Sunday, August 31, 2008

Games with rules and components (Entdecker, Pillars of the Earth, Fairy Tale)

Kozure was camping, so it was a foursome.

Entdecker

Before Shemp arrived, we started with Entdecker, a game we pretty much massacred the rules to last time. What is it about Teuber games, anyway?... We keep mangling the rules to Domaine as well (I should say "kept", as we haven't played Domaine in a really long time... hmmm... we should fix that)

We managed to correctly play the exploration rules, and we filled in the areas correctly. Unfortunately, we completely screwed up the in game scoring because we were only giving points to the first place player! Lucky for us, we noticed well before the game was over and gave back the points to the players who should have received them. I'm pretty sure we got it right, too.

The starting scenario we used had the 4 bonus tiles set up in 2 pairs on either side of a wall of water. Obviously, it was a race to set up two huge, high scoring islands. I snagged the first one, but I poured a lot of effort into it and Bharmer and Luch both received points for it. Luch and Bharmer worked together to develop and close the second island, and I got shut out. Bharmer was way out front in points, so I started closing lots of little islands to get my scouts onto the village tracks and tried to secure a couple of high scoring huts. In the end, it all came down to a single tile draw... if I could flip a tile that closed the second last space on the board, I would be able to send the last scout I needed to secure a pivotal majority. If the tile I drew didn't fit, Bharmer would do it. I got the tile I needed, and won the game by a slim margin. It was close all around (Luch, who was behind most of the game, got a lot of points off the scouts and nearly overtook us).

Entdecker and Domaine actually share a similar space for me in the game landscape. I really enjoy both, but they are somehow unspectacular. Between the two, Domaine is the tighter game, but the late land grab that usually determines the winner is a big problem. If Entdecker was a little shorter, and if it did a little more to differentiate itself from other exploration games (like the superior Tikal), I'd probably want to play it more often. The luck involved may rub some the wrong way, but it fits the theme well in my opinion.

Anyway, I don't intend on trading it or anything. It' a fun game to play once in a while.

Pillars of the Earth

The latest "new" and/or "hot" game mechanic is "worker placement". It was featured in last year's Caylus (which I've never played) and in this year's phenomenon Agricola. Pillars of the Earth was released between those two, features similar gameplay mechanics and has been well received in it's own right.

If you watch Oprah, or if (like me) you have a spouse that does, you know that Pillars is based on a novel that somehow involves the building of a cathedral. Bharmer has read the book but claims not to watch Oprah. Whatever, I have my eye on him. Anyway, here the cathedral simply acts as an elaborate timer: after each round one section of the cathedral is added. When the cathedral is complete, the game ends. As an aside, we all disliked the cathedral design proposed by the game. The one we built with the pieces was decidedly more... deconstructionist.

These worker placement games have certain similarities: There are a lot of options laid out at once, and players must find the most efficient order to choose them in. However, small differences can have a big effect:

-The mechanism used to determine turn order in Pillars is slightly wonky (each player has three token in a bag and they are pulled at random. If you get picked early you have to pay or go to the back of the line). I'm not sure that the cost makes up for getting screwed out of turn order, but is it really worse than Agricola, where placement is simply clockwise?

- Whereas Agricola is fairly devoid of interrelated mechanics, Pillars has several interesting tradeoffs inherent in the system. The resource mini-auction at the beginning has to be weighed against the gold provided by unused resource workers. The resources are converted into victory points at different rates according to the different professionals you've hired. Etc.

- This may sound petty, but the presentation in Pillars is several leagues better than in Agricola. Instead of multiple awkwardly organized boards in the middle and piles of wooden tokens with no place to go, Pillars has a single board with a place for everything. Even money is handled with a track (a system which works remarkably well, and yet I can't think of another game that does it). Also, despite the fact that there is a similar seeding of the board that occurs every round, it's far more reasonable.

