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.

Sunday, January 13, 2013

F@#$ Giving Hints

a theoretical.

You are teaching or are way more experienced at a game than the majority of your opponents.  How much, if any, help do you give?

This is practical.  Next Saturday I will be attending game night with my NEW FRIENDS.  I will most likely be teaching at least 2 games and/or playing Alhambra with 5 other people who have played once.

So if I was there to win, I wouldn't give any hints.  But I'm not there solely to win.  Winning against players who are struggling to make moves isn't very fulfilling.

Ted Nugent, once said of hunting, that it is the experience.  It's not the killing, if he wanted to kill animals he'd buy a chicken farm.  It's the practice, the patience and the stalk all leading to a seminal moment.  Now I find Ted Nugent an ass, but he stumbled around a pretty good philosophy here.

The experience is more important than the outcome.

or

The journey is it's own reward.


So I like to give hints.  I don't want to just win, I want peoples best game.

But how many hints and how often?

It's quite the difficult question.  Too few and you are back to shooting animals at the zoo, too many and your are playing everyone's turn.

What's the happy median?

I "think" next week I will outline the broad strategies and what things you have to manage, a couple of tactical tips, and let the table figure out the rest.



I am specifically thinking of Notre Dame as I write this.  So my beginners guide to Notre Dame.

There's 4 ways to score points in ND.  Go to the church, go to the incremented VP location, hiring towns folk, and getting messages via carriage house.  To have a chance, you have to get significant points from two sources.

There are 3 things you have to manage, in order of importance.

The rat-track:  get a plague value of over 9 and you lose a previous play off the board AND 5 points.   I have never seen a game won by a player getting the plague.

Money:  Money is used to hire townies, and to go to the cathedral.  The more you spend on a cathedral move, the more points you score.  Hiring townies is really important, I have never seen a game won by a player who ran out of money during the buy townie phase.  Money for the big church is less important, but it makes the church moves more efficient.

Influence counters:  If you run out of dudes in your active supply, you move them around the board instead.  I have seen many games won by people who had to relocate influence counters instead of playing a new one.

Tactical moves:

Avoid the park and hotel as much as possible.  It is unlikely that you will avoid both the entire game, but both these moves have the worst returns.  A hotel is more versatile with one play, and the park is better long term, but too many plays there means a long game.



Wednesday, January 2, 2013

F@#$ The Hobbit

movie review time again!

The Hobbit, the Tolkein foundation of almost everything nerdy. 


Bottom Line:  This movie was meh.  It wasn't awful, but it wasn't good either.  There were a few scenes I liked a lot, a couple scenes I despised, and a lot of scenes that could have been better.

Big Picture Problems:

#1:  the conception.  There simply is not enough finished material to make a good Hobbit trilogy.  There's the original book, which was for kids, and unfinished works rewriting this for an adult audience.  I haven't read these unfinished works, but usually things are left unfinished for a reason.  So the action gets played out longer, the scenes exaggerated further.  To me the movie feels like an unfunny, overlong sketch at the end of SNL that only got air time because they had nothing better.

#2:  the tone.  Is this a mad cap adventure with bumbling, squabbling dwarves or a grim quest to retake these Dwarves homeland?  It usually plays to the latter, but there are attempts at comic relief.  When its the dwarves amongst themselves it works, but when it's a newly eviscerated Goblin King it doesn't. 

#3:  Deus Ex Gandalfina.  Apparently Gandalf is the only one capable of solving a problem.  Which would work fine with the bumbling version, but in the grim quest version it makes Thorin's company impotent.

Annoyances:

in order of importance

all the battle scenes are mottled and confusing.  Since the last 45 minutes is one long running battle this is kind of a deal with me.  It gave me a headache.

 Rock em Sock em Stone Giants.  Ok this should be so minor that it shouldn't make it to a review.  But this is where the movie went off the rails for me.  They looked so absurd, and they added nothing to the story.  I hated, hated, hated the Stone Giants.

