Wednesday, August 31, 2005

Techniques to Recruit The Non-gamer in Your Home


1-Withholding sustenance. "Supper will be served after a quick game of ______." Note that this only works if you are the chef. This can also backfire when the target non-gamer has access to the checkbook and the car keys.

2-Hide the TV remote. This is a good choice if your target is a couch potato. Better yet, secretly unplug the TV and say it's broken. If TV isn't your only technological competition, you could put in a supply of candles and flashlight batteries and throw the main circuit breaker.

Note that the last suggestion only applies to people who live in secluded areas otherwise the target non-gamer might look out the window and marvel at the lights in all the other houses.

3-The Trade. In exchange for a specified amount of time playing a game with you, you promise to do a chore of equal duration such as wash the dishes, vacuum, or watch that horrid movie you promised yourself you'd NEVER watch again.

4-The Gift Exchange. "Instead of buying me that Makita 18 volt, cordless drill with an extra battery and carrying case, how about spending the day playing games with me?" This is a desperate measure since you're giving up the chance for a nice present on your birthday or other gift-related holiday in exchange for playing games. This technique is not recommended unless you already own all the power tools, kitchen gadgets and useless crap that you want at this time.

5-Pouting/Moping combination. This is often effective but takes time, especially for women since men will immediately assume it's just "that time of the month". You must use a delicate balance of heavy sighs, sitting motionless with a faraway look in your eyes, and wandering around the house aimlessly with an occassional stop at your game collection to touch a game or two, wistfully.

6-The Demonstration. If you have a few friends that would agree to gather at your house to play, this is a great chance to demonstrate what fun games are, what stimulating conversation can ensue, how much those friends can eat.

7-The Solo Demonstration. If you have no friends, you can still use the demonstration technique. Set up a game and play by yourself, laughing loudly, congratulating yourself on brilliant moves and jokingly berating yourself for stupid moves.

Note: This should only be attempted if you already have a history of odd behavior, otherwise you could find yourself in a very small room in need of a game where hand mobility is not required.

8-Ask for Advice. This is a variation of #6 which takes less acting ability but more mental agility. While playing a solo game, ask your target non-gamer their opinion of a strategy you're thinking of or a rule clarification. If you can keep the discussion going, this will draw them unwittingly into a game and before you can say, "Meeples Rule!", you'll be congratulating them on a game well-played.

9-Blackmail. This is a last resort and should not be used lightly. "I know what you did with the body" is subtle yet effective in getting their attention, while at the same time reminding them that Junior would be emotionally scarred if he knew the truth about his long-lived hamster.

10-Begging. Let's not even go there; it's too undignified for a Gamer.
~~~~~~~
Games

I recently got Architekton and have played it 10 or 12 times, mostly trying to figure it out. Not that it's a difficult game, in fact it's extremely easy; but in trying to figure out why there doesn't seem to be much of a game here. There seems to be very little strategy required beyond the obvious--forcing your opponent to pay when he hasn't enough points--and a great deal of luck in the draw of the tiles is required for that.

You can try to squeeze your opponent by playing on both sides of him in hopes of forcing him to
remove houses, but the luck can turn this tactic against you and leave you with nothing but a split force. You can try the end run but this becomes boring as you play on your side of the board and he plays on his, trading points back and forth. Again, luck must be your partner.

The last few turns don't even require luck as you're usually playing to protect any buildings that have only 2 tiles adjacent to them. If you do get lucky, you could score another house. The final plays, rather than being full of tension, are anticlimactic.

Luck can also favor the beginning player if he's able to place 2 "clean" houses on the first turn, so we tried a variant where the first player can only play 1 tile, which helped with that problem but I still find the game to be not much more entertaining than playing a good game of solitaire.

It's not a totally mindless game, since you always have to check the available tiles for your best move and take into account what you're leaving for your opponent, it just doesn't feel like much of a competition because you're at the mercy of the tiles.
~~~~~~~
Miscellaneous

The leaves are starting to turn yellow on the walnut trees and the nights are dropping into the 50's here in the foothills of the Black Hills. You know what that means...we've wasted a summer and have a lot of work to do before winter gets here. Those home improvements that kept getting put off and the cords of wood to cut, split and stack are higher on the list of things to do than playing games. Damn, I hate when life interferes with having fun!

Until next time, remember: Half of being clever is making certain you're not being stupid.

Mary

Tuesday, August 30, 2005

Meet Gilad Yarnitzky

I'm still working on chapter 4 of Encounter. In the meantime, here is an interview I did with Gilad Yarnitzky.

Gilad is the creator of www.boardgames.co.il and the founder of board gaming groups in Modiin and Tel Aviv. In addition, he is trying to create a country-wide board gaming organization in order to promote board games in Israel.

Tell us a little about yourself, apart from gaming.


I'm 37 and married with three kids. I'm an engineer, with everything that implies :-). I work as a software engineer, having just finished my masters in biomedical eng, and hoping to find a job in that field (maybe start my own startup company). Every ~4 years I get bored at the job I'm doing and I switch fields (but sometimes in the same area). I have too many hobbies and too little time for all of them: bridge, model wooden ship building (these first two I hardly do anymore owing to the lack of time), origami, woodworking, and, of course, board games.

Tell us about your involvement with gaming.

I have a relative long history with games. I started in the third grade when my older brother showed me AH Kriegspiel. It took me a year or two to realize it was so different from all the other games I played with my friends. After that, D&D came to Israel and I was in one of the first groups that started here. Many AH games followed. After the army I started a gaming company with my friend that did the first and only Hebrew PBEM and some other things that didn't get published in the end (some really bad luck, I might say). After that, I took a few years off from gaming (I was too disappointed with my failure). The trigger back into gaming was the Eurostyle games that got me started again.

After working in the computers field for so long and seeing how my kids are getting addicted to them, I saw in board games a way out of this situation, and I’m happy to say my kids are game. In order to increase the exposure of board games I started a board game forum in the largest forums community in Israel, which got some exposure, but not enough. I’m now trying to create the Israeli board game association and join forces with companies who are importing games, and with shops that sell the games. It takes time and patience to educate people, but I believe board games in Israel will catch up.

My kids get a large dose of gaming at home, and I'm also teaching their friends whom I sometime invite especially to teach them a game. I can see some success when their friends come over and prefer to play a board game rather than watch TV or play on the computer. One last but not least thing: I must admit that all this effort would not be possible without my number one gaming partner: my wife. I'm a very lucky guy - my wife will play any game that is not a full fledged war game.

Tell me more about your gaming company. What was the business model? Did you create your own games? Did any of the ideas survive?

We had two types of income generating activities:

1: PBM game that combined both roleplaying and war games. At that time, there was a rising hype about roleplaying and we thought it would be a nice addition to the options for players in Israel to have. We examined the market size in the U.S. according to publications by different companies, both free games and pay-per-turn games. Our goal was to reach 200 players on a regular basis. At our peak, we only reached ~60-70 players - that is still nice. I’m sure that nowadays we could have reached more.

2: Advice to technology companies that want to develop games. Many companies here had some nice technology, internet was on the rise, as well as graphical engines, etc. We got in touch with a few companies offering to develop a game that would benefit most from their technology. Our idea was to sell the computer game rights to the company and keep the board game rights to ourselves (for games, this was possible). Only one company said that they understand their limitation in developing games and wanted us to do it. All the rest said: “How hard can it be?” One even showed us after a few months a game they developed. Great graphics, great user interface, lousy game. We gave them a few pointers on why their game was bad. They said “Graphics will cover for every thing.” Needless to say, 6 months after this they canceled developing the game any further since there was no interest in it. With the one company with which we did work together, everything went great. We created a great diplomacy-like game (I still have the prototype at home). We even got in touch with AH and my partner went there and they had a few sessions playing the game. But the game did not go commercial (the computer version) since the company was bought and the new owner decided that he did not want to promote games with their new technology.

We did not lose money, and even made some, but not enough to make a living out of it so we stopped after 2-2.5 years.

Bottom line: We had a great time, developing our own games, met interesting people, and hopefully I'll do it again some day.

How did you decide to start the board game forum, and what has been your experience with it so far? How did that lead to boardgames.co.il ?

I was thinking of a way that people can get information in an "interactive way" by asking for information and reading articles. The forum is one way to do it that did not require any resources on my part except for time. It started slow, with about 4-5 regular people and slowly grew to about 15. Then I decided to hold a forum meeting where people could meet each other and play together. The number grew until it reached ~30-40 people interested in the subject. Sadly, slowly people left the forum. I'm still in touch with lot of them, and they are still into board games more then ever, but the activity in the forum has declined over the past year. This is partially my fault since I did not publish as much as I had previously done.

Some of the people who came into the forum helped me with opening the game club (that didn't work well, but that is another story) and also with opening boardgames.co.il as a center of activities for the board games in Israel. I need to invest more time in increasing the amount of data available at the site and hopefully I'll have more time in the coming year.

OK, I'll bite: tell me about the game club. While we're at it, tell me about your contacts in the gaming world (Grognads seems to like you a lot!)

The idea of the gaming club was to have a place where many people can come and play games and play in tournaments format. There are two problems:

1: A place for all the people (and usually a place means paying money).

2: Games. Since these games are not very well known, I couldn't expect that people will bring their own games. After all, I wanted to create an exposure to games so I needed to supply the games.

We found a very nice bridge club with a nice cafeteria that agreed to host us for a very acceptable price. I bought lots of games, both for tournaments and free play, and decided to charge a bit more in order to cover the costs of the games. And still the cost was less then a movie ticket for a ~4 hour gaming session. The problem was that we tried to do it on a weekly basis, and there are not enough people here to support such a format. We had an average of 12-15 people per night which was not enough for the bridge club owner so we had to stop the activities. We are now trying to start again with a game shop and do it once a month and see how things go.

Unfortunately, I do not know enough people from the gaming world. I had some letter exchange with Jeremy Young from Uberplay who was very helpful with my large game order from them for the club. Some letter exchange with Greg Aleknevicus, author of “The Games Journal”. I have also been in touch with Greg J. Schloesser, and I made some connections with people from the BGG, mostly Grognads and some other nice fellows from the chat. I’m not even sure how many of those people will recognize my name, but it doesn’t really matter; they were always very nice, very helpful and I’m happy to be part of this great community. I do hope that as time passes, I will be more known, but as I said, this is not the issue for me. Creating a large board gaming organization here in Israel is more important at the moment.

Do you envision the board gaming organization to include traditional board games, like backgammon, chess, go, bridge, Scrabble, etc., that are already established in Israel? What is the possibility of overlap with these groups?

This is a bit tricky. Most well established organizations will probably prefer not joining another organization, especially well organized and large groups such as chess and bridge. On the other hand, I wouldn't mind people who are just interested in these fields in joining, but I fear the board games organization will provide less specific services compared to those large organizations. Maybe in the very far future, if the IBGA (Israel Board Gaming Association) will become very large, we can do joint activities.

