ceases to be fun (for an individual), then the game (for that person) ceases to be worth playing.  I have had two episodes in which perfectly legitimate moves in games actually hurt people's feelings - people very close to me - and led me to adjust the way that I play to accommodate the relationships that I have with the other players.

Another interesting aspect of games that involve lying can bleed over into real life as well.  Sometimes we learn how to lie, or how to detect lying, by playing games in which good lying is rewarded.  Bluffing might be considered lying, so a person who develops skill at poker might also be honing social skills that can be used to take advantage of other people.  One member of the seminar raised the question whether it is morally proper to play a game that practices and develops the "skill of sinning," such as becoming more adept at lying.

I shared an experience I had as a junior office aboard a submarine in the Navy.  It was the custom of the wardroom to get together occasionally at the Officers Club for a game of Liar's Dice.  At one particular session, I was alarmed to learn that I was remarkably good at lying to the captain.  I could just imagine being in a situation at sea in which it would be easier to lie to the captain in the middle of the night than to tell him what was really going on, and I didn't like thinking that I could actually pull it off.  (For the record, I never did, of course.  The Naval Academy Honor Concept is quite clear on this principle.)

I was surprised to learn about games that encourage stealing - Cosmic Encounter, in particular.  I don't mean games like Clue: the Great Museum Caper, in which one player is an art thief who moves around the museum attempting to steal paintings.  I mean that the game motivates a player under certain circumstances to swipe game pieces - like money from the bank - and keep it if he or she can get away with it.  As the others in the seminar described the roles in this game, it struck me as odd and a little outside my comfort zone in terms of what a game should be - or at least, the kind of game I like to play.  And a few others in the group, who were familiar with Cosmic Encounter, said they don't play it for that reason.

The discussion also turned to the question of inappropriate game themes.  I know of parents who discourage or prohibit their children from playing wargames as impersonal recreations of killing on a large scale.  There is some merit to this position as a matter of conscience.  But everyone present at this seminar was quite comfortable with wargames.  One theme that did come up as questionable, however, was that of the murder of an individual.  Joel posed the question regarding the game Kill Doctor Lucky, in which players compete to kill the fictional Dr. Lucky without being detected in the murder.  The tone of the game is humorous, but some might find offensive the notion of trying to get away with murder as the object of a game.  The group did not settle on a firm consensus on this point, though no one singled out Kill Doctor Lucky as an objectionable game in its own right.

I brought up Guillotine as another game with a potentially questionable theme.  Players represent executioners during the French Revolution competing to execute the most prestigious nobles.  The game even includes a few true historical figures - King Louis XVI, Marie Antoinette, and Robespierre.  But the rendering of the nobles and the action cards and the nature of the game rules are so comical that the game comes off as light-hearted, despite the rather morbid theme.

Subsequent to this discussion, I recently ran across a review of Letters from Whitechapel, in which one player attempts to carry out the role of Jack the Ripper while the other players try to apprehend him.  I find this game a little more disturbing than Kill Doctor Lucky and Guillotine for several reasons.  First, Jack the Ripper was a real serial killer, and his victims were real women.  The notion of playing this role by moving around the board attempting to kill prostitutes crosses a line, for me, because it represents a ruthless real-life murderer who was never caught.  Second, the game art sets a dark, somber tone, not at all a light-hearted deflection of the nature of the theme as in Kill Doctor Lucky or Guillotine.  Had I known about this game at the time of the seminar, it would have been an interesting addition to the conversation.

Surely there are few themes more objectionable to depict in a game than the Holocaust, and yet I'd read an article about a game called Train based on that very topic.  Actually, to be fair, Train wasn't so much a game as a work of art, or a psychological demonstration.  Still, it goes to show that there are some places in history that just aren't appropriate for re-visiting in the form of a game.

(c) Looney Labs
Used by permission
I think the overarching theme that developed from this seminar was that games have their own internal codes of ethics, but that as social exercises, they can also affect relationships.  On the one hand, if someone pulls off a brilliant betrayal in Diplomacy or manages to completely deceive all the villagers in Are You a Werewolf, then the rest of the players can only shake his hand and congratulate him on a game well played.  To some extent, though, trust relationships are formed or developed over games, and their social effects can bleed over into real life.  So we need to be mindful, when we play, that the people and the relationships linger after the box gets put away.

Friday, August 12, 2011

My wife, the maharaja's personal trader - Jaipur

It was time to try out one of my acquisitions from the vendors' room at the World Boardgaming Championships, so for the last two afternoon game sessions, my wife and I have tried Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher Game Works).  I picked this up based largely on a Dice Hate Me review as a good candidate for a two-player game, and it has turned out to be an immediate hit with both of us.