Radagast the Poo Stain.  Another something minor.  He wasn't in the film much, but every scene he appeared in was agony for me. 

Things I liked:

the Elijah Woods intro, the first Bag End dinner and Riddles were all well done.  Riddles especially.

Saturday, December 15, 2012

F@#$ Macao

Macao, MaCOW, My Cow, Mike OW!

Plot:  You are an Italian trading company.  I think.

The theme doesn't really work.  And in fact, occasionally gets in the way of the game.  For example, there are commodities to deliver, but the pictures of the commodities aren't intuitive or easily decipherable.  A specific example is "Get double points when you deliver tea".

Ok.
Great.
What the hell does tea look like?



You can match pictures to pictures for deliveries but there is not key/guide or whatever saying what the pictures actually represent.

Goal:  Its a game about victory points.  There's quite a few ways to get victory points.  Buying commodity tiles, delivering commodity tiles, acquiring money and grinding that into VP, or acquire buildings that give VP.  There's also punishment tokens, if you screw up along the way you get -3 VP.

Mechanics:  There are 3 phases per turn and 12 turns.

Phase 1:  Draft a building.  There are 2 generic style buildings, titled 'offices' for each turn.  Those plus one for each player in the game are dealt.  Draft order is determined by a track called "The wall".  Furthest up on the wall goes first, and in case of ties, who ever reached the wall most recently wins.  This is represented by stacking tokens, and you go top to bottom for turn order.  More on buildings during the action phase.



Phase 2:  Influence acquisition.  Every player has a 7 sided wheel.  One side has an arrow, and the rest have a number from 1-6, matching the results of D6 roll.  Duh.



 There are 6 currencies of influence, or in game terms Action Cubes (AC).  Each cube has a colored D6 corresponding to it.  So roll 6D6.  Lets say the results are 1, 2, 3, 5, 5,and 6.

Each player then gets to select 2 dies worth of influence.  If you select the yellow one and the purple five, you get 1 yellow cube place at slot #1 and 5 purple cubes placed at slot #5. A red 2 (standing by) and a blue 3 gets you 2 red cubes at slot 2 and 3 blue cubes at slot 3.  Clear as mud?



After selecting, you rotate the wheel clockwise, so the cubes previously placed at turn 1 now align with the arrow.  These are this turns action cubes.  So by delaying your use of these cubes you can take huge monster 15 cube turns in the future.

(aside, during set up you do get to select cubes for the #1 slot and #2 slot.  don't worry about having nothing to do turn 1 or 2).

Phase 3: Actions.

You can do these in any order.  Oh yeah, this is important.  You can not bank influence cubes.  You must spend all of them.  That's what makes the game interesting!

"Activate a building" - ok this is a FTG misnomer.  It's activate a drafted card.  Why the difference?  Because the cards are typed, and one of the types is buildings (design flaw?).  Activate means to grab from your reserve and place into play, there is always an influence cost associated with them.  It turns out that 4 same color cubes  is easier to play than 3 different cubes.  Not sure yet if its harder than two different cubes.  The toughest to play require 4 different colors.  In theory, the multicolored dudes are better.  You can activate as many buildings as you have cubes for, there is no cap.



"Utilize a building" - each activated building can typically be used once a turn.  There are exceptions but those are listed specifically on the card.  The basic cards available every turn read something like "Turn a grey cube into 1 gold".


The buildings deck is basically a deck full of exceptions.  Get a card in play and buying this costs one less, or you can perform this action twice, or get free gold/cube/VP a turn.




"Buy a commodity/city block" - pay the influence cost and remove the commodity tile from city block and replace it with an ownership tile.  Commodities are Tea, China, Silk and some other sh!t I will never remember.  That art isn't intuitive at all.  Fortunately there are matching pictures on the delivery site.  Commodity costs run from 1-4 in matching cube colors.  You can also buy jokers, for the cost of 4 cubes in two different currencies you get a token that can be used as an "any color cube" or "+3 gold".  You can only buy one city block.  It is also advantageous to get city blocks next to each other, those count for end game scoring.