Where do you buy your games?

I usually buy the games online from different shops. Usually I do a price check, unless I'm looking for a specific game that can only be found in a single shop (or two) and order. My last two orders were from playme.de, but I also bought games from Funagain, Gamefest, and Cardhaus. Occasionally, I do step into a store and buy a game. Here in Israel it is rare, but on vacations abroad I try to buy several games.

What games do you buy?

Most game I buy are Eurogames for 2-5 players, with playing time 1-2 hours. The games have to be interesting according to what I read on the net, and it is best if I can read the rules before buying. I also like to gamble about once every order. Last time, it was Tyros by Wallace, and it turned out to be fine.

What games do you play?

Due to the nature of people I can get into playing games, and the time limit I have, I currently do not play any heavy war games. Anything else goes.

What are your favorite games?

This is a hard one, simply because in most games I can find something interesting. It is very rare that I will encounter a game I will not play again. This is also due to the fact that since we (me and gaming partners) have so many games, they cycle; until a game returns can be a long time, and then everyone is willing to have a go at it.

But games I do like and will play any chance I get are:

King Maker, AH Civilization , Taj Mahal, Vinci, Citadels, Puerto Rico, Traders of Genoa, and there are many more.

What are your wife's favorite games?

My wife will play about any game that is not a core war game. So most of the games on my list will also be on hers, including King Maker and Civilization (even AH Britannia).

What are your kids'/kids' friends' favorite games?

Since they are still relatively young, they have not had a chance to be exposed to the heavier games. So most of the time they prefer: Cartagena, Carcassonne, Carcassonne: the Castle, Zoosim.

What are the favorite games of the people you play with?

Most of the people enjoy Bohnanza, Citadels, Taj Mahal, Samurai, and Settlers of Catan. These are the games I usually introduce to new players and usually they work great in luring people into the gaming world.

Do you have any comments about gaming and your country and/or religion (interpret this as you will)?

Personally I don’t have problems playing games that include the Arab-Israeli wars, games with fantasy gods and things like that, although I did meet some people who had problems with these kind of games, some because of religious problems and some because they didn’t like the fact that Israel can lose in the game.

Are there any games that you wouldn't play based on moral or ethical considerations?

Yes, games that encourage law breaking, killing, and abuse of other people. I think some computer games are on that thin line, but I’m happy to say that personally I haven’t encounter a board game with those “features”.

What do table top games have to contribute that people can't get from some other social hobby, such as sports, knitting, reading groups, etc...?

I think it is the combination of things: it is a very social activity where during the gaming session you can also have a nice discussion about things other than the game while waiting for your turn (try doing that in a group sport activity and your group buddies will tear you apart). It is a good activity to give the brain a good workout, which is also very important. One last important thing: it is very dynamic, in the sense that there are so many good games that every meeting can be so different than any other, so people who start gaming, do not get bored by it.

Do you go to general Israeli game conventions?

I usually go not as a player but as a board game moderator. Many conventions have limited sessions of board gaming and I want to increase the exposure to games, so I volunteer to host some board game sessions.

What do you think is possible in Israel with respect to board games in the next few years?

I’m quite optimistic about the possibilities here in Israel. When I look backwards at the last 3-4 years and I see the advances that were made (2 companies import games, 5+ shops sell board games, one even quite large now, larger exposure in media, larger number of gaming groups), I believe that we are at the beginning of an increase in board game activities, just as happened with roleplaying in the last 10 years.

Will we ever have an international board game convention in Israel?

Sadly, I’d have to say that there is a small chance for that. Not only do we have to increase the activities here to a much higher level, but the costs of most people to come to Israel is so high (the flight price alone can kill you), that I don’t believe people will come to Israel just for that.

Any last words?

Join the force, eh, game players. It is good for you. No harm will come to you, join us… (diabolic laughter)

OK…Thanks for answering!

Monday, August 29, 2005

Game Store Confidential ~ Flesh Eating Hamsters & Death by Ennui

“So when we entered the third door on the left, Bob, he was the chaotic-evil-lawfully-neutral Anti-Paladin Rogue with a part DragonKin, part Troll heritage, decided to jump in so he could get first crack at the orcish horde we all knew must be waiting in the room and Matt, who was the 19th level druid with a halfling mother, a sorcerers talent, and a yen for roasted goat, decided now was the time to unleash the Ring of Flashing-Glowing-Exploding-Ponderousness so he could snag the XP’s for the encounter and at the same time the ring went off I hear a Thwaaack!!! from behind me as Mildred, the part-Yeti Rangerette from the Planes of Prismatic Evil unleashed her Bow of Bombastic…….”

Hmmm...now where did I put my Mossberg Autoloader... otherwise known as the 12 Gauge of Silence Creation.

The D&D Geek in front of me had been droning on for about 35 minutes and I was starting to get that itchy, crawling-skin thing I have always heard heroin addicts experience when they need a fix. And this bonehead was so into his story and so oblivious to reading my body language that if I’d had can of Mace or a handy brickbat I’d willingly have done what was required to put him out of my misery.

But the guy had about $150 worth of D&D books stacked on the counter, a pocketful of tip money from delivering pizza, and he was determined to tell his story to anyone who couldn’t escape. Being a retailer, and also being trapped behind the counter, I qualified as an eager listener.

Earlier in the day a chubby little guy about 12 years old had been in, and though he wasn’t a D&D player, he had put me into the early stages auto-sleep mode talking about how he and his sister were going to make a small fortune raising and selling hamsters.

“Oh really? Hamsters? How’s that work?”

“Piece o’ cake, me and Lillith have these two hamsters and we have this old Habitrail set my mom got at a yard sale for $5 and we’re going to let them… let them… you know, do it. And then we’ll take the babies and when they’re big enough the pet store will buy them and we’ll make enough money, because hamsters do it all the time you know, we’ll make enough money that I can come in here and I can get ten thousand Yu-Gi-Oh cards and I can buy some of the pirate ships and MechWarrior packs and…..”

What the hell is this little Dorkus thinking? Hamsters?

It was warm outside and I had stayed up late the night before, catching up on a backlog of Tivo programs. I had two episodes of BattleStar Galactica to watch...

they sucked, just like the program did when Lorne Green was the admiral

two Superbike World Championship races to enjoy...

the best thing to come out of France in the last 20 years is Regis Laconi, that Frenchie can ride a frickin’ motorcycle!

and a Cajun Cookin’ program where the chef gives vital instructions on how to char crawdads into a pile of ash and cayenne pepper.

a waste of time, I already know how to burn food into blackened lumps

I was already tired when the porky little Hamster Farmer had almost put me to sleep and now the D&D Geek was drowning me in a story so boring, so convoluted and so tedious that I needed to covertly check my pulse every minute or so to make sure I was still alive.

So you think you want to own a game store huh? First off, you have to ask yourself: do you have the emotional fortitude to listen to unbelievably long and seemingly endless recountings of every ennui inducing D&D campaign ever run by the full membership of your local Napoleon Dynamite Look-Alike Club? Do you quiver with excitement at the prospect of answering the phone 375 times a day and telling greedy little 9 year olds that you’re not interested in buying their worthless Pokemon cards? Do you like to rub shoulders with hordes of pock-faced teenagers wearing pants the size of the sails on a Turkish Corsair, horrible looking Black Sabbath t-shirts and ball caps perched at such stupid angles they make the fiddler in O’ Brother Where Art Thou look positively brilliant?

If you answered yes to any of these questions then you probably already have a serious personality disorder of your own or, at the very least, you need to get your therapist to up the dosage on your meds. Either way, you'd probably do just fine running a game store.

“… you see hamsters get lots and lots of babies and me and Lillith figure that if the pet store will buy them from us at 75 cents each we can keep some of the babies and breed them too, cause babies grow up and, you know, want to do it too. So then-“

“If you breed the babies back to their mothers and fathers won’t you end up with a bunch of retarded hamsters?”

The chubby little guy paused for a moment, not so much reflecting on what I had said as deciding whether I was really so stupid as to think he and Lillith wouldn’t succeed in their hamster enterprise.

“So anyways, we can have this whole hamster breeding business and once the local pet store starts buying all we can make then we’ll call the other stores and make more babies and then maybe we’ll even be able to get a buck per baby hamster and-“

“Did you know hamsters eat their young?”

That stopped the little porker right in his giant, flapping basketball shorts.

“What? Nu-uhh. They do not!”

“Sure they do. We had hamsters and a Habitrail back in the 70’s. We had the same plan too. Only we weren’t going to breed the babies back to their parents and create a race of mentally disadvantaged hamsters. Unfortunately, the parents ate the babies and I sold the Habitrail in a yard sale.”

The kid looked at me like I had just personally eaten both his hamsters while they were still alive.

“It’s true. Female hamsters have very specific nutritional requirements when they’re nursing and if you don’t satisfy them, then the mother will eat the ones she doesn’t like and nurse the ones that appeal to her. But, if you keep her deprived she’ll end up eating the little baby hamsters that are her favorites.”

The little guy backed up a few feet, glanced at the Yu-Gi-Oh cards longingly and then looked back at me.

“And, you have to keep the father hamster away too; he’ll eat the babies just because.”

The kid kept staring at me, I had his attention now and he was looking skeptically at me, trying to figure out if I was joking.

“You have the internet right?”

“Ye-yes. “

“Check it out then. Do a Google search and see if I’m not right.”

That got rid of the kid with no money. He waddled out of the store at a suprisingly brisk pace and all went well out here in the sticks until the D&D nerd came in to finish off the job of boring me to death.

“… so when Mildred, she’s part Yeti you know, drank from the Fountain of Ineffable Ineffableness she found herself without the voice needed to warn the rest of the party that the kindly old rag merchant was really the God of the Iron Mountains and he was about to unleash a blizzard of Turn-To-Stone spells on us from an amulet that was concealed beneath his moldy old cloak, which was actually a magical Cloak of Bowel Stoppage and we, being intent on looting the corpse of the dead Land Shark that had nearly done us in….”

It was dawning on me that this guy was going to be here until he suffered an even more complete form of brain death from failing to take a breath between sentences, or until I heard every detail of his D&D group’s three year long adventure into mindless nothingness. I had to put a stop to this, I was perilously close to grabbing him by his lip ring and slamming his face repeatedly into the counter, which could possibly end up costing me the sale.

Now if I know anything, I know that a dyed-in-the-wool D&D know-it-all hates not knowing everything. In fact, he hates that almost as much as he hates anyone knowing something he knows nothing about. He had left me no choice...

“Did you know that hamsters eat their young?”

“Huh?”

That got his one remaining attention unit. He waited a second, to see if I was going to say anything else. When I didn’t, he asked, “Have you ever seen one eat their young?”

