what the hell is this blog anyways?

To the 3 people that will read this...

Expect game reviews and replays from our weekly game. I may also talk City of Heroes, movies, books and whatever else catches my fancy.

Thursday, July 19, 2012

F@#$ revisiting games


I say often when initially reviewing a game that I haven’t played it enough to make a firm review yet.  So here’s the first revisit post.


Mike actually reviewed this, and I posted that I hated it in the comments and elsewhere.  I am now backing off of that for a couple of reasons.

 
·         I have improved at this game.  Totally self centered and self serving, but something clicked and while I still don’t think I will win often, I am no longer completely over matched.

·         Nerdy Friday went/is going through a stretch of playing mostly 3 player games.  There quite frankly are not many games that play well with 3.  Samurai plays 3 quite well.  And while it will never be my first choice, if it comes down to playing Lost Cities or Galaxy Trucker for the 3rd time in a row, or breaking out the under played Samurai, I say Samurai.

Tip:  This game requires an ambush mind set.  If you just close your own cities the best return you can hope for is 2 tiles for 1 goodie.  I don’t know what the winning goodie ratio is, but it is certainly lower than 2-1.  You must get help from other people to lay tiles onto cities you capture, and the best way to do that is plan/improvise ambushes.


I still like this game, but it might be played out.  We haven’t played it in months and I haven’t really missed it.  While not as set piece as chess, there are axioms to follow that makes early turns into a predictable choreograph.  This is made worse with fewer players at the table.  I really feel this game needs 5 to function well, and if we get 5 at NF, we are probably playing something we don’t get the chance too as often as 7 Wonders.

Tips:  The set piece choreography is resources early in round 1, especially if they match your recipes for Wonder builds.  Military late in every round so your neighbors have less chance to match you.


My main problem with this game is how to win.  A colonizing strategy wins entirely too much, military/exploration wins entirely too little (and by little I mean you can’t focus on these at all, they are only useful as support for colonizing), and mercantilism depends so much on what you can buy.  Also the ‘Incan gold’ buy is broken broken broken.  So the game devolves down to who can maximize the priest landings and whether the mercantile player gets good 3rd round draws.  Game takes way too long for two paths to victory.




I actually really like this game which is amazing since if I play with Mike I will not win.  It might be played out for a while though.  The game can be incredibly frustrating, and while I laugh at myself for screwing this up I can see where this makes it not much fun.  This might be an instance where the game is only good when similar skill levels play.  I mean if most everyone sucks at building the ship, hilarity ensues.  If most everyone builds a good ship, it’s competitive and fun.  If the table is split between the two, it’s not much fun at all.


Saturday, July 14, 2012

F@#$ Lords of Waterdeep

Lords of Waterderp
and the Waterderp FAQ

Plot:  gain glory for you Waterdeep faction by completing quests and constructing buildings!

Theme:  You can easily transfer the mechanics of this game into any other, but surprisingly the theme works very well.  The resource cubes represent 'adventurers', and you recruit a number of heroes matching some quest's recipe to complete.  Honestly this works just as well as 'gather 6 stone, 3 wood and a gold to build this monument.'  Plus you store your adventurers in a tavern, what could be more fantasy RPGish?


Mechanics:  You play one of 5 factions.  The factions are currently identical, but WotC loves expansions so no telling how long that lasts.  The first twist is you are dealt a Waterdeep Lord as your patron.  These Lords are kept secret, and gain bonus VPs based on the type of quests you complete.  More on that later.



Gameplay is a straight forward worker placement mechanic.  The spots have thematically themed names, but whatever.  Only one worker can be placed in a spot, and here's what you can do.

  1. Recruit heroes.  Basic move is 2 fighters/rogues per action, or 1 cleric/wizard
  2. Get quests.  4 quests are always face up for everyone to examine.  You can go grab one.  The quest grabbing will have an additional benefit like get more gold.
  3. Get 4 gold.  
  4.  Go first next round and draw an Intrigue card.
  5. Play an Intrigue card.  Intrigue cards are action cards, the provide some benefit to you or some detriment to your opponents.  A lot of times by playing one gives your opponents benefits too.   There are 3 chances to play an intrigue card, and an agent placed here gets to go again at the end of the round.
  6. Buy a building.  You must be able to purchase a building to play here, ie no cock-blocking.  This goes immediately into play and can be used this round.
  7. Activate a purchased building.  A building generally provides an additional benefit to the above moves, like instead of getting 2 fighters you can get 1 fighter and 1 of anything.  If you move into a building, the player that purchased it gets a benefit too.



