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.

Saturday, March 24, 2012

F@%& Chaos in the Old World

Plot:  You are an evil evil god plotting destruction of the Warhammer Fantasy world.

Goal:  Two part race, either first to 50 VPs or first to spin their dial to the end game condition.

Mechanics:  Be patient this is going to take a while.  Nothing is especially hard, but there are a lot of phases in a turn.

Phase 1:  Draw an Old World card.  This is an event card, and the least threatening person decides how it is set off.

Phase 2:  Draw Chaos Cards.  These are action cards, played in the varying regions. 

Phase 3:  Action phase.  Summon critters and play action cards.   These all have scaled magic costs associated with them.  In general you are trying to do two things here, conquer the region (earn victory points) and corrupt the region (get more power and late developing victory points).  The more assets you play in a region, the more progress you make towards conquering it.  Specific assets will corrupt.

Phase 4:  Battle phase.  Might be better put as resolution phase. 

First, fight battles.  Any time two or more opponents are in the same territory a fight occurs.  Calculate your offense, roll some dice, determine hits.   Combat is Axis and Allies simultaneous, everyone gets to try and hit.

Next add corruption tokens.  A level 1 critter, known as a cultist spreads corruption in that reason.  Doing this may meet the condition to award you a wheel advancement token, which will increase your power, exactly how much determined in another phase.

Check for Ruination.  Getting 12 corruption tokens ruins that territory.  It scores VPs now, but can no longer be conquered.

Check for conquering.  Score VPs depending on how hard this was to conquer.

Phase 5:  Clean up. 

Check wheel advancement tokens.  If you earned one, your wheel advances 1 spot.  In addition, the person that earned the most, advances an additional spot.

Other effects:  Sometimes an event places a hero, that hero whacks a critter in his territory.   There's other end of turn effects like this.

Which brings us back to D'oh!

Review:

Ryan quizzed me last night, did I like this game.  I guess I lied and said yes.  The truth is I haven't made up my mind yet.  Its got several qualities I like.  It's paced well.  There are only 6-10 turns, but you are doing several things a turn.  It's got good decisions, who to summon where, and who to mess with.  But it also has some things going against it.  It's hard to learn.  I'm not going to say its overly complex, but it is very intricate with all the different phases and things that one needs to do.  It takes a long time to play, last night it lasted a hair over 3 hours (including instruction reading).  Call it 2 hours once we get in practice.  And finally, its got Games Workshop baggage.  It seems fairly well balanced (never having played with Khorne...), but I have played too many of their games to think it will remain unbroken. 

Anyways, I can't say that I like this game, but I am intrigued and am looking forward to making a better informed decision.

Friday, February 24, 2012

F$@& BGG lists


Starting with the positive.  I love the resource of Board Game Geek and their ratings.   Designer board game products have just exploded the last 10 years and ANY filter or basis we can use to select them is just marvelous.  If something is ranked in the top 50, there must be a reason, similarly, if something is ranked 5000th, there is a reason.

So the problems:
1)      It’s an unscientific poll.  The system requires activation by reviewers, who may or may not have some kind of agenda.  BGG does weight the responses, it takes a lot of responses for a game to climb the rankings, so this is probably mitigated.  And generally speaking, I trust the reviewers are giving honest assessments of the games, but even honest responses have a way of becoming biased.    Scale of the problem:  NABD.
2)      Reviewers tastes.  This ties into the unscientific-ness.  Reviewers tastes really effect the ratings.  Two games I no longer like, Fresco (ranked 123) and Thebes (ranked 165) are awfully high on the list.  Both of these have severe game play problems, but really work well with their themes.  I speculate that theme integration is a big deal for a lot of reviewers, much more important to them than it is to me.  I parallel this to movie reviews; you have to know the critic.  I never ask Juan for movie advice, because he loves every movie ever made.  Contrast to Richard Roeper, formerly of “At the Movies”.  Roeper hates nearly every movie ever made, so if he likes it, I probably will too.  Scale of the problem:  Kind of a deal, mitigated by the subcategories.  Fresco rates really high as a “Family” game which I suppose should give me a clue about themes vs. gameplay.
3)      Breaking the Game.  Stone Age is ranked 26th and there is not a bigger travesty on that list.  Now the first half dozen or so times we played Stone Age I might have agreed.  Once we figured out the fatal flaw of going 2nd, the game was broken.  Now Nerdy Friday has some pretty smart people participating, but there is no F$%^ing way that we are the only ones to ever notice this.  So how does that game remain top 50?  My (uninformed) conclusion is that early reviews push this game up the ladder, then once broken people can’t (or don’t) take back the rating.   Scale of the problem: A big deal.   It might be fun figuring out the game breaking move, but once you do the game is unplayable.