“Sure have. Back in the 70’s me and my second wife bought this plastic hamster village at a yard sale. They're called Habitrails. Anyway, we decided we could breed hamsters and…”

While I was telling him the whole gory tale about mom and pop hamster rending the flesh from their little baby hamsters I started ringing up the stack of books he had put on the counter about 2 hours ago. He was totally entranced and urged me on while slowly pulling out a wad of sweaty, crumpled ones and fives from his extra-huge sail pants. He handed over the cash and I shoved the bag of D&D books across the counter.

“You have the internet don’t you?”

“Absolutely! I have a 7meg DSL connection with a page load time of .0003 seconds per page! I can move and shoot while the other players are still downloading the-“

“Do a Google search on hamsters then. I’d bet you can throw a real curve at the DM if you add a henchman to the party who has the same nutritional requirements as a female nursing hamster. It’s always best to ground your D&D game in the real world. Right?”

He looked hard at me for a long moment. Finally, a dim light appeared in his forward-facing eye.

“Right. I’ll check it out dude.”

As he headed to the door he looked back, “See ya next week dude!”

Terrific. Was that a threat? Or a warning?

Thankfully, there was peace and quiet in the store. I leaned back and sighed, thinking that things were going just fine now and wondering if my gaming buddies were going to show up that night and play one of the new board games I had recently bought. That's when the front door flew open and in charged the little chubby guy with his equally chubby sister in tow. He had a couple of sheets of printer paper clutched in his hand and a look of eager determination on his face.

“Hey! Do you know that in Peru they raise guinea pigs for food!”

“Sure do. I think they call it chicarron.”

“Well, me and Lillith….”

I think I need a career change.

Sunday, August 28, 2005

*Surprise!*Surprise!*Surprise!*


























I
n addition to the usual 'fare', I'll drop something in here that is currently unavailable online for anyone else-except for one 'lucky' GEEK -YOU! There's a fairly 'local' guy I know who's into making his OWN 'line' of products and these are just a few of them, from probably HUNDREDS! They run the gamut from Historical to Fantasy & Sci-Fi, while they are 'metal-cast' and hefty for the bigger ones, and that adds to the COST for these as well. He has them in various 'scales' for the MINIS involved, such as even ''Micro Armor'' types of 'futuristic' proportions! The larger kinds could be used for close to 15mm gaming purposes, while the majority are scaled at 1/72nd with even some 'periods' not currently being covered by ANY company. That, in my 'book', makes it ever the sweeter to actually have met, and bought some of his 'stuff'. I noticed that on my last 'visit' to his site-before it became 'unavailable'-that even a few of the MINIS that I had gotten before, were NO longer being produced, of which I'd have liked to gotten more of these. I can't wait until this is online once again since I can't do HIM 'justice' with my descriptions for the fine details that he puts into each and every subject and topics that he has managed to create. For the most part, he's even slightly cheaper on price per 'pack' of them than the more 'esteemed' makers, while none of 'them' have anything akin to many of his OWN 'designs'! I will pay him homage in this and hope the best for his swift recovery on the betterment of gaming with MINIS for anyone who so desires.

Just past Friday I got to see up close of a British Armoured Car called the ''Ferret'' at a local junkyard! It was fully restored by the owner of the place while he keeps it 'on display' inside his lobby, and he even had it 'delivered' from merrye ole England himself. I couldn't believe this myself, and I got to 'turn the turret' and 'fire the Machine Gun' with my OWN 'noises' for such. I imagined battlin' the 'Arab Legion' in this, while I wonder how many would 'get that'? Back in the day, there was even Stugs still going to 'Battle' during these conflicts, as well as T34-85s, Shermans, etc. with many of them getting 'upgrades' as well. I was always 'fond' of the AMX-13 Tank just for its 'uniqueness' factor, which was one of our ''firing targets'' for practices on our 'Guns', when I was in the Army. If I could have my OWN ''Army Vehicle'', then what would I want?

One thing that I believe should be addressed at sites such as BGG, is that there become 'selective' kinds for ALL types of games. I know that there are many around as it is, but they're not even complete as they could evolve into. They ought to be getting the folks who can 'handle' the *specialty* sites to assist in this, while if they don't then who's to 'say' that WE just do 'such' on our OWN? The FRP/RPG people desire this within the confines of the BGG, or more likely to just 'be' associated for some reason. I mean, it IS ''Boardgame Geek'', so why not ''CCG Freak Geek'' or ''Euro-Freak Geek''? and ''Fantasy Freak Geek''? no, you're ONE! Then we could have our ''People's VOTE!'' from the various sites for their categories instead of however this is supposedly 'determined', of which of course then there's ALWAYS a 'much better' game that SHOULD have 'won'd!

Saturday, August 27, 2005

The Problem with Game Boxes

A few weeks ago I inherited a bookshelf. This led to a general cleaning & reorganizing of one of my storage closets, and allowed me to pull a lot of my older games out of storage containers and put them back on shelves.

These included tons of classic American titles from my High School and College years. Dune, Source of the Nile, and Wizard's Quest from Avalon Hill. 2038, Mystic War, and Suzerein from TimJim Games. Arkham Horror and Elric from Chaosium. The Lonely Mountain, The Riddle of the Ring, and The Battle of Five Armies from I.C.E. King Arthur and Excalibur from Wotan Games. And a number of others from these publishers, Steve Jackson Games, TSR, White Wolf, and others. About five feet worth of games, all said and done, neatly arrayed on two shelves.

And that was what struck me, as I was juggling things in and out of the closet, dodging empty storage containers, piles of books, and curious cats. The games all fit. On the bookshelves. Perhaps we took it for granted at the time. But ...

We don't know how good we had it.

This might seem a pretty minor issue to kibitz about, but I suspect that storage issues affect just about anyone who has any size of game collection. And it's because, for all that we might belly ache about old American game design now, there's one thing they definitely got right, at least in the hobby industry: the boxes. They were relatively small, they were relatively consistent even when published by different companies and with different printers, and they were easy to store.

Woe is us that the same isn't true for the German invasion.

Boxes Today

My German boxes are, conversely, a mess.

A few companies get it "right". Alea and Hans im Gluck are my favorites, because they publish classic "bookcase games", just the right size to stand on their end and place on a shelf. Sure, I've learned that I have to baggy all of the pieces to keep my victory points, corn, and buildings from turning into a gooey mash in the bottom of my Puerto Rico box, but that's a small price to pay. I mean, back in the American bookcase days, we just accepted that was what happened, because we didn't have trays inside the boxes, and so everything was going to get mixed together no matter what orientation you put things in. The Carcassonne boxes are pretty good too, and it's been nice to see a few other companies pick them up in recent years.

However the big square boxes used by Days of Wonder, Kosmos, and some others are one of my least favorite. They do have one huge virtue: consistency. A lot of companies use that exact same box size (though there are a few that are just different enough to be annoying: my copies of Pueblo and Rumis almost fit this size, but are enough different to cause some problems). On the downside, those boxes are definitively not bookshelf games. The bookshelves in my house all tend to be 8-10 inches deep. Those square boxes are about 12"x12", just large enough that even when you put them on the top of a bookshelf they tend to hang off. I'm not even sure where I could store these rationally.

I'm slightly more fond of the longer boxes used for games like Samurai, Primordial Soup, and Santiago, and others. They're about 11"x15", which is still too big for the average bookshelf, but at least they only hang off by a little, rather than a lot. Some companies abuse this size box, by putting way too few components, in way too big of a box, but that's another topic.

Other than these several very standard sizes, the rest of my game collection falls into complete chaos. Medium and small boxes are a cacophony of sizes and styles. I find 7 different box sizes on my Reiner Knizia shelf alone (excluding those aforementioned large square and long boxes, which I can't even keep with my main Reiner Knizia collection). Queen Games seems to be generally accepted as the worst offender in weird gamebox sizes; who thought a shoebox was a good size for a game? Smaller square boxes, which should be somewhat consistent, instead come in infinite variations, from teeny (Saga, 6.5"x6.5"), to small (the Kosmos 2-player series, 8"x8"), to medium (Cartagena, 9"x9"), to medium-large (La Strada, 10"x10", the only game I own in this size). New England is another of my least favorites: at a whopping 13.5" tall and 10.5" deep, it looks like a bookshelf game, but won't fit on most shelves--in either the height or the depth department. I believe it's a standard Goldsieber size, but again I don't own any other games at this particular size. The fact that some of my games were alternatively produced in Germany, America, Canada, and China probably doesn't help this confusion of box sizes any.

But, darnit, at least publishers could stop insisting on using every box size under the sun among their own lines. Look at Fantasy Flight, see how consistent their Silver Line is? They've even kept the same size through games published in different countries! Look at Days of Wonder. See how they keep cranking out that same square box, and how their smaller games were pretty consistent too, with the exception of Terra? That's a good thing!

Yes, this is largely an aesthetic issue, but aesthetics are important. I want my games to look good, and I want them to fit on the shelves. Those old American games did!

The Economics of Size

For a while I was hosting all my game nights at my house. That was easy: I took a game off my shelf, tossed it on the table, and played.

Last year, however, I started attending a game night at a local game store, EndGame. And I had to walk to the local train station, then catch Rapid Transit down to Oakland to attend. The whole economy of my gameplaying changed.

Because I had to carry my games to the store.

Suddenly Modern Art became prized greatly above Samurai. I liked the latter better, but I could fit three or four Modern Art-sized games into the same space. I began to curse El Grande, with the vast empty spaces inherent in its box, and when the gaming goliath did come with me it was inevitably stuffed full of Relationship Tightrope, Coloretto, Razzia!, and other small games.

Within this new context I began to worship the small and the compact. Hansa and China, in their wafer-thin boxes, became two of my favorites, and one day I just barely stopped myself from buying Paris! Paris! I'd heard so many bad things about the game, but it was in such a cute, thin box. How could I resist? (I did, but mainly through a lack of funds.)

If you just toss your games into your car, or else do no more than haul them off your shelves, as I did in my lazy days, this won't impact you. But as someone who has to carry his games in his shoulder-bag, schlupping a mile to BART and back, I've grown to love those companies who make my bag lighter and more gameful.

The point of all this?

Boxes. They impact our lives as gamers, and kudos to those companies who actually do think about issues of storage, consistency, and weight.

Friday, August 26, 2005

Bloglines gave me my life back. ASL threatens to take it away.

Many thanks to Yehuda, who suggested I try Bloglines last week. What a great service. Thanks to others who made suggestions, too. Bloglines was the first recommendation, hence it was the first I tried. I was pleased enough that I didn't explore any of the other suggestions.

Back when I was only monitoring a dozen blogs it was easy to just click through them two or three times each week. But that was a while ago. I plugged 55 blogs into Bloglines the other day. Iain Cheyne just sent me a list of even more RSS feeds, including a few websites I had assumed had no feeds. Bloglines notifies me when any of them have new content. I now have time for another part-time job, or for two additional games of Puerto Rico each week. Why, oh why, didn't I look into RSS feeds months ago?

