Thursday, January 27, 2011

The long and the short of civilization building (Sid Meier's Civilization, Ra: The dice game x2, 7 Wonders x2)

I'll be wrapping up two week's worth of session reports into one post again this week. If anybody reads this, sorry!

Civilization

Last week we finally got the new Fantasy Flight Sid Meier's Civilization to the table. This game has just about nothing in common with the Eagle games version of the same name, but according to Kozure it has a very tight relationship to the videogame. In fact, as I was going over he rules with him, he was predicting what I was going to say based on his experience with the computer version, so it seems like the relationship is definitely there.

This game has all the usual trappings of civilization games: a tech tree, trading, politics, various paths to victory, combat... and game length. Compared to the Eagle version, the playtime is a very reasonable 1 to 1.5 hours per player. For a typical game night, it's right at the top end of doable.

The game board consists of several large square tiles that are arranged in a rectangle or triangle pattern (based on # of players) and revealed as the terrain is explored. Each player draws a political power from amongst the 6 available ones (Rome, America, China, Russia, Egypt and the Germans). Players really only have two kinds of units: Scouts and Armies. Scouts are used to found cities, and armies fight wars. The map is littered with symbols representing trade opportunities, natural resources and labour pools. When a player has a city, all the surrounding spaces are considered the city's outskirts and all things produced by those squares are available to the player who controls it. As the game progresses, wonders, buildings and great people will be placed in the city's outskirts and replace what they used to produce with the symbols on the token in question. All these resources are used to try to achieve one of 4 distinct victory conditions: Cultural, Financial, Military or Scientific.

Overall, the game quite impressed me in our initial playing. Many games of this type owe their game length to the time required to fiddle with purchasing military units, upgrading, trading or navigating the tech tree. In this version of the game, much of this fat is trimmed and the resulting gameplay is surprisingly efficient. The tech tree is very well done: a level 2 tech can only be placed on two level 1 techs. It's literally a pyramid. Simple, and works well. Resource gathering, building constructions, military advancements, wonders, styles of government and wealth are all dealt with in a manner that works, feels thematic yet requires very little overhead. Quite an achievement.

Still, it's not perfect. Chief amongst my complaints would be the combat system. Each token on the board represents an army, but the actual units are represented by cards and when a battle occurs a mini card game sub-system kicks in which didn't really click for me in our fist game. You draw a random set from your deck (why am I sending out random troops again?) and then play a series of rounds of establishing "fronts" and resolving combat "rock/ paper/ scissors" style. I can't say it doesn't work, but it's fiddly and introduces unnecessary downtime in a game that otherwise avoids most of these traps. Also, the culture victory condition involves dedicating your city to the arts and advancing your token along the culture track. Along the way, cards are drawn that give the player the ability to take some "take that" style actions on other players. I don't know, but it felt a little tacked on and random to me. "Take that" actions are rarely satisfying and can punish the receiving player arbitrarily (a similar problem I have with the church effects in Warrior Knights). I'm hoping that when we play again we will see more negotiating and hopefully these attacks will work better in the context of deal making and threats.

Lastly, the streamlining did come at a cost. Although the different factions are present, and different ages are represented by their technologies and wonders I couldn't help but notice that the progression from one era to another felt muted and diffuse. Modern day americans going against the egyptians, researching an ancient technology late in the game to make room for an additional modern one doesn't make sense and somewhat disrupts the thematic continuity/ atmosphere. It's not a big deal, but there it is.

Otherwise, a very solid addition to the civ building genre. Probably my favorite to date for it's combination of playability, play time and overall strategy and fun.

In this session I was the Americans, Kozure was the Russians and Shemp was the romans. I expanded like everyone else, but quickly saw that the Russians would overpower me so I concentrated on a cultural victory. Along the way, I watched as the germans and russians pulled away militarily and scientifically. Somewhere, I realized that I wouldn't get there in time but saw that an economic victory was attainable. I was one turn away from winning when Kozure took advantage of his steam technology to send a large force to destroy Shemp's capital (for a military victory). Just before the battle took place, Shemp declared a financial victory. In fact, it was a little anticlimactic because he only realized he could win that way as he was scrambling to find a way to fend off the incoming russian threat. He realized he could simply spend trade to add a coin to an existing tech and win the game.

Still, it was very close. I assume that such "accidental" realizations of victory will diminish with subsequent plays!

Ra: The Dice Game

I missed the first game since I arrived late (stupid work!), but participated in the second. It's a fun game, but not the equal of it's parent. Another difference: I do well at RA. I suck at RA: The Dice Game, if this session is any indication.