Quick summary.  The list is not perfect, but just browsing and going by my own untrustworthy memory…
I have played half the games in the top 10, and like them all.
I have played 9 of the top 25 games and like all but 1
I have played 16 of the top 50, and like 13 of the 16.
So it’s a good tool.  It soitenly increases the odds of buying a game I like.

Tuesday, February 21, 2012

F$@& Different designers and their styles

·         2007 Galaxy Trucker
·         2008 Space Alert
·         2009 Dungeon Lords
·         2011 Dungeon Petz, Mage Knight: Board Game



·         2001 Liberté
·         2002 Age of Steam
·         2003 Princes of the Renaissance
·         2004 Struggle of Empires
·         2005 Byzantium
·         2007 Brass
·         2008 Tinners' Trail
·         2008 After the Flood
·         2008 Steel Driver
·         2009 God's Playground
·         2009 Automobile
·         2009 Rise of Empires
·         2009 Last Train to Wensleydale
·         2009 Steam
·         2010 Age of Industry
·         2010 London
·         2011 A Few Acres of Snow
·         2011 Discworld: Ankh-Morpork



·         1999 Vinci
·         2001 Evo
·         2009 Small World
·         2011 Olympos

Vlaada Chvátil is probably my favorite designer right now.  The dude is incredibly creative in figuring out new mechanics.  I haven’t played everything by him of course, and either he has or will release a clunker.  In my admittedly limited experience with his games, I have found a couple of hallmarks.

-          They are quirky and irreverent in tone.  His games are supposed to be fun.  Perhaps some deep strategies exist, but in general, these are more light hearted in nature.
-          Everyone is involved most of the time.  Space Alert and Galaxy Trucker have two distinct phases, in my vernacular the “Planning Phase” and the “Resolution Phase”.  The majority of the game takes place during planning, and in both those games every player goes simultaneously.  In the resolution phase, turns go quickly, in Space Alert because you have planned all your moves already and in Galaxy Trucker because there’s very little to do each turn.
-          This is just personal, but I really enjoy myself even while getting my ass kicked. 

Martin Wallace I like ok.  Brass remains a favorite, and he has lots of other higher ranking games.  I don’t find him terribly innovative, but he does have a knack for making the ‘traditional’ mechanics fit together well. 

-          Martin Wallace games are complicated.  A lot of thought of experience is required just to play them correctly. 
-          Once you get that experience, the games are deep.  There are usually several paths to victory, many mutually exclusive. 
-          The rules will require several reads even after playing a couple times.  They aren’t well phrased or organized and some important nuggets will fall through the cracks.
-           Oh yeah.  Usually an early industrial theme, whether its trains, textiles or car makers.


Philippe Keyaerts is completely hit and miss with me.  My 3 followers will remember that I like Olympos but hate Smallworld.

-          Keyaerts games will have conflict.  That’s all Smallworld is, and it’s a huge part of Olympos.
-          There are mix and match permutations.  In Smallworld tribes are paired up with badges giving X tribes times Y badges possible combinations.  In Olympos the building tree changes from game to game.
-          Keyaerts rules are a joy to read.  The games must be well play tested, because our gaming group has yet to find an exception or conflict not specifically covered and easy to find in the rules.

I  know I am missing, well dozens of designers.  But here’s a good start.




Monday, February 20, 2012

F$%^ Space Alert Tips: 2 of a million part series.



Serious Threats are still not named Serious to fool you.

Read the F$^%ing card!


Beware Tunnel vision

It’s really easy to get locked in to what you are doing, and it’s really bad when you that’s all you are concerned with.    Try to keep informed of what your teammates are doing.   At least listen when they need help.

Power is not a limiting factor, its actions.  Always actions.