The first week this blog was up I saw numerous references to RSS feeds, and I was intrigued. A fellow BGGer, Scott Nicholson, requested that I link to the Live Journal feed he created, which is right here, btw http://www.livejournal.com/users/gonegaming/ as well as the feed for my blog, which is right here http://www.livejournal.com/users/andgames/ Thanks, Scott.

I had heard of RSS feeds, but when I did my research I only found pay services. I wasn't enthused enough with the idea to pay for it. After I got Scott's message I looked at Live Journal and found they had a free service. Unfortunately, I got no where with their free service, but I did more research and found other sites that provided a free service. That is what prompted my inquiry last week. I'm glad I asked.

Bloglines = Good Stuff.

-------------------

My last few game sessions have been Advanced Squad Leader sessions. There is a local tournament scheduled for mid-September and my friends want to brush up on the rules. What a game. What a surprise. I kinda like it. Don't expect me to read the rules, though. My friend has two 5-pound rule books and dozens of cheat sheets lying around. Fortunately, each scenario only requires 2-3 pounds of rules, one does not need to know all 10 pounds of rules for each game.

Note: For those of you unfamiliar with ASL, I am not joking about two 5 lb. rule books. He has two 3" binders stuffed full of hundreds of pages of rules. In addition to the basic rules, which are massive, each scenario (and there are dozens, possibly hundreds of scenarios) has numerous rule modifications to keep the scenario historically accurate.

ASL is a wargame of squad-level combat. Players control individual squads, leaders, individual vehicles, machine guns, and other individual pieces of equipment. Detail is voluminous. The height of the bamboo in Pacific-theater scenarios varies from hex to hex. Men cower, break and rally if conditions are appropriate, and rules are modified to reflect a squad's actual morale at the time the scenario takes place in order to keep things historically accurate. Equipment can break. Snipers take pot shots independent of your command. Turning the turret on a tank takes precious movement points, and every vehicle was laboriously studied to insure its stats reflected real life capabilities. Squads armed with certain weapons are more likely to suffer equipment malfunction. Certain weapons are heavier to carry, so squads armed with those weapons move slightly slower each round. You don't just move squads around either, you have to state how they are moving; assault move, dash, CX, and low crawl are some of the more common types of movement. Even smoke from damaged vehicles is figured into the game.

The detail is insane.

I actually had a half-track blow up because my crew didn't use precious movement points to check the oil level before going into battle. I lost another squad because they were listening to BBC-1 instead of BBC-2 when the firing started. Every good ASL player knows that BBC-1 is 17% more likely to put soldiers to sleep than BBC-2. Or... were those post-ASL-game nightmares? It is so hard to separate the two.

I believe most ASL material was published in the 80s and 90s under the original Avalon Hill name. When AH went broke, new ASL material vanished. Die-hard fans kept the game alive, E-bay prices for old modules are confiscatory. The game has been resurrected and is now being published by MultiMan Publishing, including a beginner's module.

ASL is not a party game. It is not a game to be played casually then discarded. It is not even a heavy game. It is a lifestyle. It's not my lifestyle, but I could vacation there for a week or two each year if I was with a friend who spoke the language and he sprang for all the expenses.

Watch for a guest blog next Friday.

Good gaming,
CF

Wednesday, August 24, 2005

Say Hello to:


Gerald McDaniel, aka gamesgrandpa, who lives in Lakewood, Colorado. He retired in 1997 after 32 years working in human resources and automated systems. His current game group consists of his wife of 41 years, his son and daughter, son-in-law, grandson and granddaughter, with whom he plays almost every Saturday.

You've raised your children with games and now you're introducing your grandchildren to games. Did you grow up in a household of gamers?

Gerald: My parents were not really game-players. I had no siblings, and my earliest years were spent on a farm with no nearby neighbors with children. I do recall, however, that the first (and only) game my parents taught me to play was Crazy Eights, with a regular deck of cards, at about age 4 or 5. My next memory of gaming was with my cousins, uncles, and grandmother. Only one cousin was near my age; the others were adults. So, I began gaming (mostly playing cards) with adults. My grandmother taught me to play (and played often with me) checkers and dominoes. My uncles and cousins loved to play Pitch, and that is still my favorite card game. I learned the value of adults playing games with children from first-hand experience.

What games do you recommend for children in their early school years?

Gerald: My recommendations are certainly different today than they would have been about thirty years ago, when we were teaching our children to play games. With our grandchildren, we first went through the usual gamut of Candyland, Chutes and Ladders, My First Board Games, and The Wizard of Oz Yellow Brick Road Game, among others. They also learned early to play Uno and a memory game of matching cards turned face-down (Rainbow Fish cards, but not the games listed on BGG under that name).

We suddenly became aware of Euro games about that time, and began playing Frank’s Zoo, Pick Picknic, Trumpet, Vampire, and Zirkus Flohcati. The grandkids learned these games quickly, and we all enjoyed playing them together. I highly recommend these Euro games for pre-school and early school-age children. I also think Uno is a good early-age card game that requires no reading or math knowledge; matching colors and numbers is a good skill to learn very young.

Our seven-year-old grandson consistently wins or scores highly in games with adults, such as Hunters and Gatherers, Settlers of Catan, Mississippi Queen, and Canyon. He also fares very well against his dad when they play their three-set games of HeroScape. These are good games for children. Our nine-year-old granddaughter has not caught the gaming bug to the extent the rest of the family has, but she and her brother recently learned Nertz, and that has become the game she wants to play every weekend (and she is very good at it). Note: Seven-hand Nertz is a wild and chaotic game!

Games may help children with social skills and academic skills such as reading, math and even geography. Do you think the Euro-games are better at this than the typical games we grew up with like Monopoly, Life, Sorry, Clue and Yahtzee?

Gerald: Almost all games teach something worthwhile to children, even if it’s just learning to take turns or the fact that life can and will throw surprises at them. However, I do believe the Euro games are more interesting and challenging, and they help children learn a wider variety of skills and knowledge. Most (or maybe all) Euro games offer more control by the players, in my opinion, and this eliminates a lot of the “run of bad luck” found with primarily random dice-rolling, spinner-flicking, and card-turning games. These newer games require more thinking, more planning, more analysis, and more deduction and induction, and they are more satisfying. Many of them also require extensive social interaction, such as negotiating with other players (example: Settlers of Catan), trying to convince others to do something that will help you as well as them (examples: Hunters & Gatherers and Royal Turf), or learning to play cooperatively (example: Lord of the Rings). [Our grandson enjoys all of those games.] These are important skills for children to learn.

Our grandson is well ahead of his grade level in math. I think it is because of a combination of some innate ability he has and his experiences with games. He has amazed us from about age four with his ability to add and subtract double-digit numbers, usually to add up game scores. We used to quiz him to tell us how many points one player was behind another, and he could do the math in his head (he didn’t know how to write the numbers at that time). Our grandchildren learned to total their scores in Pick Picknic by grouping their cubes into sets of ten points. So, they were combining different-valued colored cubes into mathematical combinations (and counting by five’s and ten’s) before they were being taught math in school.

Both grandchildren are excellent readers, and we know their reading skills have been enhanced by games. Our grandson learned to play Magic: The Gathering before he could read, and he wanted to learn to read the cards himself as soon as possible, which he did. As I said, our granddaughter does not have the strong interest in gaming that we do, but she is an outstanding reader, writer, and illustrator, and I believe her language skills were increased to a great extent by her experiences in reading cards, game boards, and rules.

Many social skills are introduced or developed by playing games. One of the most difficult to deal with is the situation of losing. We taught our kids and grandkids to congratulate the winner of every game, and we still do “high-five’s” when they win and sometimes when we win. We observe other children their ages who just cannot gracefully accept losing in any type of competition, and we are grateful that playing games with the right attitude has helped our grandchildren deal with that situation at an early age. It does not teach them to “be losers,” but it does teach them to properly handle the inevitable competitive losses when they occur.

When I was growing up (in the 60's), the kids played games together while the adults were in the dining room playing cards. Do you think it's important for kids to play games with adults?

Gerald: I did play a few board games and card games with some neighborhood kids when I was in elementary school (and learned to play chess with a friend in high school), but most of my early gaming experiences were with adults. I believe gaming in mixed-age groups is an excellent way to teach children how to relate to adults; I believe it helps children mature. Of course, this is assuming the adults are “mature” and are good role models. Children can learn much more about interacting with people by playing games with adults than by being “set aside” to play only among themselves. They see how adults handle good fortune and “bad luck,” and how they communicate and negotiate with each other, and those examples can become models for their later lives. The experience gives them a good feeling about themselves -- that they are seen as “people,” not just as children, and that they can interact and compete with adults in a safe and fun environment. Finally, I believe playing games as a family (or with relatives or friend’s families) can instill worthwhile ethics and life values in younger generations.

You used to be a war gamer and still enjoy them but you haven't found a war gamer in your children or grandchildren. Do you think there's something that makes a person a war gamer?

Gerald: I wish I knew what makes one person enjoy wargames and another to have no interest in them at all. I know many wargamers are also interested in history and military history, but many are not. Many people who are fans of the Lord of the Rings books love to play the conflict games based on them, but many certainly do not. Many people who are history buffs have no interest in wargames. I do not see a direct connection there. The few wargame players I have known personally were intelligent and competitive. To be a successful wargamer, a person must have those characteristics, as well as others, such as dedication to learning about the conflicts and/or historical periods modeled by the games, the ability to analyze a significant amount of data and select the best alternative moves from a wide choice, and a lot of stamina. It also helps to have a good income to support the addiction.

I believe the nearest I came to playing wargames with my children was the game Battleship (not exactly the same category). Although I was really into collecting and playing Avalon Hill wargames when my kids were in elementary, middle, and high school, they never developed any interest in them (nor did my wife, who dislikes the idea of attacking other people, even in a game setting). My son-in-law does have some interest in wargames. He and I got out my old Wooden Ships & Iron Men and my Ace of Aces a couple of weeks ago (he learned, and I re-learned, how to play them). We hope to find some time to do so again.

I do not know whether my grandson will become a wargamer, but I do know that he has enjoyed Magic: The Gathering (with a somewhat similar theme), Risk, Dark Tower (which my son-in-law owns), Stratego, and now HeroScape (he has most of the character cards memorized and can recite the attack and defense numbers and the value of each of the characters, and he understands the relationship among those numbers). I believe he is on the road that could lead him to true wargaming.

I know you have to buy games to accommodate 5 or more players, but if that restriction was lifted, what games would you like to try?

