Thursday, September 25, 2008

Mommy, let's have a corn wash! (In the Shadow of the Emperor, Blue Moon City)

Ignoring the blog title is probably best.

This is likely my last post until Bharmer returns, because I'll be away next week. I decided to take advantage of this opportunity to play some four player games and chose In the Shadow of the Emperor, Blue Moon City, Pandemic and Wings of War. ItSotE took much longer than I expected, so neither Pandemic or Wings of War made it to the table.

In the Shadow of the Emperor

I'm not sure what I expected from this game, but this wasn't it. For whatever reason, I thought this was going to be a dry, short, abstract middleweight euro. It's not that.

(of course, I shouldn't have expected that Kozure would purchase a game of that description. Those are typically more my thing)

In fact, it's a fairly complex but thematically engaging game. A euro for sure, and abstract enough, but the mechanics work with the subject matter. It's a political struggle that starts in the individual regions of germany and ultimately leads to the choice of emperor for the Holy Roman Empire. A clever series of mechanics which see your nobles age and marry is well integrated and makes it even less likely that you will feel like you are just pushing abstract pieces around a gameboard for victory points.

Despite the fact that the game only lasts through 5 elections, it goes on for quite a while. Our game took 2.5 hours, although it didn't really feel like it. It's a zero luck game, so there is a lot of pondering going on.

The game reminded me somewhat of Agricola (though the rest of the group likened it more to Wallace's Way Out West). In a weird twist of fate, as I was playing the game someone else wrote this at the Toa of Gaming blog: What are the odds of two people making that same observation over a 4 year old game at the same time? Weird. Anyway, my comparison boils down the the action selection mechanism, which feels a lot like Agricola to me (though this game has the added benefit of marrying the efficiency game with area control board play to give it a better sense of interaction).

As an aside, "worker placement" as a named mechanism has been bugging me for a while because it doesn't really feel like an independent mechanic (in the same way that "area control", the "rondel", "Role selection" are distinct from each other). Isn't worker placement simply inverted role selection? Is the distinction that these games typically allow you to increase the number of roles you can take on?

I tried pretty hard early on to take on Shemp and get elected as Emperor right away. Unfortunately, I picked the wrong rival... he had played before (and won). I was barely treading water with my understanding of the intertwined mechanisms at work. He outsmarted me at every turn and I wasted round after round accomplishing very little. He won again, with Luch a relatively close second, Kozure third and me dead last.

In retrospect, I realize I severely undervalued the towers (which is the equivalent of not growing your family in Agricola) and tried too hard to stay in control of the regions I already possessed (which garners no victory points). Lesson learned.

I wasn't totally enamored with the game. I'm not sure if it was my mood, or my preconceived notion of playing several quicker/ simpler games that evening. Still, it's a very intriguing game and will probably get better with familiarity. I just hope the analysis paralysis doesn't become too much of a problem and diminishes with experience rather than worsen.

Blue Moon City

We finished up with Blue Moon City. It's a game I enjoy very much, and is pretty much a poster boy for the type of game I expected In the Shadow of the Emperor would be: relatively short, mechanically engaging, paper thin theme.

I didn't play particularly well. Luch won and I was still several turns away from placing my last cube. Normally, this is a pretty tight game, but in this match I wasn't even close!

Pandemic and Wings of War will have to wait. Until next time, wash your cars with corn!

Saturday, September 20, 2008

Every plane is a little different. One's just right for you! (A Game of Thrones, Wings of War)

Shemp was an indecisive dictator this week, so we brought a number of games to choose from ("we'll bring the games we damn well please", I believe, was the wording). He picked Kozure's A Game of Thrones, a game I've been trying unsuccessfully to get to the table for months... so no complaints here. We were one player short of the ideal 5, but we aren't good enough at the game to tell the difference yet.

A Game of Thrones

In order to avoid getting the same starting setup as last game, we chose the factions randomly instead of getting our traditional colours. I ended up with white (House Stark), Shemp was red (House Lannister), Kozure was yellow (House Baratheon) and Luch was green (House Tyrell).