7 Wonders

We played this twice. This was our first try with more than 3 players (with Bharmer around, we were four). Early impressions continue to hold... this is a great, quick, engaging and clever game. 30 minutes with 4 players, lots going on, very fun. With 4, it's already noticeable that the free upgrades are harder to come by (of course, as Shemp pointed out that may also be because we are getting better at blocking). This week we saw a science win and public building win. There is no question that science is strong and needs to be watched, but clearly other strategies are viable as well. I bet that with time the winner will be the player who manages to eek out the most points in many categories that will win, due to other players blocking the obvious strategies.

Also, this was our first playing with the "B" sides. Not a huge difference, though since the wonders are less consistent in their VP allowances you need to play to their strengths or else you can fall behind (in the second game I lost badly despite having built the three stages of the Hanging Gardens. Only the first stage was worth VPs, with the other two allowing me to play the 7th card in a round and giving me a bonus science symbol. Alas, I was denied most science cards and didn't capitalize on the ones I did get). Typical scores are quite close. Lots of fun.

Saturday, January 15, 2011

I wo-wo-wo-wo-wonder (Clans x2, Vikings, 7 Wonders)

Shemp went on a rare buying spree and purchased three games recently. Clans, Vikings and Acquire made it under the tree for Christmas. Tonight, we played Clans and Vikings, as well as my christmas present: 7 Wonders.

Clans

Clans is an older euro that was released in 2002. It's ostensibly about the formation of clans in early human history, but it's really just a pasted on theme. It is played on a board broken up in several small terrain sections (plains, mountains, etc). Wooden huts in 5 different colours are seeded across the board, one per space. On a turn, players must move all the huts in one space to an adjacent space with at least one hut (the clans are consolidating into bigger, more populous clans). Once a grouping is no longer connected to a space with any other huts, it is scored. All colours present receive the same number of points UNLESS all colours are present, in which case any singles are eliminated before scoring. The game is played over a couple of different eras and each features a terrain where bonus points are gained, and a terrain where no points can be gained (because that clan is DOOOOMED). The catch is that each player is secretly dealt a colour at the beginning of the game, so no one knows which colour is benefiting which player at the beginning (and, even at the end, in our case). There is therefore a requirement for bluffing if you don't want other players to start hosing you because they know who you are.

Clans reminds me of China, in the sense that it feels like a lot of game in just 30 minutes. It's extremely simple, but the combination of secret roles and possibility for screwage made it quite enjoyable. We actually played twice, and in the second game we were already seeing some layers to the strategy... scoring groups of huts in the doomed terrain to get the tokens off the board, moving groups of huts into combinations that encouraged other players to make your moves for you, etc. Good game.

Vikings

Vikings is also a kind of old school euro. It's central mechanic is an auction where players have to bid for a combination of vikings and land tiles. The vikings and land tiles are then placed on a player's tableau, where vikings in different places gives money, victory points, etc. There is too much to explain here, but it's essentially an efficiency game that feels like a more forgiving Princes of Florence. There is a nice mechanic where pirate ships must be guarded by warriors, or they nullify al the vikings placed in that column. It was a fun game that I would gladly play again, but it's not a stand-out either.

In this session, I went for fishermen vikings early and didn't get much else other than warriors. Although the fisherman did net me a huge number of points at the end, I was so far behind that I still ended way last. Kozure was far in the lead. Clearly he nurtures his inner viking.

7 Wonders

7 Wonders is quite popular right now, so I won't bother describing it much other than to say that it's a card drafting game with a theme of building civilizations. Cards can be used to gain money, to build a wonder of the world, or build a building/ develop a technology. Remarkably, it plays in 30-45 minutes even if played by 7 players.

The trick to making the game work so quickly even with large number is that each player is only able to interact with their neighbor on the right and left. In other words, no matter how many players are playing it's alway essentially a series of discreet 3 player games going in a circle.

In my opinion, this game is pretty slick. There are many things to consider, and many different paths to follow (production, science, wonders, etc). Although I felt dissatisfied with Fairy Tale, 7 Wonders feels substantial enough while you are playing. It's obviously been seriously playtested... it plays very smoothly. Also, the card art is extremely well done.

Overall, this game seems really good. There aren't many good 7 player games out there that play quickly, and even fewer that play as well across the entire player range (from 3 to 7 players).

Our first game was extremely close. I was forever the whipping boy as my military might was forgotten in favour of going for scientific achievements. I did managed to get quite a few and the big points made at the end gave me the win.

Rocket science is hard (High Frontier)

A few weeks ago, we played High Frontier. This was my second play, but Kozure and Bharmer have played 3-4 times now and Shemp was playing for the first time.