Gerald: Oh, wow, how much time and space do you have? Where do I start? I’m a game junkie, and there are very few games that have a decent ranking on BGG that I would not like to try. It may be fortunate (for our bank account) that I have finally been able to force myself to not purchase games for fewer than 5 players (and now, with our grandson becoming such an avid player, I am beginning to look only at games that accommodate 6 players). Here are only a few of the games I can think of that interest me, but that I have not played and probably never will have the opportunity (some may accommodate 5 or 6 players, but for other reasons would not appeal to our family group): Acquire; Amun-Re; Betrayal at House on the Hill; Cosmic Encounter; Euphrat & Tigris; A Game of Thrones; the GIPF series; Icehouse; Power Grid; Puerto Rico; Reef Encounter; Roads and Boats; and RoboRally. Oh, the pain in the thought that I very likely will never experience these games!

Games currently on my “plan (hope) to purchase” list: Around the World in 80 Days; Australia; Boomtown; Cartagena; Drakon; For Sale; Goldland; Hare and Tortoise; Mu; Station Master; and Tongaiki. I am eager to see, and hear more about, Railroad Tycoon: The Boardgame, because I’ve enjoyed very much playing Railroad Tycoon on my PC for a number of years.

Is there anything you'd like to add?

Gerald: I believe that for the amount of quality time that is enjoyed, and the quite reasonable cost, playing games with one’s family has got to be considered one of the absolute best activities a person can undertake. It’s not only a current pleasure, but also an important investment in the future, and it creates many wonderful memories for all involved.
~~~~~~~

I want to thank Gerald for being so wonderful to work with and for answering tough questions so brilliantly that I had to do very little editing.

Until next time, remember:
When you don't know where you're going, every road will take you there.

Mary

Tuesday, August 23, 2005

Encounter 3/9

Encounter

By Yehuda Berlinger. Copyright 2005, Yehuda Berlinger. All rights reserved.

(Chapter 2 is here.)

Chapter 3: Seeker

In her backyard, Sarah lay curled up on the faded tan wooden bench of her parent's backyard deck wrapped in a green and gray tartan blanket. The Millers were deep in conversation with her parents, over and around the gas barbeque, and her brother was playing croquet across the spotlighted lawn with the Miller's two boys.

She watched her brother swing his short wooden mallet. With a loud ‘tok’, the ball went straight toward one of the white hoops, but owing to the angle of the hill on which the hoop was set, the ball curved left and rolled past the hoop. Her brother shouted about the unfairness of the course while the other boys answered that it was his backyard, he was the one who had set the course, and he would have to lie in it, so to speak. The sounds of argument and laughter drifted around her head like the barbeque smoke.

As the smoke shifted, she imagined her head tethered to her other selves with tendrils of glistening spider webs through the smoke. This was the first time she had been physically away from Sarah for more than two days. Her heart went out to her … self in Jerusalem. Herself? Her friend? ‘What must she feel like?’ she thought. Six years since the separation and she had never asked this question; she had always thought she knew what it felt like. Her own separation was different than she had expected. She looked down at her arm and felt her own skin with an awareness she had not experienced since childhood.

Her brother, roaring like Tarzan, chased the other boys with his mallet over his head while they loudly and wildly ran around the yard. Her mother yelled something about stopping before someone gets hurt. Her mother’s eyes surreptitiously glanced at Sarah every once in a while. Sarah knew that she was worried about her being outside.


“I don’t think you’re being fair. Not fair at all,” said Mitchell, smiling towards dark-suited Sarah on his left. His plate was clean, stray smears of meat juice having been soaked up by fresh rounds of Italian bread and consumed. His glass was halfway drained for the second time. “If I am a writer, I should expect to be able to control my writing. That is what copyright is all about. What incentives do I have to publish if I will not be making any money from publishing? As a writer, copying my works damages me. As the public, copying my work damages you, since writers will just lock up their ideas and stay home.”

Across from him sat red-headed Sarah, her hair pulled back in a ponytail. On his left was Queens Sarah, blonde and curly hair highlighted from the lights behind her, her denim backpack draped across the back of the elegant chair. The NetMind on Mitchell’s left ear winked rapidly.

A message. From Mitchell. "When, how, and why did Sarah get started?"

A bemused look passed over all of Sarah's faces.

Sarah was lying in bed with her eyes closed, and her finger paused on the way to thumbing her NetMind to fuzz. Her comp, abandoned earlier in the evening, was nowhere near completion. She vaguely recalled writing something about “Immigrant Madonnas in a Confused System”. Although on her way to sleep, she held her finger, waiting.

Sarah drew back into the corner of the deck, drew her legs up under her blanket, and sent, “I’ll take it.”


“You’re basing your argument on false premises,” said Sarah on his left, taking the Merlot and pouring herself another third of a glass. “The printing press is only five hundred years old. Nobody made a living as a writer back then. The ‘I’ll write a book, publish it, and make money off of the copies’ business model is a relatively new business model, based on the twin difficulties of publishing and distribution. These difficulties don’t exist anymore, and that business model doesn’t exist anymore, except in the minds of conglomerate publishing houses that refuse to admit that their emperor has no clothes. Not that I blame them; that’s a natural reaction when you suddenly have no reason to exist.”

She messaged back: "I … we were six years old going to the same first grade. We were incredibly tight. My father, father of Sarah from West Hempstead, helped develop the real-time messaging system that we use. I apparently had some learning and concentration difficulties, but only when I was away from my friends. So did Sarah (on your right) and Sarah (in Jerusalem). Of course, we all had NetMinds, but that wasn't the same as really being together. My father thought that running this software might help. The other parents didn't see any harm in experimenting, so we tried it out.

On his right, Sarah was eating her third breadstick. She swallowed and added, “Also, what does this business model really give to the public? People who published books were the ones who really needed to express themselves. They produced works that were worth reading. What do we have today? Lots of garbage. And the reason we have all of this garbage is that people buy books with pretty covers without knowing what’s inside of them.” She ended abruptly, seemingly in the middle of a thought, looking at the other two Sarah’s as if seeking to gain support for her statements.

"It helped instantly. I know it sounds like we would be even more distracted - with five brains, five pairs of eyes and ears. But with five pairs of eyes and ears, I always remembered what I was doing and where I was walking. By the time I was seven, we … each of us … began to act as if we were one person. The NetMinds are always on, and so is the software. The least our connection gets is 'fuzzed'.

On the other side of the table, Sarah met the eyes of her other self on Mitchell’s right and then looked back at Mitchell. “Who really wants to buy books, anyway?” she asked, her pale blue eyes twinkling across the candles. "Except for reference books, we read a book, and then we’re done with it. It is not copying that is destroying the publishing industry; it’s the global marketplace. You used to need a large number of books, say, a million, available for the number of people who wanted to read it. Now fifty thousand copies are enough for everyone, since we can just read them and dump them on eBay. We are a swapping society now, and we are growing to appreciate getting things used, now that the supply is so readily available.” While she spoke, she sliced the remains of her steak into pieces, spearing each piece into her small bowl of chimchuri.

"The voices in my head always encouraged me. They were honest about what I could do, and what I couldn't do. I was never threatened or stifled by what the others could do; each of us has our own talents. Like parts of a whole, but the whole is stronger than any one of us individually. At seven we created an identity called Sarah; it was more natural to think of myself, and identify, as one person. I couldn't really answer to my own names anymore."

Sarah spoke with authority as if she had been speaking at a podium. The three lengthy narratives of her speech contrasted with his own simple statements. If he were the sort of person to be overwhelmed, he would be a little fearful of the brash and sure presence of three women who could casually eat, cogently argue, and skillfully message simultaneously. As it was, he found the entire experience fascinating and amusing.

“Anyway,” resumed Sarah on his left, “There is no way to win the copying argument, so rather then give up in defeat, the big publishers are infringing on our remaining rights.”

“No way to win the copying argument?” Mitchell asked. “What about the constitution?”

Message from Mitchell: "Five girls? Twelve years? No fights? None of you ever got mad at one another? None of you ever wanted to leave and live a ‘normal’ life, to be a whole person just by yourself?"

Sarah was lying in bed with her eyes closed. Sleep was weighing on her, but she sent first, "Mine."


“Look. If you’re talking copying, the defense is first-sale. If I have an eBook, I’m not copying it if I finish reading it and then give it to someone else to read. No copying there. And just like I can send a piece of a book, page by page to someone else, I can send pieces of an eBook page by page to someone else, allowing us both to read at the same time, as long as we are both not reading the same page. Wait … let me finish. Two hundred people can read one copy of a book at the same time if they are all reading different pages. Estimate how many people will be reading the same page or paragraph at one time, buy that many copies, set it up on a server, and you can have a million people reading ten or a hundred copies of a book without any copyright violations. You can’t win. The only way to stop this is by violating my first-sale rights or introducing other new laws that violate my rights. And for what? To protect an industry that doesn’t have a reason to exist.”

She messaged: "Yes, I get mad at myself, sometimes, and sometimes I disagree. Just like you can get mad at yourself and have internal conflicts. But you don't throw your arm away. And as for being a whole person, we are each, and together, a whole person. At this point, separating mentally would be traumatic, to say the least. Imagine losing a fifth, or four-fifths of your thoughts. At the beginning, of course, I had occasional thoughts of leaving. But I haven’t had any thoughts like that for a long time, now."

“Look,” Mitchell added. “Just because copyright originally didn’t treat an author as ‘owner’ of a published work doesn’t mean that in our time, with new relationships to our own intellectual selves, that this new understanding can be casually dismissed. I want to own my own creation, published or not. What is wrong with that?”

Sarah’s looked at her skin, feeling flushed and warm. She got up from the deck and headed for the door. Her mother immediately looked over at her.

“Honey, are you feeling well? Why don’t you go inside and lie down?”

No, she didn’t feel well. Was it her sick body, or her state of mind? Surely if she could live for six years in Jerusalem, hew own separation from Sarah shouldn’t have this sort of effect on her. She opened the doors, walked inside, and sat down at the kitchen table. Her elbows on the table, she lay her head down on her hands. ‘I’m sick,’ she thought, ‘that’s all. It’s a flu.’ After a moment, she got up again, and walked to the staircase, her knees trembling.


“Does anyone really own their own thoughts?” Sarah asked from his right. Mitchell turned his head and regarded her. She seemed to him to be alternating layers of confidence and hesitancy. He couldn’t tell which was at the core.

“Sure, we create,” she continued. “But everything we create is a small part of a reworking of what others have created. Our ideas, our frameworks, our tools, my brushes, this food. Our ideas use other people’s ideas so strongly that you can’t even separate them into parts. All of it is part of the human consciousness. If you want to keep your ideas to yourself, keep them to yourself. You can’t morally expect to be paid by the world for an idea that is interwoven with ideas you got from the world to begin with. Once you express your idea, it belongs to the world. Anyway, it’s the publishers who want to make the money from publishing; artists don’t need publishers.”