Anyway, I thought it was a pretty good game. There is a good amount of push and pull, tough decisions, etc, etc. I'm still wrestling with my feelings over Agricola, because although I can point to several things that Pillars does better I can't deny that it feels more generic than Agricola does. When I played Agricola, it felt like a rather different animal than the other games I've played, Pillars doesn't. Agricola also has the obvious advantage that it's entirely modular design allows it to be more variable and therefore (theoretically) stay entertaining longer. I say theoretically because after five games I've noticed a sameness developping in each game potentially due to the semi-ordered presentation of the action spaces, the need to do things in a certain order to get your farm going, and needing a little bit of everything in order to do well. Keep in mind that I've only played one advanced game and only one multiplayer game, so the sameness issue may not be real (and if it is, the modularity would make it very easy for an expansion to completely turn the sameness on it's head). So, while Agricola lacks severely in the elegance dept., it feels like it breaks new ground.

In our session, I first tried to go long on sand, acquiring a prince that gave it to me for free every round fairly early. I overspent in the second round and bought myself a lead that was already erased by the third. The others where manipulating turn order and stealing all the sand contracts before I could get them, so I switched to stone. I couldn't get it together, though, and placed last. It was a tight race between Bharmer and Shemp for first, but I can't remember who won in the end (I think it was Shemp).

Fairy Tale

This has been a long post, so I'll keep this short: Fairy Tale was much more fun with four players than it was with two. It felt more like I remembered, so it's nice to see it wasn't a worthless trade. I actually think four might be ideal, if only because during the draft you know one of the cards in your original deal will come back to you.

I was doing pretty well until Shemp hunted the card I was using to unflip two cards that would have triggered lots of points on the table. I didn't recover. Still, Bharmer had a huge score on the table and won... I don't think any of us where even within striking distance.

Fun filler.

Thursday, August 21, 2008

All that, and a bag of chips? (Civilization, Agricola, High Society x2)

We all gathered once again to conclude our latest game of Sid Meier's Civilization. In our last session, I had managed to stay under the radar and gain a significant lead through the purchase of a large amount of technology. If I was permitted to survive until the end of the game, I would surely win. The players all agreed that they would cooperate to take me out. I fully expected to be obliterated tonight, but something else happened... the other players conceeded the game and we played Agricola instead! (Bharmer wasn't enjoying the game, and successfully stopping me meant that I would be eliminated and they would likely have to spend a fourth evening determining the new winner. My success was far from assured, but I had a real shot so we called it a game)

Agricola

Agricola is the new "it" boardgame. So much so that it has currently unseated Puerto Rico as the number 1 game on BGG, a feat no other game has yet managed to do (I have no idea if it will stay there, but I wouldn't pick either game as my favorite so whatever).

The theme here, predictably, is farming. The implementation is more literal than most, however... each player actually gets a board depicting a little plot of land and over the course of the game they have to till the land, grow crops and raise animals while trying to improve the house, raise a family and... you know... keep everyone fed.

The mechanics involve a central board depicting a plethora of available actions, each of which can only be chosen once a round. Players start with a two room house and a husband and wife team, and each of those can choose to do one of the available actions every round. As the house grows, babies can be had and they can grow up and take actions themselves. Meanwhile, gathering food becomes tougher and tougher. Predictably, not having to resort to begging is a prime motivator in the game.

In the end, the farm is scored and almost every aspect is graded: from the number of wasted plots of land, to the number of children, the amount of food on hand and the variety of livestock being raised. Because there are way more things that need doing than there is time to do them, Agricola is a capital "E" efficiency game.

Prior to this evening, I had tried the solo family game a few times. It actually works fairly well as a sort of optimisation puzzle, so that was good. Sadly, the rulebook could have been significantly better... it works as a reference but a new player will be lost for a little while. As an example, there is a simplified "family" game which is recommended as the first game. Wouldn't it be logical then to make the instructions prominent and simple to follow? Instead, the advanced rules are described first, then a paragraph explaining how to convert the rules for a family game can be found eight pages in. In other words, those the least familiar with the game are asked to first read and understand the complex rules and then to modify them according to a few paragraphs at the end. Also, on a number of occasions the rules refer to a board by name without actually ever identifying them anywhere AND they include a number of alternate boards without explanation, leaving a beginning player trying to sort out all these components fairly confused (at least, I was). Once you know what everything is, it's all fairly obvious, but new players DON"T know what everything is by definition. There is more, but you get the idea.