Shemp struggled through the game in much the same way I did the first time out. I came in thinking that it would be much easier this time but I had a hard time getting started anyway. The game simply requires such precise planning that it's hard to wrap your head around when you are not sure what's going on.

I was playing the group that gave a bonus to thrust, so I took the solar sails and went to Mercury. I had forgotten that it was necessary to exceed the planet's rating to land/ take off for free and had to really be creative when I got there to avoid wasting the whole trip. I did manage it, though (I had a second thruster). I developed a better thruster and things became much easier. I managed a second factory, a first for me. Meanwhile, Kozure had a tragic accident and lost all his early progress to an explosion. Bharmer similarly suffered an explosion and suffered a setback, but his was later. Thanks to being explosion free, I managed to beat the more experienced players by a few points (otherwise, I am sure I would have been a distant third).

High Frontiers was much more enjoyable this time. The early game feels kind of pointlessly lengthy (lots of purchasing/ reselling just to get water supplies up), which is a bit irritating in a game that is so long. It also still feels like the dramatic drop in game difficulty once advanced techs are developed could have been softened somewhat. From Kozure's description of the advanced game, there is a bit more granularity to the progress in that version, so it could be a case of seeing the concessions made to simplify the system. Either way, it continues to be a very intriguing game that I look forward to playing again.

Sunday, January 02, 2011

2010 WAGS Year in Review

2010 has drawn to a close. Here's a quick look at what we played this year.

10 plays
Dominion

7 plays
Mr. Jack

6 plays
Macao

4 plays
Bacchus' Banquet
Chaos in the Old World

3 plays
Cyclades
Mexica
Ra
Steam
Warrior Knights

2 plays
A Game of Thrones
Beowulf: The Legend
Carcassonne: the City
Dice Town
Glory to Rome
I'm the Boss!`
Jungle Speed
Ra: the Dice game
Small World
The End of the Triumvirate
Tikal

1 play
Dungeon twister
1960: The making of the President
Alien Frontier
Battle Line
Boomtown
China
Cutthroat Caverns
Die Macher
Dominant Species
Dungeon Lords
Galaxy Trucker
Goa
Guerilla
High Frontier
In the Year of the Dragon
Le havre
Lords of Vegas
Louis XIV
Mare Nostrum
Pandemic
Perikles
Race for the Galaxy
Roll Through the Ages
Santiago
The Fires of Midway
Through the Ages
Thunderstone
Way Out West

So, that's 96 plays of 49 different games, a little below average for us.

2010 was a very peculiar year at WAGS. We unfortunately lost a core member as Luch could no longer attend. We also dealt with some life/ work conflicts which shortened most of our game nights to 2-3 hours instead of the usual 4. The end result was that we played fewer games than past years, and most of them at 3 players. Although our collections are large, and we thankfully do have quite a selection of games that work well at 3, it's definitely not the sweet spot for games. With 3, there is very little opportunity to play negotiation games, bidding games or conflict games. Worst of all, El Grande doesn't play well at three, and this will be the first year in WAGS history that it didn't get to the table even once. Awful, I know.

Game of the Year
For me, 2010 had two distinct phases: Before the fall, and after the fall. For 3/4 of the year, very little of the new crop of games interested me. Since September, suddenly quite a few games were announced that I found very interesting (7 Wonders, Civilization, Lords of Vegas, Dominant Species, High Frontier, Space Frontiers, Earth Reborn, Death Angel, Luna, D&D Castle Ravenloft, etc) , but most were only available just too late in the year to get purchased/ played. During the early dry period, I picked up Cyclades and Macao, and liked both quite a bit. Over the course of the year, Macao was played several times and my interest in the game has only grown. It's hard to say whether the scarcity of interesting games was the cause for the repeat plays, but it's quite unusual for us to play a single game this often in a year. Although it's been criticized by others as being a bland and soulless euro, to me the boring theme and presentation are an unfortunate veneer on a very interesting game system. It's a solid mid/ heavy euro that plays really well from 2-4 players, that mixes efficiency engine with card drafting and luck in a really novel way. Macao is an easy game of the year for me.

Most innovative/ Interesting game of the Year
Although I didn't particularly enjoy my single play of it, High Frontier wins as the most original and interesting game I played this year. The map is so incredibly cool and nerdy that I almost want to buy it just to have that. I really enjoyed the different tech cards with their sketchbook illustrations of how the technologies are supposed to work. I'd like to play this one again since I discovered that I didn't really understand how to play, and I think it would be much more fun played correctly (though it wouldn't exactly be easy, as it is supposed to be a tough game).