Mitchell laughed, his eyes returning to Sarah on his left. “Leaving aside the benefits of selection, editing, and advertising that publishers provide, tell me: how will you provide incentives for authors to give their works to the world instead of keeping them for themselves?” Mitchell asked, leaning back, swirling his wineglass. His eyes remained on his classmate Sarah.

Mitchell: "What about marriage? And … privacy?"

His Sarah looked back at him, seeming not to hear his spoken question. On his right, Sarah blushed and waited, apparently hesitating lest she should say something that would not please the other four.

Four Sarahs paused, their thoughts their own. They all knew who had to answer this question.

Sarah across the table said, "First of all, not having a better solution doesn't invalidate what I’m saying. Let the whole industry collapse. Let them all go on strike. Wait and see what comes out of those ashes. Look at all of the people writing on the net for free. As you said yourself, the real talent is editing and selecting the worthwhile from the crap. Build a business model around that. Or try something else. People are always willing to pay to be the first to receive a book. People used to sponsor art. Sell merchandise based on the book. Who knows?"

Sarah, his classmate, began slowly. "I don’t think that marriage is a problem. I manage fine doing all the usual tasks each day, every day. I prefer to think that I don't bring to the possibility of marriage any more baggage than anyone else; in fact, I hope that my unique perspective gives me a fortitude that could serve me well in a marriage.

Sarah was focused again, and smiling. "We're not going to find out as long as the publishers are trying to create laws to force people into buying what they don't need," she added, taking the napkin off of her lap.

"As for privacy, I spoke of fuzzing. I'm sure that you don't remember much of what you see in a locker room or bathroom. When I am fuzzed, the fuzziness acts like a psychological barrier similar to that sort of experience.

On his right, Sarah stood up and pulled on her coat. "Or maybe we should just forget about making money for writing. Maybe the whole idea is just bad to begin with. Real artists will just have to go back to having day jobs."

"But that is a rather personal question from someone who hasn't told me much about himself, yet. Tell me Alice: who are you?"

Mitchell also stood up with his coat in his hands, followed by the others. "What you say is very interesting. I will have to think about it." He smiled, and added, "Tell me more about this game club."

Monday, August 22, 2005

Game Store Confidential ~ Legends

It was a bright, beautiful June morning in 1994. Deciding to ride rather than drive was a no-brainer, so I took my Moto Guzzi SP1000. Most Moto Guzzi owners tended to leave their bikes stock, but that was impossible for me to do, just like not buying more games was impossible. In addition to a few minor tweaks, such as a hotter cam, bigger Del’Orto carbs and a nice, flat black set of unbaffled pipes, I had lowered the bike 2 inches and added a few little cosmetic goodies to set it apart. Not that there were any other bikes like mine in Idaho anyway, since the guy who had owned the dealership was doing 5 to 10 for selling cocaine and had forfeited the dealership to the Feds.

Coming down 9th street I saw a crowd of about 20 people loitering in front of my game store.

Holy crap! Don’t they know UPS never shows before 11:30?

This was Wednesday and every Magic player within 100 miles knew full well that the Legends expansion was due to arrive that day. My nearest competition, a store that had been recently opened by a band of Magic players who wanted to buy their stuff at wholesale, had already received and sold their entire allotment, which I heard was 90 boxes. Since there were somewhere between 9 and 15 owners of that store and since each was definitely buying no less than four boxes apiece, their customer base was going hungry for the new expansion.

Joel, the guy who had rescued the competition from early failure by dumping more money into it, had called me on Tuesday, crowing about how he and his partners had driven a van to Berkeley on Sunday, picked the booster boxes up at 12:01 AM and then driven back and sold them all on Monday.

“Excellent for you buddy”, was pretty much all I could think of to tell him when he called me.

“Yeah, well, sorry about that DW, but business is business and I suppose getting beat out of the gate might piss you off a little bit.”

I explained to Joel that since Legends was a one shot, limited edition release, he could have saved the 1200 mile round trip and they’d still have sold everything they bought. He just chuckled and said, “Hey, it’s nothing personal DW. I know you hate losing but business is business you know.”

“Sure Joel.” I didn’t say anything else because I was wondering what the call was really about. “So DW. How many boxes are you getting?”

Bingo. He wanted inside information. I knew Joel's store had only been allocated 90 boxes so I figured what the hell, I have nothing to hide. “550 total boxes, not counting the extra case of 10 I ordered for me.”

I waited for at least 30 seconds and when he didn’t say anything I congratulated him for kicking my ass and told him I had to get back to work. And now it was Wednesday and I was staring at a crowd that was growing dangerously large on the sidewalk as I locked up the bike and headed for the front door.


Everybody wanted to come in with me. I announced to them that since the store was only about 700 square feet that they ought to come back at maybe noon or 1PM, after UPS arrived. The more persistent gamers ignored me and came rushing in after me, casting about in the corners, peeking into the back room and just in general hunting for the cases of Magic cards they knew I must have hidden. One guy stood at the counter and told me that the owner of the game store in Pocatello had also driven to Berkeley and that the night before someone had broken into the store and stolen all the Magic cards. About $10,000 worth.

Ouch.

By the time Harry the UPS driver arrived, there were 50 slavering MTG Geeks crowded around and when they saw the Big Brown Truck they started oozing towards the curb like a humungous slab of Gelatinous Goo. Harry took one look at them, slid his door shut, locked it, and started honking for me to come out. I worked my way through the crowd and he told me that if I wanted the boxes I was going to have to bring them in myself, there was no way he was going to get out of the truck. So I asked him to take off and come round to the alley and the back door. You should have seen the looks on the Geek’s faces when he pulled away. You’d have thought someone had run over their dog or stolen their dice or something.

Marshall, my son, had arrived by then so I sent him out back and when Harry appeared they both carted in the 56 cases of Magic cards.

Do I need to tell you what the rest of the day was like? Sure I do. It was a frickin’ zoo. Marshall had to bring the big garbage can in and it filled up with empty Magic wrappers and boxes. The Geeks who had pre-paid grabbed their boxes like hungry refugees, some heading out the door, hunched over their bags protectively, and many trooping upstairs to our small gaming loft. The noise was almost unbearable and even though June isn’t hot in Idaho the temperature inside rose to 95 degrees. The smell was, well, it was gamy. Like that rotting cheese the French are always foisting off on us unsophisticated Americans. Between the cash register ka-chinging and the customers trying to connive a better deal and trade with each other and people sitting on the floor and others arriving all afternoon, my little hole-in-the-wall game store reminded me of a market alley I had stumbled into in Marrakesh in 1968... just after they had butchered a few goats and hung some chickens up to bleed out.

I sent Marshall to the bank three times and when we closed the till out that night we had grossed just over $20,000 in cold, hard cash.

Me and the boy loaded every Magic card in the store into his old Benz after we closed and we took them home where we could protect them. We had plenty of weapons and dogs at the house, so what happened in Pocatello wasn’t going to be repeated in Boise.

That night I logged onto the internet and the Usenet marketplaces were alive with Legends deals going down. Boxes, which had an MSRP of about $90, were selling for $150, then for $200 and by Thursday morning at 8AM I saw them at $250 per box.

Holy Crap! Don’t these people know these are just small cardboard rectangles with ink?

I guess you can figure out what I did. I left about 100 boxes for the store and we enforced a 6 pack per visit maximum purchase. No box sales. All at MSRP. Other store owners were sending their kids in one at a time buying cards from me for weeks, then taking the cards back to their shops at selling them at $5, $6 or more per pack. I wrote a personal check to the store and bought over 200 boxes for myself and began the ugly, but important job of pillaging the faraway MTG conclaves from South Africa to Australia to Singapore and all the way to distant Poughkeepsie. The last 10 boxes of Legends I sold went to a store in Portland Oregon for $900 a box.

On the Monday following the arrival of my store’s Legends allotment I rode down from the foothills on the Guzzi and pulled up in front of the store, parked and opened up the door. The first person through was Joel, the owner of the multi-partnered game store that had driven to California to beat me to the punch.

“Hey Joel.”

“Hey DW.”

Joel wandered around a bit and finally got down to brass tacks. “You got any extra boxes of Legends?”

“Sure do Joel. Right there behind the counter. Only there’s a 6 pack per customer limit per day.”

“No, I mean full boxes. I was thinking maybe you could sell me a few.”

Oh man. Talk about sweet. I was loving this already. But I do have a soft spot for old gamer buddies and Joel was, after all, a former customer and had even spent many a Saturday night up at the house gaming until 3AM. Part of me wanted Joel to swing in the wind for a while, another part of me was feeling like I could spread the wealth just a little in special cases like his. My natural empathy for the plight of fellow gamers won out.

“I’ll tell you what Joel. Since we go back a ways I’ll cut a couple boxes out for you as long as you agree to not sell them locally. How’s that?” Joel nodded, not really an appreciative nod, more like an I’m-getting-what-I-deserve-you-ignoramous nod.

I walked behind the counter, grabbed two sealed boxes and rang them up. “That’s $187.50 including sales tax.”

“What? You’re charging me retail?”

“This is a retail store Joel.” As I reached down to grab a bag to put the boxes in I heard the door slam shut. I looked up, the boxes were still sitting on the counter and Joel was disappearing down the sidewalk.

Oh well. I hated losing the sale, but business is business you know.

__________________________________________________________________________

For those who missed the early days of the Magic:The Gathering insanity, MTG was typically sold on an allotment basis by major distributors. While every distributor had their own rules, most applied a similar strategy: if your store had been doing business with them before MTG and if a significant portion of your purchases were board games, RPG’s, miniatures and other game supplies, your allotment was higher. They also factored into their arcane little formulas such things as how much MTG you had already bought and even punched extra in for favored accounts. My two suppliers both told me that each had had in excess of 1,000 new account applications in the first 6 months of 1994, since the MTG Christmas boom of 1993.

Several years later at Origins in Columbus I was sitting in the hotel bar with a bunch of Game Geek people playing Lunch Money and getting plowed. Pete Adkinson, who was the boss at Wizards of the Coast, was in the game and the conversation drifted to the glory days of MTG. When I mentioned I had received 550+ boxes of Legends Pete looked at me and informed me that if that was true, my store had received more cards than were allocated to the entire state of Texas.

I was lucky, not smart. If I’d been smart I’d have flown home and sold the store that week. But I didn’t. Man, I think I need a career change.

Sunday, August 21, 2005

Shape of things to become