Main power guy really only has 4 actions committed.  1 move to reactor and 3 fuel rod adds.   That leaves 8 actions to help out in other spots!  He can easily help with lower blue or red side power/guns/C buttons.
Furthermore, the ship starts with 7 power.  And even a totally inept chief engineer will add at least 9.  That should be more than enough to handle the threats.  We should think about charging shields in the quiet spots early and then refilling those batteries before the other bad guys appear.






Sunday, February 19, 2012

Nerdy Friday recap - Now Captain you die, and we all move up in rank

Games played:  Space Alert, Ticket to Ride, No Thanks!

Space Alert:  This game still remains fresh.  Mostly because we haven't seen all the cards or played all the soundtracks.

Introductory training:  Handled with no problem
Advanced training:  Handled with no problem
Mission 1:  Whoops.  I screwed up the commando, forgetting that he moves.  He blew apart the previously damaged red section.  Sorry Captain Red Wings John.
Mission 2:  Captain Mike led us to a successful completion, but did it while screaming at everyone at the top of his lungs.  After action we had to check the F%^&ing rules to make sure that we heard the threats right and didn't downgrade a serious to a normal threat.  Security Officer Darren unlocked the arms locker and led a mutiny.
Mission 3:  No good deed goes unpunished.   Captain Darren gets the entire crew killed.  Again.  Warren may have survived in the interceptors, but probably asphyxiated before someone came by and rescued him.

So some things we did right in mission 2.  Ensign David blasted the ablative shield with the laser that takes no power before we piled on with the big guns.  One attaboy for David!  Captain Mike and Security Officer/Chief Engineer Darren tag teamed the power draining serious threat with a pair of B+1's.  That's how we do it downtown!

Things that went wrong in Mission 3.  Mike has an advantage when he's captain, he doesn't have to deal with Mike as a subordinate.  Mike miscounted the actions it took to kill the Man-O-War, which was bad enough.  But he also insisted that he had it right, so no redundancy was applied by Gunnery Sergeant Red Wings John.  Gunny played well over his head.  His timely missile launches ALMOST saved the day.  Oh yeah, Warren played with droids for the entire game, which means he basically passed 11 of 12 turns.

Ticket to Ride:  Warren won a really close game.  I knew I was screwed 3 turns in when I had cheap easy routes and no more than 3 train cards in the same suit.

No Thanks!:  David won the first game.  Bully for him.  Mike set a record for the 2nd game, finishing at -15! He wrote that down, but also got some amazing F&*%ing luck when he pulled that 11 card run out of his A$$.

Friday, February 17, 2012

F&%@ Steam!

Martin Wallace is a pretty clever board game designer, prolific too. We've played several of his games, and Brass is among our favorites. However he's probably most famous for his family of rail games that we're not familiar with at all. The first of which was Age of Steam (2002), followed by Railroad Tycoon (2005), and finally Steam (2009). All these games look, play, and feel very similar, with Railroad Tycoon varying a bit more from the other two.

Caveat: I've played Railroad Tycoon a couple of times and Steam just once. So I'm giving my initial impression but I'm no expert.

If you've never played any of these games, here is what you need to know. It's a map of hexagons, which cities spread around. Each city has some cubes on it. Cities are several different colors. Cubes are the same several different colors. You build track and try to connect cubes with their city (by color). Each turn the players pick roles with minor abilities and then go through the process of builing track, delivering goods, paying bills and picking roles for next turn.

In Steam (as opposed to Age of Steam and Railroad Tycoon), VP and income are separate, and points earned can be applied to income or VPs. This helps. The balance of income, loan, and VP is a strength of Brass, seems natural that he split this in the final iteration of his train games. It does make it fit a typical pattern of these eurogames though, where you play for money/income early, and then transition over to VPs.

The primary mechanic here is the cubes. You have a red cube in a given city, you need to deliver it to a red city. A grey cube needs to go to a grey city. And the further you ship it, the more points it's worth. So the the competition is to deliver a cube before an opponent can, and still get the most points out of it (which as I stated are then applied to income or VPs).

To prevent cubes from drying up, and to help set up big long distance deliveries, there are 12 sets of cubes that can be added to the board with the city growth and urbanization roles. These options are awesome and super powerful. But they come with a downside, that role picks much later in the next round. Because of this, you're not going to get urbanization several turns in a row or even more than a couple times the whole game. You have to set yourself up to get it and make sure you are going to earn big big points when you do.