"You want me on that wall, you need me on that wall" - advance your turn order token up the wall.  Doing this once costs one generic cube.  Each additional spot costs 2.  So to move 2 spots costs 3 cubes, and to advance 3 spots costs 5.



"I'm on a boat" - move your cargo ship towards a delivery location.  Costs 1 generic cube.


 "Spend gold on prestige" - the VP grind takes two steps.  First you have to grind influence into gold, then once a turn you have the opportunity to turn gold into VP.  During the draft, each card at the bottom had two numbers, a gold count and a VP count.  The sum of the gold is how much it costs to activate this turn, and the sum of the VP is how much you get.  I've only played twice but the best ratio so far was 3 gold for 8 VP, and the worst was 6 gold for 7 VP.


Punishment Tokens:

There are two times during a turn that you can earn a punishment token, which is worth -3 VP and you feel shame.

#1:  You have a limit of 5 buildings that you can keep in reserve.  If you draw a 6th, you must discard a building and lose 3 VP.

#2:  Any time you spin the wheel and it shows up on a slot devoid of any influence cubes you lose 3 VP.    

Winning the Game:

First, avoid punishments.  In that regard, each building is worth 3 VP, because you get docked for any buildings still in reserve at the end of the game.

Delivering cargo gets you VP.  First one to a spot gets 5VP, second place gets 3VP and 3rd place gets 2.  (There are never more than 3 deliveries).

Grinding cash for VP.  

Specific building cards may earn you VP during the action phase.
               --  "If you have less than 2 goods on your boat, get a VP"
               --  "If you move your boat 2 squares, get a VP"

Other building cards may earn points at end game.
               -- "Get 1 VP for each person typed card in play"
               -- "Get 2 VP for each different  office card in play"

Blobs of city blocks earn you 2 VP for your biggest connected section.  In other words, if you own 9 city blocks and 7 are adjacent to one another you get 14 points.  The two hanging out by themselves count for jack.

 Tactics and Tips:

Preliminary based on two games played.... 

Going first is somewhat important.   In some instances it might actually be key.  Getting the right buildings or the easy to activate buildings is kind of a deal.  I am not sure if you need to be first for most of the game, but certainly you are handicapped if you go last often.  Invest in the wall, at least a little bit.

Early game and mid-game avoid the 1 or 2 cube rolls.  Or better stated, have a compelling reason to not get 3 or more.  Getting a 1 cost commodity isn't a compelling reason.  At end game, the higher die rolls are reset to 1's so there will be no avoiding 1 cube grabs eventually.  I'm not sure, but I think I would prefer to take a punishment token instead of grabbing one cube for a probably lame turn.

I think 3's and 4's are the most important numbers on the early rolls.  Yes 6's look pretty, but the truth is there is not a lot you can do with 6 of a kind until you are ready to move your boat.

The best buildings early are the ones that give you free stuff.  Like there are several cards that give you a free influence token, which everyone loves.  But underrated are the the money ones.  Since typically you grind influence into cash, free money is free influence.  Similarly, there's a building that advances you up the wall for free.  That's also a free generic token.

There are so many permutations for getting VPs that I can't tell you any optimum way to win.  

My first game Juan won with a grind deck.  He had multiple cards that earned a few VP every turn and multiple cards that turned influence into cash.  He was able to use the cash for VP nearly every turn.  Yeah he delivered stuff too, and had some end game cards, but mostly the bulk of his points came on the grind.

My second game Ryan won with a combination of deliveries and city blocks.  He had 2 cards that gave bonus points for delivering stuff, and and got about half his points from bringing commodities to ports.