General play description
Jaipur's card deck includes cards representing six different commodities and a number of camels.  A market in the center of the table always contains five cards in any combination of commodities and camels.  At any given time, each player has a hand of up to seven commodities and, in a face-up stack on the table, a herd of camels.  In his turn a player has may perform one action from among several options.

  • A commodity may be drawn from the market into the hand.  
  • Two or more commodities from one's hand and/or camels from one's herd may be exchanged into the market for a like number of other commodities.  
  • All of the camels from the market may be taken into his herd.
  • One or more commodity cards of a single type may be sold.
Commodities are sold for tokens.  Each type of commodity has a separate set of tokens of different values depending on the type of commodity.  When commodities are sold in larger quantities in a single sale, bonus tokens are also collected for even more value.

At the end of a round, the player with the higher number of camels gets a bonus token.  Then players total the values of all tokens collected, and the player with the higher total value wins the round.  The first player to win two rounds wins the game.

General impressions
I have to say, I like this game a lot after just two plays.  There are a few genius elements to the construct of this game.  First, for each commodity, there is one more card in the deck than there are tokens available to sell them for.  Second, the tokens for a given commodity can vary in value, with the more valuable tokens coming up later in the round.  Third, the hand size limits the degree to which a player can hoard a given commodity.  So a crucial element of the game is deciding what to collect, how long to keep collecting, and when to sell them off and free the hand.

The camels also add a decision twist to the game.  It is tempting to simply keep a majority of camels and guarantee the camel bonus token of five points, but camels are useful for exchanging into the market (if there's room in your hand for more commodities).  But putting them into the market means your opponent can take them.  Oh, the agony!

My wife Kathy has managed to win four of the five rounds we have played, which is to say that she won both games that we've played so far, one by shutout.  And not by a fixed strategy or card luck, either.  This game seems to reward strategic flexibility.  There's something to be said for accumulating leather, the most plentiful commodity, to sell five at once and pick up the big market bonus.  But diamonds, gold, and silver are so profitable that perhaps they can make up for the big bonus on leather.  And I already mentioned the agony of the camels...

I'm reminded a little of Ticket to Ride: The Card Game, from the standpoint that both players are drawing from a common pool of face up cards and trying to play combinations out of the hand to collect points.  But right now I'm thinking Jaipur is hands down the more fun game, and I'm sure we'll be playing it more soon.

Tuesday, August 9, 2011

Final day at WBC

Yesterday was the last day of the Boardgame Players Association's World Boardgaming Championships 2011.  A record 1642 people attended WBC this year.  I met other designers, developers, and of course many gamers, including quite a few familiar faces from PrezCon.  And of course vendors, who were good enough to thin out my wallet in exchange for a few additions to my game shelf:

(c) Worthington Games
Used by permission
I've had my eye on Tech Bubble (designer Mike Nagel, artist Sean Cooke, publisher Worthington Games) for quite a while now.  We've really enjoyed push-your-luck games like Can't Stop and Incan Gold, so what I read about Tech Bubble makes me think it will fit right in.

Some time ago I did a survey in earnest for two-player games that my wife and I would enjoy, and Jaipur (designer Sebastien Pauchon, artist Alexandre Roche, publisher GameWorks) came up pretty high on the list.  DiceHateMe had a pretty funny review last April, including the following comment that caught my attention:

  • Jaipur - while sometimes frustrating because of the luck of the draw in the Market - is incredibly fun. Why? I honestly have no idea. There are some games that, if dissected, the parts would make most game scholars scratch their heads and utter a collective “huh?” However, put those parts together and a rare synergy occurs. This is the magic of Jaipur. 

I love games like that.  I happened to see it for 20% off at the convention and picked it up.

(c) Z-man Games
Used by permission
And then I got to the Z-man booth.  As my good friend Grant G. said, "I never met a Z-man game I didn't like."  I was really hoping to find Traders of Carthage, but apparently that's been out of print for a while.  But I did find The Speicherstadt (designer Stefan Feld, publisher Z-man Games) an auction trading house game that I've had my eye on for a while but which sold out at PrezCon last February before I could make up my mind to buy it.  Luckily I wasn't so indecisive this year.

I needed even less deliberation to pick up Farmers of the Moor (designer Uwe Rosenberg), also at the Z-man booth.  This extension to one of my favorite games, Agricola, adds horses and peat to the farm.  I expect Farmers will bring a little "aroma" to our Agricola sessions.