As a result of so many people expecting some MUCH from their "games companies", especially in regards to 'components' and the like, while the commensurate PRICES of them has 'sky-rocketed' as far as I'm concerned! Many are still 'reasonable' on this, while the lavish 'bits' for plenty also factor in on it as well, and comparing any to a ''Computer disc'' is ridiculae-(plural of ''ridiculous''-'my' word) to the extreme. I have waited on a few of the 'P C disc' games to become HEAVILY 'discounted' since I refuse to PAY out the 'wazoo' on ANY of these. YES I could be 'called' CHEAP by some, while I subscribe to the 'frugal' approach myself, as I've found very few ''disc'' games that I will continually 'play' and this is down to a handful now, thanks MOSTLY to this damm M-S 'X P' program. IF only I could 'send' a ''cyber LASER'' 'death'-shot at them 'M-S'-LIARS everytime that I have to 'watch' one of their ''commercials'', while there ought to be some sort of ''deceptive advertising'' counts leveled AT 'them'! Sure, you can go just about anywhere and listen to the complaints, so where's the 'Solutions'? This is also a 'response' about them 'puter folks and 'their' DISMAY(?) about the ''German'' gamers, or LACK of those in 'P-C'-disc games! Well, quit making the ''suXX0rs'' ones huh? They can't EVEN 'get me' to try out their latest since I don't wish to end up with another ''disc-coaster'' as I have plenty now as it is. ''Thanks 'Micro-Shat'!''

On a more positive *note* then, let's take this into another 'realm' and I'm talking 'bout CCGs! ''chut yo mout'' Yes, the 'dreaded curse' of the ''gaming industry''-as 'viewed' BY the rest of the NON-card-CCG 'gamers' and I 'mean' THIS in a 'good way'! I'm going to LEARN and PLAY a game for 'Review' called ''Mystical Empire''! Mainly DUE to my ''anti-CCG'' predisposition, it is a 'Challenge' for EACH of us involved to become 'addicted' to this, while we shall provide 'pointers' as we discover them. Oh yeah, I'll also have to dig out my ''Card CASTLE'' for 'this'! There WILL be photos so many will 'drool' while I shall RULE! In fact, there's been 'playings' of THIS at Gen-Con this weekend, so we'll have to compare our 'results' with many others. I've only 'played' the JYHAD-(Vampyre bla bla) game, and not EVEN some ''WW-2'' based kinds, so you can 'gauge' my particular level on INTEREST, but I would be honest about this. Now some of the other 'Players' that are very well acquainted upon these 'games', and DO have extensive 'experience' with the likes of MYTHOS, that 'M' one, Netrunner, etc. ad nauseum SO we'll have people familiar with the 'scope' of many others for comparisons. Now, if ONLY I could 'combine' this 'Game' WITH the ''Enemy in Sight!'' one...

For the more serious ''grognards'', then ole Joe Steadman of the ''Tom Vasel & that 'other' guy'' show known as ''the Dice Tower'', has declared a 'yen' for a COMBO 'game' with ''A House Divided'' AND ''Battle Cry!'' I'll be working on this in the meanwhile to bring about the 'correct elements' for an easy & simple VARIANT. Now, if ONLY those ''Eagle Games'' folks would get 'right in the HEAD' then I could MAKE 'theirs' ever the better to ALL's 'likings'! I don't have the ''Phalanx'' version of the ''A House Divided'' game, so I'm basing my OWN upon the GDW ones, while I even have some EXTRA articles from others that 'developed' them further! For the most part, there should be some 'print out' friendly components so that just about anyone anywhere could obtain these. While I also intend to keep any 'Battles' within the confines of a single 'gamemapboard' for this, which means that there could be some HUGE-sized 'Units' of 'Armies' for which they can't bring them ALL on at once, so those 'left-overs' are going to become ''Reinforcements''! For the folks with multiple 'Sets', then you could use them BUT don't count on 'it' when you encounter JUST a 'single game SET'.

Saturday, August 20, 2005

Old News Department: Rumble in Hekumet

On a whim I visited the F.L.C.B.S. (Friendly Local Comic Book Store) a few weeks ago to see if there was any improvement in their selection of board games. My last visit had been maybe a year or two before, and while I can't remember precisely what was sitting on the shelves then, I do know that it was uninspiring, or at least it was to me: your standard copies of Settlers of Catan, Nuclear War, and Outdoor Survival, a couple of the rare Rio Grande duds, and some dinged and shelfworn Avalanche Press wargames. This sad little huddle was wedged in a corner over to the left of the Great Wall of Warhammer, a gorgeous and dust-free floor-to-ceiling display of little metal whatnots and doodads. Still hopeful, I casually strolled over to the owner and nonchalantly asked him if the side room with the big game table was ever used for playing games other than miniatures. He looked at me as if I had asked if he had any other flavors of air to breathe besides plain. "Like what?!?" he growled.

All things change, though, and so, as I said, a few weeks ago I thought it would do me no serious harm to poke my head into the store once again and see if the tide had turned in favor of Gola. I was in for a big surprise.

Right next to the play area was now a modest but independent and thoroughly successful-looking bookcase that was not merely full but chock-full of games. Fantasy Flight! Avalon Hill! Rio Grande! Days of Wonder! The really big shock was the big honkin' copy of Primordial Soup; for years this had been an obscure German-only title (as Ursuppe, of course), and so seeing those happy little protozoa now floating around the shelf of a comic book store in Newtown, CT was sort of like finding a Ming vase serving as the tip jar at the local Gulp 'n' Blow. Good for Z-Man games—they got some pretty good distribution right out of the gate.

The question hanging before me then was whether or not there was anything that I actually wanted to buy. I scanned the shelves for something inexpensive. King's Gate? Saboteur? S.P.A.N.C.? Certainly I do have a keen interest in catgirl space pirates, thanks to that undergraduate course I took in the dialectical semantics of seminaked felinofemale quantum banditry, but I just wasn't the mood for highbrow. After several minutes of hemming and hawing I gave up and got in the car.

Later when I was back at home flipping through the latest issue of Catgirl Pirate Journal I suddenly remembered one title on the game store's shelf that I didn't really know very much about: Scarab Lords by Reiner Knizia. What was that one again? Sort of a CCG, but not really, right? I remember being turned off by the theme back when it came out (not to mention the reports of the component cheapness of Fantasy Flight's games of the time), but my admiration of Reiner Knizia has grown to the point that I am now willing to suffer dragons and furbies on flimsy cards if RK is the man behind the design. So, a day or two later I drove back to Newtown and grabbed the box.

What I found out is that Scarab Lords is actually a kick-ass little game.

The easiest way to describe the game is to say that it's sort of an advanced Schotten-Totten with a Magic: the Gathering flavor. There is a strip of board featuring seven columns, and there are two separate decks of cards, most of which have a number indicating their strength. In turn the players will lay down their cards in the columns on their side of the board in an attempt to gain supremacy of that column by having a higher total of cards; unlike Schotten-Totten, however, the column is never won once and for all but may change hands back and forth many times. One of the winning conditions is to be in control of two out of the three columns on both halves of the board at the beginning of your turn (the seventh, middle column holds the "god cards" and is not counted towards any victory condition).

One of the interesting features of the game is that the various columns will give advantages to the player who has control over them at the moment; the two green columns allow players to draw cards from their deck, the two red columns force the opponent to discard cards from his deck, and the two blue columns allow the player to neutralize his opponent's already-played cards.

Additionally, the individual cards typically have rule-bending powers that, when used at a critical juncture, can have a significant effect on a player's fortune. Add onto that various restrictions on where and when stuff can be played, and then the Scarab Lords equivalent of M:tG enchantments (god cards), and then the Scarab Lords equivalent of M:tG instants (fate cards), and you have a fairly rich and complex little game on your hands. Furthermore, if the basic game ever starts to become stale, there is the Scarab Lords equivalent of M:tG deck building, though it might more accurately be called deck tweaking. The advanced game is a best-of-three affair, and after each match players have the opportunity to swap five of the cards in their preconstructed decks with five cards from a third deck of neutral cards, with the losing player swapping first.

The thing to note at this point is that the decks are not identical; both have their own particular strengths and weaknesses, and so swapping cards in the advanced game is not just as simple of getting rid of a 1 card for a 5. Even in the basic game players will have an advantage if they are familiar with the decks, since, just as in M:tG, you will want to accentuate your deck's strengths and take advantage of cards that work well together. For example, many of the cards in the red deck are powerful but do not have much flexibility, by which I mean they can only be placed in a particular type of column. If a red player held in his hand a bunch of smaller cards which could be placed just anywhere, he would not want to lump them all into one column which he might later be able to take quite easily with one big card.

As far as the game end goes, I've already mentioned one of the two conditions—supremacy in two out of three columns on both halves of the board—but this is misleading, because games rarely end in that fashion. The second but perhaps more typical game end condition is that your opponent's draw deck be empty at the beginning of your turn. This victory by attrition sounds a lot less satisfying than overwhelming your opponent by force, but much of the card play is directed towards this end, and it imparts an interesting rhythm to the game; in the beginning of the game you want as many cards in your hand as possible so as to get some good traction on the board, but at a certain point you have to put the brakes on and only draw when you're running low on options. The first sudden-death victory condition almost functions more as bait to get people to lock horns, even though when threatened players can usually pull off some desperate gambit to keep themselves in the game.

The theme, thankfully, is not just another trip to the Tolkien well, but instead concerns a fantasized ancient Egypt, the fantasies in question being that there are monsters and gods and spells and everyone looks Caucasian.*

So far I've played the game eight times, and most of those matches were extremely enjoyable. The feeling tends to be that of a pitched battle where threat and dominance see-saws back and forth between the opponents. It's always a challenge adapting your hand to the goals and demands of the moment, but knowledge of the two decks also plays an important role. There is tension and difficulty and moments of inspiration, and no two games play out exactly the same way. There is even some amount of long-term strategizing that is possible in the placement of the cards, and while luck does play a role I would say that over the long haul the smarter player will win the majority of games.

There were a couple of instances of games which ended unsatisfyingly, but I discovered that this was because of a missed rule—I had not noticed that players have the opportunity of skipping their turn to refill their hand back to six cards, and this resulted in two games which ended when one player could not win an economic supremacy before his hand ran out. Probably it sounds like botching this rule would have an enormous impact on the game, but except in those two cases it actually wasn't so; the fact is that the battles are always so heated that, so long as they have at least one card in hand and one economic supremacy, players rarely feel like they have the leeway to just skip their turn completely.

Unfortunately my opponent** has not wanted to play with the advanced card-swapping rules; after losing seven of eight games, he perhaps imagines that it would only be adding new and different tools with which I can beat on him. He may have a point.

Ultimately I must say that as far as two-player games go, Scarab Lords is remarkably high on my list of games to play. Due to its weight class I would rank it below most of the Gipf Project, and then possibly below Magic: the Gathering—played under perfect conditions, of course—and maybe also below Knizia's ultra-elegant Game for the Ages Schotten-Totten, but still I prefer it to all of the Kosmos two-player games I've tried, which would include Kahuna, Starship Catan, Odin's Ravens, Hellas, and Caesar & Cleopatra (the best of the lot).