That second game I finished ONE point behind Ryan and I had a balanced strategy.  I ground for about 1/4 of my points, delivered for 1/4, city blocked for 1/4 and had end game scoring cards for about 1/4.  

Review:

So far so good.  I do want to replay this game more, and I don't see any obvious flaws.  End game pacing is pretty bad, but that's expected, there's a lot going on.
 


  
   










Saturday, December 1, 2012

Nerdy Recap - the day the music died

RIP City of Heroes


quite thankful to play board games instead of watching the game I played for the last 8 years slowly die all night.  I did log on for the last hour, but just chatted and said good-bye to everyone.  Last thing I chatted was "2:02 AM, NC-Soft can't even do that right"

I got a laugh from Quatermain :)

4 player King of Tokyo with the Power Up expansion.

The expansion really makes the game go longer.  There's an incentive to try for hearts when you don't need them which means less claws, and less VP sets.

Warren won, despite foolishly discarding the extra head.  He got a crap load of expansion power ups though.

5 Player Lords of Waterderp

Very close, very tense game.  So close and tense, EVERYONE took way too long on their turns.  I may have hypercritically griped about turn length, but the entire table lagged.

I finished dead last, but I was actually still in it until the last turn.   My game was derailed by having a lot of warfare quests and having only 2 spots for fighter supply.  I did King Make though.  I dropped a mandatory quest on Mike turn 7 that probably cost him 15 points.  This wasn't an F U kingmaking though, I honestly thought I still had a chance and wanted to beat up the leader.

John K. won, with what I consider a brilliant tactical play turn 7.  He went first, played an Intrigue card that let him pull back his agent and go again twice right away.  So he claimed the 2 super buildings available, grabbing 6 dudes and denying them to everyone else.

4 player No Thanks!

Who won?  who cares.  OK Warren probably does since he won the most.




Monday, November 26, 2012

F@#$ King of Tokyo

King of Toyko

Plot:  You control the monster, like in Rampage, gaining VPs and doing damage to other monsters wandering around Japan.

Theme:  Decent implementation.  The artwork and power up cards work with the tongue in cheek feel of a monster parody, but the mechanics can be translated to a host of other genre's.

Goal:  You win either by being the first one to get 20 VP or killing all other monsters.




Mechanics:  On your turn roll 6 dice.  You get to keep whatever you want and re-roll the rest, for a total of 3 rolls total.  The results are:

Numbers 1-3:  these require a set of 3 to score VP.  3X1 scores 1 VP, 3X2 scores 2, and 3X3 scores 3.  Any additions to the set of 3 get you a bonus VP, or 4X1 gets you 2 VP, 4X2 gets you 3 VP and so on.

Lightning bolts:  You can buy power ups with lightning bolts, and some require lightning bolts to activate.

Claws:  Claws damage your opponents.  How many opponents depends on your current location.

Hearts:  Hearts heal damage but are location dependent.





Taking and holding Tokyo:

First one to roll a claw takes Tokyo automatically.  Taking Tokyo earns you 1 VP, yippee!
However, all damage rolled now hits you and you can't heal in Tokyo, bummer!
But after taking damage you can leave Tokyo and the monster that just hit you takes Tokyo.
If you start your turn in Tokyo you earn 2 VPs.
If you are in Tokyo, any damage you roll hits everyone else.

Power Ups:

These are just minor things that help you.  Ok, maybe not so minor.  Like rolling an extra die (Extra Head power up) is wicked good.  It also costs 7 lightning bolts.  In general they work like that, the better they are the more pricey they are.

Some other examples (names omitted because I won't remember them anyways...)

Get one of each result, that is 1-2-3-lightning-heart-claw, and earn 9 points.
If you don't do damage on your rolls, earn 1 VP.
Get 2 VP rinnow and discard this card.
Anytime you do damage, you do a bonus point.




Strategy and Tactics:  So much depends on your rolls and the power ups available, so no point in discussing them.  It helps to have a good appreciation on the usefulness of the available power ups.  It also helps to figure out how you are going to win, VP or bludgeoning by midgame.