This type of game is challenging for me, it's like chess. You have to think of all your options, all your opponents possible reactions (a couple turns ahead) and somehow lock cubes up so you can deliver them later for big points. Or force them to deliver a cube for small points before a bigger better option appears down the road. I'm not super good at this sort of thing :) so I think I'm going to struggle against my friends as they gain experience. I have good initial feel for it though, so hopefully I can rack up some wins before they start crushing me.

The game has TONS of expansions, not only by Wallace, but by fans (seems Wallace encourages this). He supplies pieces for a six player game even though the original game only places 3-5. This adds a lot of variety because building the same routes around New England or Germany could get stale.

A couple weaknesses. As I said, there is a lot to puzzle over when trying to figure out how to squeeze out the maximum net points out of the available cubes. And remember, after set up, it's all there. There are no more random events, just random players. This is the sort of thing that leads to analysis paralysis as players go over all possible scenarios going forward. Also, the game has something in common with Automobile: It feels like your treading water for the first half of the game, and then once you finally get going, the games over (in the case of Steam, there's simply nothing left to deliver).

Tips: I got nothing. Well, I have a few tips, but maybe once I get some actual experience I'll try and share something. Maybe I'll leave it to Darren.

I have to say, it must be nice to get three wacks at designing a game.


Tuesday, February 14, 2012

F$@& Tech Trees


Belated tech tree post.

This isn’t entirely about tech trees, it’s more about game mechanics that provide rules exceptions.  Often these fall into a tech tree path, but that is not necessarily the case.
Different games call them different things: buildings, research, technologies, developments or whatever.   I am going to use most of these terms interchangeably, because no matter what the game calls them, they all do the same thing; provide exceptions to the core rules.


The first game we played with this mechanic was Civilization (20+ years since we first played Civ.  Now that’s a spicy meatball).  Civ used generic resources to buy these.   Hold on before you protest that salt and bronze and cloth aren’t generic.  When you trade in a set, those are converted to a generic amount you can use to buy the developments.  And there’s no mechanic that makes you just get cloth instead of wine.  But I digress.  These developments do a couple things.  Almost always they give some kind of in play bonus (metal \m/ working lets you fight better), but they also provide a discount.  That discount makes an almost default tech tree.  Sure you can skip developments on the path, but optimally you want to get a lot of discounts before buying the higher value items.    Mike really took this to an extreme.  He had The List ™.  This was an ordered, itemized list of what to buy in what order.  I remember getting quite annoyed with The List ™ at the time, but in hindsight, a F$#%ing 6-10 hour game is probably what really bothered me.

So even though I have absolutely zero desire to ever play Civilization again, I need to congratulate that game on influencing pretty much every resource gathering game that came after.  This was the Godfather of designer board games.

Onto the modern equivalents.  Puerto Rico is a really elegant building game.  The resources are just drafted, no purchases required.  The buildings are structured within tiers.  There’s no tech tree at all, but generally tier 1 and 2 buildings are built early, with tier 3 built mid game and tier 4 for the end game.  The buildings also incorporate a draft; there are limited amounts of each building.  That is really really clever btw.  The small market costs 1 gold but gives the owner +1 gold off every trade.  Easily the most cost efficient building in the game, and if 5 were available every player would take one.  The Harbor gives +1 VP for every shipment, (arguably) the most versatile card in the game.  No matter what strategy the player employs, it’s hard to not go a game without shipping a good for VPs.  Not saying this is a must buy for every game, but it’s seldom a bad buy.  And the small market and harbor, like every tier 1 -3 building (not production facilities) is capped at 2.  Tier 4’s are strictly VPs and only one of each is available in the game.  The winner of Puerto Rico (even those with a massive shipment strategy) is the player who purchases the most synergized buildings.

So I can’t actually think of a game that has a strict tech tree hierarchy.   “You need this to unlock that, and there are not exceptions.”  7 Wonders has cards that unlock later cards, but that’s instead of paying the resource price.  That’s tech tree-ish and probably the closest example I can think of.  

A quick list of other games that I think fall into this tech tree, buildings style

Magic the Gathering
Olympos
Race for the Galaxy
San Juan
Galaxy Trucker
Brass
Glenn Drover’s Age of Empires: Age of Discovery

Most of these games are among my favorites, so I guess I really like the building-tech tree mechanic.