A close runner up could have been Earth Reborn. The theme not the greatest (the designer, based on his character development in Dungeon Twister: Prison and Earth Reborn, isn't particularly gifted at creating compelling characters without falling into silly stereotypes and tired clichés). Still, from reading the rules I am very excited about what this game has to offer. It looks like a miniature/ dungeon crawl/ scenario game like Descent or the like, but there appears to be a very clever and flexible game system underneath which will allow varied game play with short sessions. The terrain and rooms can be interacted with, character actions are quite flexible yet still simple to manage, missions are story-like can be much more engaging than simple "kill everyone and get to the boss", etc, etc. It appears to be everything I loved about Duel of Ages, Dungeon Twister and Conflict of Heroes all wrapped up into one well produced and lavish game that works for 2-4 players. I am quite excited to play, but until I do I will reserve judgement.

Lords of Vegas also deserves to be mentioned. Although it's too early to tell, this may well be the Monopoly replacement I've been looking for. A few more plays with the group and hopefully a try or two with the extended family should confirm. It's got the trading, the negotiating and the speculating I've been looking for without all the things that drag down Monopoly (game length and arbitrary roll n' move/ cards, mostly). If it can prove as re-playable and accessible as I think it is, i'd be really happy.

Thoughts on 2010
Fewer games were purchased, and consequently fewer new games were played in 2010. Despite my game of the year, WAGS seemed to take a distinct lean away from pure euros this year and embraced more american style games. I suppose it's natural that as game design evolves some schools of games borrow from each other. Whereas american style games have always had compelling and well integrated theme, euros have always prided themselves on streamlined play and reasonable game length and collectible card games offered nearly endless variety, many recent games have managed to integrate elements of all of them. Two great examples are Cyclades and Chaos in the Old World, but other games such as the recently released D&D game, Earth Reborn and Death Angel show that games heavy in theme don't have to be overlong, clunky and random. Although my favorite games continue to be mid-heavy strategy euros, fewer of them feel vital enough to warrant being added to my collection. For whatever reason, these new hybrids catch my eye a little better and I'm more compelled to give them a try. Even many of the euros we did purchase this year featured a distinct increase in randomness and confrontation (Dominant Species and Lords of Vegas come to mind)

Also, Iphone games seemed to come out of the woodwork this year. I have purchased and played Ra, Carcassonne, Keltis, Medici and many others. I don't really see these as replacements for their boardgame equivalents as I don't really like playing hotseat style with other people, but when no human gaming opponents are present I quite enjoy playing a game against AI (or, occasionally, against a networked opponent).

On a personal note, gaming with my eldest son has been awesome this year. We are playing a lot of Thunderstone (this would easily be his game of the year, I'm sure). We've also played several games of Fresco, Agricola, Pandemic and others. Life is good!

Saturday, January 01, 2011

2 (Dungeon Twister, Carcassonne: The City, Mr. Jack x2)

A little late, but here it is.

We ended the year with a two player games night, as others needed to attend to christmas preparations. It was just Shemp and I .

Dungeon Twister

I hadn't realized it, but Shemp had never played Dungeon Twister. Way back in 2007 DT was played this a couple of times, but apparently he wasn't at either session. Since no one present seemed to particularly like the game back then, I had relegated it to something I played outside of WAGS and never suggested it. Glad I brought it, because Shemp wanted to try it out and seemed to quite enjoy it!

I haven't ever handicapped my play against inexperienced players, though sometimes I think I should to avoid turning opponents off from the game. Luckily, Shemp is a very good player and I didn't really have to. There was an blunder made in the first few turns where he allowed me to get my goblin out unopposed, but after that the game was quite competitive... I did win but the score was close (maybe I would have lost if my goblin hadn't made it!). The game was unusually combat heavy, and both of us made good use of the rotation gears, speed potions, etc. All in all, it was a lot of fun and I'm very happy to have a willing opponent at WAGS! (as an aside, this continues to be one of my favorite games. I purchased the Prison set just to get the solo rules, which I had heard very good things about. I'm sorry to say that it has fallen flat with me. Buyer beware! I received Earth Reborn by the same designer over Christmas, and I'm very much looking forward to giving that a try. It looks very ambitious)

Carcassonne: The City

We played a quick game of Carc: The City afterwards. The game was characterized by ridiculously long corridors of city, caused by both of us lining up the purple buildings with the soldiers on the walls. In the end, the city walls didn't come anywhere close to closing and the game ended due to lack of tiles. I won this game as well because I paid more attention to the "farmers" (what are they in the City?), but Shemp's loooong lines of purple buildings gave him huge points as well.

Mr. Jack

When me and Shemp have a two player session, Mr. Jack always makes an appearance. We continue to find it difficult to win as Jack, but it's fun giving it a shot. The light side won on both occasions (once as me, once as Shemp).