So you do these things to gather adventurers and gold to complete quests you have claimed.  Quests have recipes required for completion, like 1 cleric, 1 wizard and 2 fighters or 2 fighters, 2 rogues and 4 gold.  They give benefits upon completion, usually victory points.  It's a game about victory points after all.   Quests may also give some other benefits, like draw another quest, draw an intrigue card, get money, get more fighters, etc, etc.  Some quests, referred to as 'plot quests' give a persistent benefit you can use for the rest of the game.

Quests are typed, like Piety, Skullduggery, or Warfare.  That Lord you were assigned gives points at the end of game based on those, so pay attention.


Review:  I liked this game.  I have a feeling I liked it less than everyone else at the table last night, but I did like it.  The first game was brutal for people trying to figure out options, but it sped up immensely for the 2nd game.  There's some cool stuff going on, trying to figure synergies with your Waterdeep lord, quests and buildings.


There might be a Stone Age/Fresco type fatal flaw though.  Some buildings gives the owner adventurers when they activate.  7 or 8 free guys is a huge huge advantage.  Only one building can be built a turn, so that's often the first move.  Having said that, I have in no way played this game enough to know.  It's probably not runaway leader, because an equivalent building bought on turn 2 is only 12.5% worse, but in 5 player I suspect going 4th or 5th is a big handicap.

Anyways, I'd like to try with 3 or 4 players next time and see if that helps any.  Regardless, this will have at least a half dozen replays before we definitively decide if there is something broken.




Wednesday, July 4, 2012

F@#$ Games within Games

I can't believe I remembered this since Mike just IM'd me and didn't post a comment.  We were discussing Amun-Re and how the temple phase is a game within a game, so that got me thinking about other games with those layers.

Amun-Re

So leading off with the one in the intro, Amun-Re.  The phase with layers is temple donations.  You acquire money in the game, and one of the things you can do with it is donate it to the temple.  Alms do at least 3 things.

- Determine how much farmers and camels are worth in the harvest phase.  Farmers are a sliding scale depending on the total donations ranged 1-4.  Camels are all or nothing.  If the farms are only worth 1 or 2, camels activate and the province owner gets the corresponding camel cash.  Farms at 3 or 4 kill the camels.




- Get you free stuff!  The winning bid gets three free things, 2nd place gets two, and anyone who bid positive gets one thing.  3 of the same thing normally costs six bucks, a pair costs 3 and a singleton costs 1.  Oh yeah, you can drop the total by playing a -3 card.  This gets you 3 bucks automatically but you get no resource for free.






- Winning bid goes first and breaks ties next round.  At NF we haven't figured out if that is an advantage but turn order isn't the least bit predictable.



Analysis:  If/How to bid is kind of a deal.  The 2nd chance to acquire cards/farmers/stone is HUGE!  Someone who wins the temple for less than 6 just got a deal.  Simply bidding 1 to get a free item might be under rated, because number of items you can buy scales as 1-3-6-10-15-21-28-36-45, or a weak exponential function.

But at the same time, ignore farmers and camels at your own peril.  Money also buys provinces, and there are most definitely times you don't want to get stuck with the free one.  So income is kind of important...





The game within a game is iron.

The pros:

Iron is probably a quick infusion of cash.  If the iron track is completely empty (a not uncommon event), you will always make money selling iron back, even if the coal track is completely empty.  If you flip (sell all to the demand track) the ironworks when played, it is probably a really cheap move.

Iron is really in demand in canal phase.  The easiest way to build your economy and finance your loans is through iron plays.

The cons:

There's a reason why iron is in demand during canal phase.  Developing is important.  Getting to items that score twice is a big big deal, especially L3 cotton and ports.  Supplying cheap iron with no regard to how other people will use it is a way to lose.

Iron can be overbuilt.  The single most devastating move is the L4-L3 iron over build.  It's a 16 point swing, +9 for you and -7 for the poor jerk you overbuilt.   The easiest way to avoid the overbuild?  DON'T PLAY AN IRON!







Suggestions for Comments.

I think there is a game within a game in Samurai, I just suck so bad at Samurai I don't know what it is.

Similarly, the produce/captain/trade dynamic in Puerto Rico might qualify, but I haven't played PR in years.