Luckily, the game itself is quite good, and play is pretty smooth and intuitive once things get going. The only direct interaction between players is in the action selection, but since competition for certain spaces can be fierce I don't expect anyone to start talking about "multi player solitaire". If I had a gripe, it would be that reloading the board every round gets a little tedious.

Bharmer proved he is the efficiency king by winning with a farm that was completely built up through a balanced approach that left him with five family members in a clay mansion with just about every scoring category covered. By contrast, I had four empty spaces, only three family members and several blanks in the scoring sheet. I honestly thought that my previous experience with the solo games would give me a significant advantage, but since I came in second-last I think we can forget that. Having so many other players competing for the same actions really changes the dynamics of the game... I spent the last five rounds trying to build fences, but the option was always snagged before I could. Goods rarely accumulated. etc, etc. It's very different playing an efficiency game by yourself than trying to be efficient when the thing you want to do is frequently unavailable.

I guess I can't really talk about Agricola without mentioning the huge amount of cards that can be used in the advanced game. By dealing out a hand of 14 cards to every player, each game is slightly different. We didn't play with them, however, so I can't really comment much.

I actually really like Agricola. I find myself thinking about it quite a bit afterwards, trying to think of a better way to get things done next time. I'm also really looking forward to trying out the decks of cards and seeing how they impact the game. It's not my favorite game. In fact, like Puerto Rico, I'm not sure it's in my top 10. Still, it's good and definitely worth trying out.

Bharmer and Kozure left for the evening. We finished up with two quick rounds of High Society. Shemp rocked us in both games, but at least Luch put up a fight.

Monday, August 18, 2008

Eleven O'Clock Shadow (Pillars of the Earth, In the Shadow of the Emperor)

In a satisfying Western Middle Ages-themed evening, we played two games new to the group: Pillars of the Earth and In the Shadow of the Emperor.

Pillars of the Earth is a game for 2-4 which evokes the trials and tribulations of building a late Romanesque/Early Gothic cathedral in 12th Century England.

Based on the novel by writer Ken Follett, players need not have read the source material to enjoy the game. I'll skip exacting details of the rules, but here's a general overview:

Players seem to be competing teams of craftsmen and workers trying to contribute most successfully to the construction of a cathedral. Turn order is determined initially by random selection.

Players then draft resource and craftsmen cards from a common market in turn order from the start player, which determines which craftsmen are hired (at a cost) and which resources their workers (labourers) will harvest in the upcoming turn.

Subsequent "round order" is determined by a fairly original blind draw method, which gives each player the option to select their action when their pawn is drawn from a bag by paying a set cost or passing. The cost decreases with each draw, each player having three pawns in the bag and selection (followed by payment or passing) continuing until all pawns of all players have accounted for an action. Players who pass on the opportunity to pay for an action select an action for the pawn much later in the round for no cost

The rest of the game is a sort of resource management and task optimization game - you need X number of Y type of material to get Z number of victory points - different craftsmen deliver different ratios of material (or gold) to VP (or occasionally gold) conversion. Other action/locations confer other benefits (gold for each worker at the Wool house, 1 or 2 VP at the Priory, skip random events at the Abbot's house, and so on).

After determining play order, the players conduct 17 (!) steps in each round - at each "stop" along the path, taking the actions in the order indicated by the placement of the pawns during the action draw mechanic. You resolve events, get paid, take VP, harvest resources, draw new craftsmen, gain temporary workers, sell or buy materials and convert said materials (as desired) into VPs, then determine the start player for the next round.