House Stark is this game's version of Russia. Huge northern territory, mostly empty. It looks like a good starting position, because there is lots of land to expand to unchallenged. The downside, however, is that it's very hard to defend.

Very early in the game, Kozure gave me an ultimatum to exit the eastern sea. Outnumbered, I headed north. Once north, I realized there was no where left to go. Later on, when Kozure came followed me, I had nowhere left to go and was eliminated from the sea. My eastern border was wide open for attack, and there wasn't much I could do about it.

Problem was, to the south Shemp was also creeping towards me. We struck a deal to divide the regions a particular way, and then out of the blue Luch comes and takes one of mine by sea. Luckily, Shemp sank his ships which allowed my attacks on his units to eliminate rather than allow retreat. There was substantial border tension between myself and Shemp after that, as it was clear we were lining up to attack. I made what I thought was a shrewd move: Shemp had a considerable force (3 knights) in a region I wanted. He prepared for my attack, but instead I defeated the region to the south, cutting off any possibility of retreat when I would eventually turn my attention to the knights. It didn't work, though, because I passed up an opportunity to attack at bad odds and wound up having to defend at impossible ones instead. It was a stupid move on my part. Oh well.

The real problem, however, was that all this distracted us all from the real threat: Kozure was expanding unchecked. Before we knew it, he won. Did I mention that he waltzed in and took my starting province from under my nose? I knew that undefended border would come back to haunt me...

A Game of Thrones is a very good game. Even though there are large swings of luck due to the events that come up, they affect all players equally. In fact, it's biggest impact seems to be to make each session different (last game was characterized by a total lack of supply, whereas this one had one muster all game... keeping unit count low.) Another odd thing: The barbarians attack 2-3 times at 0 strength!

It had been nearly two years since we last played. I think we'll be playing again next week. Looking forward to it.

Wings of War

We had about 20 minutes left, and Shemp indulged me by picking Wings of War. I recently acquired a number of the miniatures and the Burning Drachens set.

As far as finding a wargame which is easy, attractive and fun enough to play with non-wargamers, this one hits it out of the park. When I first brought it home, I played a game with my 5 year old son. We had a great time, and I bought a few more miniatures a few days later.

Gameplay couldn't be simpler. Each plane has a deck of cards representing areal maneuvers (hard turn right, straight, swoop to the left, etc). Each deck is different and approximates the flying characteristics of the the real plane.

- Choose three maneuvers and places them face down on the table.
- Simultaneously reveal them one at a time.
- For each card, line up the "start point" identified on the card with your miniature, then pick it up and set it down at the end of the flight path symbol.
- If a plane is within shooting range of another plane, the targeted player draws a card from a damage deck and keeps the result secret.
- Once the total adds up to the damage capacity of the plane, it's shot down.

That's it. It all comes down to a 20-30 minute session of maneuvering around the table, trying to line up shots and avoid getting hit in return. It's fast and fun, and looks really nice. The game ships with a large number of optional rules for special damage, altitude, zeppelins, tailing, etc. Of these, we only played with a few of the special damage types (fire, gun jams and damaged rudders). It took about 1.5 minutes to explain the rules and we were dogfighting.

I played the red baron in his signature red Fokker DR.I. Shemp joined me as the german Albatros D.Va. Luch and Kozure teamed up with the SPAD XIII and the Sopwith Camel, respectively.

Well, the Fokker lived up it's reputation as a fragile but agile plane... but the Red Baron did not live up to his reputation as a pilot capable of flying it. I was shot down by the Kozure's Sopwith rather quickly (I drew a 5, a 4, a 3 and a 1). Shemp managed to last a while longer, but ultimately succumbed to a concerted attack by the good guys (he drew a ton of zeros and ones and therefore managed to survive several hails of bullets).

I think it went over quite well. I'm not typically into miniatures because they often end up being clunky and complicated. I'm happy to say that Wings of War is an exception, and I like it very much. I'd like to try a balloon busting scenario next time, maybe with more/ newer planes.

Now, I just have to figure out how to store these things...