I had, unfortunately, blown my budget by the time I got to the Stronghold Games booth, where I encountered Confusion: Espionage and Deception in the Cold War (designer Robert Abbott, publisher Stronghold Games).  Oh, baby.  The DiceHateMe review of this cloak-and-dagger deduction game really brought out the evil laugh in me.  But how do you indulge your inner spy when you've got a bag full of games already?  Well, fortunately, Keith F. felt the same Cold War nostalgia I did.  (Oh, wait, he's not nearly as old as I am ... Keith, what grade were you in when the Berlin Wall fell?)  Nevertheless, Keith picked it up, somehow confident that he'd be able to get me to play it with him a few times.

Keith, Brian, and I sat down for two last games of the weekend - Trains Planes and Automobiles and Citadels, two more games that Keith bought on my recommendation.  (What a trusting soul.)  At the last minute, as the vendors were boxing up inventory, Brian ran back and grabbed a copy of Pandemic, because Keith and I knew that he wanted to buy it; he just needed a little encouragement.

So all in all, the three of us managed to stay entertained.  We drank beer, we competed in tournaments, we played games till 2:00 in the morning, we bought bags of games ... and yet none of us went home with a plaque.  Oh, well.  There's always PrezCon.

Sunday, August 7, 2011

Third day at World Boardgaming Championships

Admiral Lord Horatio Nelson
Saturday was all about Wooden Ships and Iron Men.  Tim Hitchings set up a fleet action in an engagement between British and French fleets in a hypothetical scenario with several players on each side in which the British fleet attempted to intercept a French fleet leaving port.  Tim gave me command of the British fleet.  The entire action ran about seven hours, with a short break for lunch.  A number of people dropped out, and others dropped in over the course of the scenario.  The battle itself was exciting and engaging, as the British became almost completely surrounded by the more numerous and better-reinforced French.  British superior crew quality and gunnery, however, helped the Royal Navy withstand the onslaught of the French fleet.  Despite one or two of the British ships having to strike colors under heavy rakes from multiple directions, we were able to sufficiently bloody the French that Tim declared the Royal Navy team to be the winners.  He gave me a prize as the best captain in the British fleet.

Later that day, I faced Evan Hitchings in the semifinals in a very even match-up of two 74-gun SOLs.  Again I was able to practice my tactical doctrine of concentrating fire on the rigging of the lead ship to reduce maneuverability, then focusing all squadron fire on a single ship's hull to take it out of action before turning to the other target.  In relatively short order, I had taken out the mast of the lead enemy ship and forced the second ship to strike her colors.  My ships had suffered a lot of damage in the process, however, and after some amount of time, my opponent was able to force one of my ships to strike her colors.  He had also inflicted a waterline hit on the other ship that induced flooding, so that a third of my crew had to be taken out of the gunnery teams to operate the water pumps and keep the ship afloat.  All else being essentially equal, my remaining ship - down one crew section - was not able to keep up in the battle of attrition that followed with the remaining enemy ship.  When the timer was up, it was clear that Evan had inflicted more damage on my ships than I had on his, so he won our semifinal matchup and advanced to the final.  We both agreed that it was one of the most exciting battles either of us had played in the tournament.

Keith and I met Chris and Cherilyn from dicehateme.com in the open game room, where they invited us to playtest a game in development called Viva Java.  The premise is that players collaborate to invent blends of various coffee beans that will be profitable on the premium coffee market.  The game involves a number of innovative mechanisms, the most interesting of which is the formation of players into temporary teams who try to combine their resources to come up with the most optimum blend on the market.  Players can invest in each others' projects if they think they will be profitable.  The cooperation is always transitory and self-serving, so there's a constant interplay to juggle benefits of collaboration with the game goals of beating your opponents.

I have been reading the Dice Hate Me blog for quite some time, so it was great to meet Chris and Cherilyn and discuss their game projects as well as share Trains Planes and Automobiles with them.  Their energetic enthusiasm for gaming is infectious.  Likewise, Josh Tempkin of Tall Tower Games shared some fascinating insights into how he and his partner developed a carefully researched and tested set of design principles on which they base all their game projects.  The results speak for themselves in the gameplay of their project Wartime, which I consider to have the potential to be a groundbreaking development in table-top gaming as a fundamentally new paradigm.

Keith, Brian, and I got together afterward for a number of games - Tikal, Citadels, and 7 Wonders.  Keith had competed in the finals for Conquest of Paradise, and Brian had made the finals for Tigris and Euphrates.  So, in short, there's been a lot of boardgaming going on this week...