Review:  This is a good filler style game.  It takes about a half hour to play and is paced well.  While the tactics and strategies aren't deep, they do exist.  It isn't simply rolling dice and hoping.  Having said that, luck does play a huge huge roll.







Sunday, November 25, 2012

Nerdy Black Friday recap

Games played:

King of Tokyo - review coming this week
Ra
Macao - review delayed for at least one more playing.

Game 1 King of Tokyo

Darren won, huzzah!  I would say it was due to my incredible skill, except that I got 3 or 4 extremely lucky rolls.

1) getting enough lightning bolts to buy the extra head first
2) 5 of a kind 1's, or 3 VP
3) 5 of a kind claws, or 5 damage to Mike which basically eliminated him from contention
4) a pair of triples, triple 3 and triple hearts.  Or another 3 VP plus a not insignificant heal when I needed it.

Game 2 Ra

More pure skill!  Not!

I really have no idea how to win this game.  I play not to suck, and every once in a while things work out.  The secret to not sucking is to buy stuff, and it really doesn't matter what it is initially.  I had a terrific round one, including an 8 tile buy during 'guts'.  Those 8 tiles pretty much won me the game, despite a horrific round 2 where I lost 2 points.  Luckily, the people that had good round 2's were the ones that had awful round 1's.  The game turned on suns, which seems to be normal.  I won by 3 points, and I was 2nd lowest suns.  If I had lost suns, I would have lost by 2.

Game 2 Macao

I need to do a little intro.  I do not know if I like this game yet or not.  The primary mechanism is very clever.  There are 6 currencies of influence, each with a different color and a corresponding die.  The die roll is how much you get and how long you have to wait to get it.  However, there is a shit load going on, and at least for the first time I played it, pacing was atrocious.  Pacing did improve as the game went on, so maybe...maybe pacing will improve with more play.  NF will definitely find out.

Anyways, while my internal jury is out on whether I like this game or not, my experience Friday was bad.  I made a couple-three strategic errors really early, knew I was in big big trouble, but still had to get my ass kicked for another 2 hours.



Anyways, my strategic error was sacrificing the future for turn 1 and 2 builds.  You just cannot trade away that much influence for early builds.  I also built marginal, expensive things.  I was scrambling to avoid getting punishment tokens, and I got them anyways.



Juan won, by making very shrewd buys and getting great synergy within his cards.








Monday, November 12, 2012

Nerdy Recap


Broke out Samurai because it's underplayed, goes good with 3, and takes about 45 minutes which was important since Warren was arrived a bit late.

Mike won by getting two out right wins, but the game was much more competitive than that implies.  Mike and I both had 11 total captures.  Circumstances will probably say that we are done with that game for another 3-5 months.

I won 4 player Lords of Waterdeep.

LoWD is an unusual game.  It is about the simplest worker placement game EVER but there are quite a few subtleties that I am just now starting to grasp.  One thing is evident; this game has no run away leader problem.  I had about as poor of a start that you could have, and Ryan had about as good of a start as you can have.  I finished first and Ryan 3rd.  I turned it around with a plot quest that I thought I built too late, and one of the $8 awesome buildings.  I don't know if this is true in general yet, but this game sweeping the 4 quests showing and taking your pick of 4 new ones was a much better idea than taking an sub-optimum quest in order to gain 2 bucks or an intrigue card.

BTW, we had a rules clarification that's kind of important.  You can only complete 1 quest per action.  What does this mean?   You can't bank dudes for an amazing comeback late, you can't cascade new quests with adventurers gained as rewards, and mandatory quests are really really mean.

Two quick games of 3 player King of Tokyo was split between Mike and I.  No analysis here, except Warren, roll better or something.

I believe everyone won at least 1 round of  3 player No Thanks!  It's No Thanks, so nothing to offer here either