Thursday, September 11, 2008

On Winning (Glory to Rome, Agricola, Race for the Galaxy)

One thing that this blog doesn't really focus on is who wins and "winning strategies". I think that is largely due to the fact that we're a pretty laid-back group and it's not really the main intent of our play - that is, although we do our best and definitely are competitive, we're not aggressively (or ridiculously) so. I've read a lot of horror stories on BGG and even witnessed a few games playing with other people or groups where it was obvious that winning was the main goal of a particular player. I've seen people storm away from a gaming table; I've seen Paris Hilton-level pouts and sulks and seriously obnoxious rules-lawyers, know-it-alls and "gotta-wins".

Generally speaking, and in fact with probably 97% of boardgamers, they're nice, well-balanced people. That percentage may be a little lower with RPGers (not to knock RPGers, since I am one, but the weirdness factor definitely is a little higher in that social circle).

I do want to comment on what a pleasure it is to play with this gaming group. It's one of the highlights of my week and I always look forward to it, as much as a day or two beforehand. Agent Easy, Bharmer, our occasional visitor Jaywowzer, Ouch, and Shemp are all pleasant opponents and good friends.

That said, (and at the risk of sounding obnoxious) it does feel awfully good to win all three games in an game night. I guess the victory is somewhat sweeter knowing that you're up against decent opponents and often coming in a close second in some tight games the previous three evenings I've attended.

The first game of the evening was Glory to Rome, one of the triumvirate of similar card-based resource optimization games started by San Juan and continued by Race for the Galaxy. I like the theme and general mechanics of this game, but I still have trouble with the powers of some of the building cards, which occasionally seem unbalanced/overpowered or somewhat... I don't know the best word... arbitrary?

The Catacombs - for example. A card which ends the game at the whim of the builder? Or the Forum, which wins the game regardless of influence if you have one of each clientèle (not a difficult situation, with some combos - like the one which lets you perform a patron action for each influence on completion of the building). Another, whose name I've forgotten, lets you perform an action twice for each of your clientèle if you lead or follow an action. The Ludus Magna (allows client Merchants to act as any other occupation) in combination with a few Merchant clients can also be a killer combination. Similarly, the Temple, although difficult to build, can give an amazing advantage to a player (nine card hand!).

The game seems more interesting than San Juan, but simultaneously less balanced, so I'm not sure if one is better than the other as a game design. Given the choice, I'd still pick Glory to Rome, but San Juan is probably a "tighter" design. Glory to Rome also lacks one outstanding characteristic of its two brethren games, brevity.

Since I had missed out on vaulting materials in previous plays, I made sure I did so about mid-way through the game, instead of scrambling at the end. I also built a temple early on as my first building, which helped immensely when I did the thinker action. The combo of decent buildings with a lot of marble and brick in the vault put me well in the lead. It also helped that Jaywowzer was struggling a little with the rules, so his usually savvy play wasn't interfering with my nefarious plans.

Agricola is also a somewhat overlong game in which the deal of certain cards (occupations and minor improvements) singly or in combination can give a player a secret and fairly distinct advantage. This is a different criticism than the imbalance of individual cards which are available to everyone as in Glory to Rome. Inasmuch as that is true, you can still lose with poor play even with the best of card combinations. I think (though I must have at least ten or more plays of the basic game to be sure) that the best way to play this game would be to have a common pool of available occupations and minor improvements dealt at the beginning, with players using coloured markers to indicate which have been purchased. This way, each player has the same opportunity to use and benefit from the same occupations and minor improvements, and the replay value is retained through the cycling of cards (the family game, though interesting and good as a learning tool, does seem like it would become repetitive after a dozen plays).

I pursued my usual strategy of a balanced approach with a slight focus on planting/sowing. This time I did manage to get more animals earlier in the game, which helped with feeding my family and with end-game scoring. Once again, however, I lost out on a fifth family member and a five room house. I also have yet to upgrade to a stone house in this game. I had actually been trying for a build strategy this time around, since I had the master builder card in my hand, but it didn't pan out.

A nice combo appeared for me in the form of the berry picker, mushroom picker, and reed gatherer occupations plus the basket minor improvements. They are relatively short term gain occupations, but can make the difference between begging and not begging when grabbing a lot of wood.

I think a lot of what helped me to victory is managing a third family member early on. The number of extra actions helped me a lot.