The game is fun and thematic but has a number of random elements which can significantly alter player success quite independently of their skill in playing the game. The pawn draw action order mechanic is the first heavily random element. Second is the material selection cards. Third is the craftsman cards, a fourth is privilege cards and the event cards also insert a considerable amount of luck to play. Now, I'm not against randomness on principal and in this case it seems to fit well with the theme, but it does get to be a little much. Balancing against the randomness (and in the designer's defence) you can select actions or use strategy to avoid being hurt drastically by either random events or the craftsmen/resource/privileges which you either receive or manage to miss. However, you cannot escape the fact that luck can be a major factor in your success or failure.

I like the look and general feel of the game. The round timer (a miniature, stylized wooden cathedral) is overdone but fun to use and gives a good sense of progress. Play is relatively quick (once you get the general concepts down) despite the drawn-out action selection process.

Overall, a decent game (if not something which grabbed me like Imperial did) with good production values and solid gameplay. Looking forward to additional plays.

From very random to not so random at all, In the Shadow of the Emperor is an area-influence game with some aspects of Way Out West, Intrige and a number of other area-influence games.

Players are powerful aristocratic families in Mediaeval Germany, vying for power and high political office in the Elector states of the Holy Roman Empire. One player is chosen at random as starting Emperor, but from that point onward, no randomness intrudes. Players place barons and knights into positions, and then have the option to conduct actions which move, negate, age, marry, promote (and so on) the barons and knights so as to achieve enough power in each of the three ecclesiastical states and four secular states to elect the emperor. Various machinations affect their positioning, along with an interesting mechanic for aging nobles, essentially putting a timer on how long you can hold onto power in each state.

The game suffers to some degree from a rulebook with some bad translations and oversights, but generally it's a challenging and very strategic game with a lot of direct player competition and intrigue. Some might criticize the clockwise-from-the-Emperor turn order mechanic, as seating position and initial Emperor selection can have a great effect on the outcome, but you can't complain about randomness in the game itself. Play continued past the 11:30 PM mark in order for us to be able to finish the game, but no one seemed anxious to abort the game early, which is always a promising sign.

Since the strategic depth is so great (and the gameplay mechanics relatively light) this is a game where multiple plays are possible and desirable for best appreciation. I hope this one gets that privilege.

In non-WAGS news but still game-related, I managed to get in a game of 1960: The Making of the President which is only two-player but worth mentioning. I had traded a few of my older and seldom-played wargames for 1960, which is an area influence game with a card-driven strategy mechanic and a wargame-y feel. Players take the roles of Richard Nixon and John F. Kennedy in the American presidential election of 1960. It's sort of a re-themed version of the designer's earlier game, Twilight Struggle, but the games differ enough to be different games, while being similar enough to make transition from one to the other quite smooth.

I like Twilight Struggle more, of the two, but 1960 is no slouch either, and well worth owning, if only for its gorgeous production values, clear rules and concise player references.

Wednesday, August 13, 2008

Imperial Ambition (Imperial)

We played Imperial again this past week. It was good with three players, a little different, mostly because you end up controlling more countries, so you have more chances to interfere with your own plans if you buy too many bonds.

Somehow I managed to get shut out of country ownership again for a few turns (far fewer than last time). Stupid. I think I bought too many high value bonds too early in too few countries. It really is quite crippling to not control a country. Anyhow... I can't remember who won - I think it was Ouch, with Shemp being very close, and I wasn't too far behind. I actually thought I was close to winning, but I peaked a little early and Ouch(?) ended the game before I recovered.

We had an interesting situation in which Ouch pumped up the power of two nations quite quickly (Germany and Austria-Hungary), effectively killing interest in their bonds for a fair portion of the game, since the possibility of increasing their power without considerable expansion or investment was difficult. That didn't stop me and the others making a last minute bid for Austria-Hungary bonds when it made a end-game factory expansion.

I enjoyed it as much or more on the second play... and it's a faster game with three.