As happy as I was with my play, I still only managed a very narrow victory over Agent Easy with 38 points. Easy was super-close with 37, as was Jaywowzer with 34 and Ouch managed one of his higher scores in the game, 24. Ouch did get some nice card combos initially (master baker, potato dibber, grocer(?) and something else) but didn't quite translate them into a higher score, unfortunately.

Race for the Galaxy continues to be one of my more enjoyed light euros. It's quick, competitive and well-themed. One drawback is that it is a less interactive game than Glory to Rome (while still being more interactive than San Juan) which does lend a sense of not really having to pay much attention to the gameplay of others. That's a dangerous habit to fall into, though, because failure to notice strategies, especially produce/consume timing, can make or break a winning bid.

I drew New Sparta, but had a dearth of hostile worlds, so I had to pursue a mixed economy strategy initially. Early play of the Interstellar Bank bankrolled a lot of later purchases and once I did start getting military power in combination with the usual New Galactic Order (I think that's the one, the one with VPs for military power), I was feeling good about my chances. Jaywowzer ended the game a little earlier than I expected, though, with the play of his twelfth tableau card. Ouch and I tied for VPs with 28 apiece, but I squeaked the win with one more card in hand and one more resource in my tableau. Jaywowzer was in the 24-26 range (I've forgotten) and I believe that Easy was in the 20-24 range.

So, I won Race for the Galaxy, but narrowly. Hat Trick... woo hoo! USA! USA! USA!

I'll be quiet now.

Saturday, September 06, 2008

Yum. Aminals. (Agricola, Colossal Arena x2)

Bharmer is out for the month, so we were four.

Luch chose an animal theme (sorry, aminal), and asked that we lead with Agricola. We set up outside in Kozure's backyard and launched into our first advanced game as a group (it eventually started raining, so we ended inside)

Note to self: Agricola is a difficult game to bring inside quickly when it starts raining.

From my hand, I saw a number of cards which had great potential. Of note, I had a card which let me instantly go from 5 rooms to 6 for free and another which let me get a free stone room. I figured I'd try to build a seven stone room mansion on my little farm!

Trouble is, I got distracted by the pastor card which gave me a ton of goods if i could only manage to be the last player with only two rooms. Considering our last game saw everyone go to three rather quickly, I didn't think it would be too difficult. Unfortunately for me, the cards had a distracting effect on everyone else and the desire to play minor improvements and occupations led to a slower than usual path to a bigger house. Shemp, in particular, was sticking to two rooms forever. By the time I decided I couldn't wait any longer, it was already too late to achieve my goal. I did still manage 6 stone rooms, but the seven would have taken another 2-3 actions to gather the necessary goods for the minor improvement. Meanwhile, I managed a rather lucrative animal based farm which kept my family comfortably fed throughout the game. In the end, despite losing several points for empty pastures and a complete lack of plowed fields, corn or vegetables I snuck past Kozure for the win.

With four players, the game feels significantly less constricted than with five. Of course, as I mentioned earlier the cards were distracting us from the basic actions, so that may have had a lot to do with this feeling (in fact, 50% of our scores were lower with the cards than without, so clearly they take some getting used to).

I think the addition of the advanced game is a necessary thing to keep Agricola fresh, so the added complexity is worth it in the long run. The family game is more or less scripted (not to say that there aren't multiple workable strategies within that framework, just that much of the grain of the gameplay will need to follow the same basic order every game). The cards I've played with don't fundamentally change much that is going on, but it does encourage you to see the value of things differently. It also makes predicting other player's moves more difficult (in a good way).

Shemp and Luch asked that we go back to the family game a few times so that they can get a better grasp of the fundamentals, so we are unlikely to play with the cards for a while. Agricola continues to be a fun game that keeps me thinking, but like Shemp said "It's a good game, but I don't really understand all the love it's getting on BGG"

We finished up the evening with two games of Colossal Arena. We even played with the character powers! Luch proved to be quite the shark in this betting match and won both games. I'm happy to say that both games went much quicker than other games of this we've played and therefore felt much better. If we can keep the length to +/- half an hour, it's a fine game.