Strangely, though, Scarab Lords isn't a very well-known game (306 ratings on BGG compared to 822 for Odin's Ravens). It seemed to have gotten some fairly good initial buzz on Spielfrieks after it was released in early 2003, but this chatter eventually died out; the failure of the word to spread may have had something to do with an early withering review based on playings in which the author had missed a critical rule,*** or it may be the effect that one BGGer noted (I can't find the quote now, unfortunately) in which, on reading the rules, a player would be led to believe that a win via supremacy is the norm and a win by card depletion the exception, and so be disappointed when game after game ended with a lame backup victory condition. From my perspective, however, once a player realizes that making their opponent burn through his deck is an important strategic goal, they will start to perceive a lot of what is elegant, finely tuned and interesting about Scarab Lords.

Meanwhile, since I enjoyed Scarab Lords so much, I also ordered the sequel game, 2004's Minotaur Lords, which features improved components but somewhat lamer artwork. I've gotten to play three games of this one, and while the rules are the same, there is a tangible difference between the tone of the two games; whereas the Scarab Lords decks are somewhat generic and versatile, the Minotaur Lords decks have a more customized and specialized feel. The blue deck's strength is the infamous horde, while the red deck revolves around large buildings with complementing cards that get rid of all the pesky curse counters. The simple decks of Scarab Lords lure the players on to tweak the cards with the advanced game, but in Minotaur Lords it feels like the developers succumbed to this temptation themselves and had a little party putting together two killer decks. In fact, the red deck seems so finely tuned out of the box that it can hardly be improved by swapping cards with the neutral deck; I could maybe see someone switching some of red's god cards with Enlir cards, and maybe some of the Eternal Champions with Prophet of Jalal cards just for a laugh, but I doubt it would significantly improve his chances.

For this reason I found the Minotaur Lords decks to be slightly less enjoyable than those in Scarab Lords. Even though the Minotaur Lords decks have more character and are more challenging, the demands of the game seems to railroad players into certain patterns; blue has to mass its hordes into the religious column to hobble red's buildings with curses, while red has to meet the challenge by erecting its buildings in that same column and hope it can draw its uncursable zero-phase cards before it gets overwhelmed. So, while the original game plays out in a fairly complex way—similar to Schotten-Totten, one might win or lose because this card had to go there and then that decision led to that eventuality and so on—in Minotaur Lords one can sometimes feel that the game was won or lost just because there weren't enough horde cards early in the deck or because all the good curse-lifters came out before the big buildings. On the other hand, some might prefer these more challenging decks with their stronger individual flavor to the more low-key Scarab Lords decks, so I wouldn't want to write the game off completely. In fact, of the twenty people who rate both games on BGG, eleven rate the sequel as good or better than the original, so be sure to take my comments with a grain of salt.

Unfortunately, if Scarab Lords was a sleeper, Minotaur Lords is in a coma. The game has had a poor reputation from the get-go thanks to Fantasy Flight leaving out some important text on the Horde cards—their strength is equal to the number of active Horde cards in their column, not the in the game—an error which they didn't patch up until six months after the game was released. The howlings about unbalance must have had a fairly serious impact on sales, since even though in April of this year Fantasy Flight head honcho Christian T. Petersen announced a new installment in the series, in answer to an e-mail I sent F.F. a few weeks ago a rep said "There are no current plans for a reprint or future installments for Scarab lords." A shame, really, because as far as medium-weight two-player games go, Scarab Lords is great little offering, and I would have enjoyed following the series.****

Anyway, the game is now a new standard in my two-player arsenal, perfect for gamers who want something fast and involving but who don't cotton to the abstractness of the Gipf series. The next challenge: to see how it stands up against my newest acquisitions, the other Knizia quasi-CCG, Blue Moon, and Columbia's latest and greatest, Crusader Rex. All of the sudden having only two players is a lot more exciting....

____________________________________

* I always admired Wizards of the Coast for the great African theme of the Mirage Magic set; they really seemed to be trying to do it right and not just telling the artists to stick a gazelle somewhere in the back.

** Finally, another gamer at work! I can play games at lunch! In fact, the guy used to be a paid playtester at SPI in the seventies. He doesn't know from Eurogames, though; Fantasy flight has pictures of other products on the sides of their boxes, and while he liked the looks of Twilight Imperium, about Through the Desert he said, in maximum sarcasm mode, "well that looks like a lot of fun." "No, no, it's a great little game," I insisted. "Yeah. Right. Whatever."

*** He did later update the review to a mildly positive one, despite mentioning the luck of the draw and the frustration of being at the pointy end of a religious supremacy.

**** Dare to dream: Catgirl Space Pirate Lords. Now that's entertainment!

Friday, August 19, 2005

Well, I just got up, what did you expect, brilliance?

I can't think of a single title that I like. If I choose yours I'll give you a Geek Gold, provided you are a BGG user. If you have never heard of BGG, well... you'll get fame and glory from being associated with the premier non-Canadian, non-Korean, boardgame blog.

And the winner is Mary. Her unintentional suggestion just seemed so right.
-----------------------

I took my lead from Tom and Joe at The Dork Dice Tower and asked my wife what her top-10 favorite games are. I thought I knew what she liked, but whenever the group is deciding on a game to play she rarely gives any input. She limits her input to complaining about the game that we chose.

My wife and I have been into the boardgame hobby for 4 or 5 years now, and all that I'm really sure of is the type of game she doesn't like. She doesn't like wargames, and she doesn't like abstract games. I have never felt insightful enough to venture posting a reply to those geeklists and forum entries on Boardgamegeek requesting suggestions for spouse-friendly games.

I wonder how many spouses have ever asked their significant other what their favorite games are? I bet the total is not very high. I would further wager that most of us think we know what the other likes, and that we would be wrong in some surprising ways.

Well, here's what my wife told me.

In true wifely fashion she revised my request. Instead of listing her top-10 games she listed 18 games that she really likes and only ranked the top-7. One of her top-7 includes a whole family of games.

Although I was only stunned with one of her choices, there were a couple surprises. Chief among the surprises was that Chinatown wasn't on the list, Goa was on the list, and Puerto Rico ranked so high. I would have guessed Settlers of Catan or one of the variations would have been her favorite game, and Puerto Rico to fall somewhere behind Traders of Genoa.

Here's her top 7:

7. Ticket to Ride
6. Star Wars: Queen's Gambit
5. El Grande
4. Goa
3. Traders of Genoa
2. Everything related to Settlers of Catan
1. Puerto Rico.

Rounding out the top 16, in alphabetical order: Acquire, Apples to Apples, British Rails, Carcassonne: Hunters and Gatherers, Condottiere, San Marco, Serenissima, Shadow of the Emperor, and Tikal.

And 2 games with caveats: Civilization (not a whole game, "I'll cover for someone during a potty break"), and Game of Thrones ("I think I'd really like it if I played it more").

If there was a stunner it was that "Game of Thrones" was listed. I make it a point to not play that game with her because she reacted in a strong, negative manner on her first outing. It isn't a style of game that she normally likes. Diplomacy? Backstabbing? Combat???? I reminded her of those not-so-minor points and she reiterated that she would like to play the game more often. As for the first time she played it, she reminded me that the rules have a big learning curve, as does the strategy. Now that she has a grasp of the rules and strategy she will enjoy the game more, she assures me. Okay. I'd like to play more, too.

Condottiere was a minor surprise. Although not a bad game I wouldn't have considered it to be in anyone's upper tier of games. Now that I think about it I think I can understand the high rating. Every time we've played she has been able to persuade the other players that I was a big threat, as she walked away with the victory.

As for her number one game, Puerto Rico, she says, "It is challenging every time I play. I never play it the same way twice." How true, how true. Never the same game twice, and we still play it a lot, even after 3 or 4 years.

Now if I could just sell her on Doom: The Boardgame. Hey, it could happen. There isn't even diplomacy, backstabbing, or difficult rule hurdles to overcome.

-------------------------
Others are doing it, here's my current list of my favorite boardgame blogs. My list of favorites constantly changes, mainly due to lack of posting by individual bloggers. My main criteria is that the blog is frequently updated.

In no particular order (and I tried for 15 minutes to get them lined up properly):

Gamefest http://gamefest.com/news/blogs/
Chris Farrell http://homepage.mac.com/c_farrell/iblog/
Mikko Saari/Gameblog http://www.melankolia.net/gameblog/
Jerusulem Strategy Gaming Club http://jergames.blogspot.com/
MR&TLU http://tajmahalfred.blogspot.com/
Shannon A. http://www.livejournal.com/users/shannon_a/
Thinking Out Loud http://ynnen.blogspot.com/
The Tao of Gaming http://gaming.powerblogs.com/
Joe Steadman http://blog.jmsteadman.com/

As Boardgamegeek gets larger, users get more whiny and nasty. Not everyone, to be sure, but many. Many are either out to offend or are offended by the smallest perceived slight. And forget about talking politics, sheeeeeeeeeeeesh. Moderation on BGG is getting more necessary and necessarily more heavy handed. There was a time when I read 80% of the forum entries, now I read closer to 8%. I still really like the 8% I do read and I think BGG is the best website EVAR, but the world-wide-web continues to evolve.

Blogs are where the interesting boardgame conversations are taking place.

The good conversations are spilling over into multiple blogs. Surely that is a good sign.

-----------------------------

Can any of you recommend a good free RSS site for me to cut my teeth on? Preferably one that is worth paying for if I decide that I like it. I've tried Live Journal and I got absolutely no where with their free account. I have long forgotten my password and would prefer to try another service.

Thanks for any advice and good gaming,
Coldfoot

Thursday, August 18, 2005

Werewolf!

Many people have played Werewolf (aka Mafia) with large groups of people, at parties or social events. Many of us have probably played it with some non-gamer friends. But can werewolf be a gamer's game as well?

I think the recent popularity of online Werewolf games on boardgamegeek shows that the answer is yes. But much of making the game interesting is in the rules and role selection that one uses.

A brief overview: Werewolf is played in night and day phases. In the night phase, the werewolves get to kill (eliminate) one player from the game. Some other players get to use special powers at this time as well, for example, the Seer gets to look at someone and see if they are a werewolf or not. In the day phase, players discuss who in the village they think is a Werewolf, to be lynched. Eventually a lynching is decided and that player is eliminated. Once either all the Werewolves have been killed, or the werewolves outnumber the villagers, the game ends. All players on the winning tam win, even if they are dead.

While large werewolf games can be fun and interesting, in my mind, they have several problems:

1)Game length. The more players, the longer the game takes. Also, since players are eliminated form the game, those eliminated early will be waiting for a long time for the next game.
2)Randomness. With many players, the lynchings occur mostly at random. There are just so many people to choose from, most people don't know anything, and you have to decide on somebody. If the group spends a long time trying to make a good guess each time, then the game will just never end.
3)Relative lack of strategy. The werewolves just say 'I'm a villager' like the 10 other villagers. The seer has to keep quiet for a while, because even if he finds one werewolf, there are more, and the seer will be killed after revealing this, leaving the rest of the players to stumble about, accusing at random. There is not a tremendous ability to use logic and deduction in large werewolf games.


To make Werewolf more of a gamer's game, I recommend playing with smaller numbers of players. 5, 7, and 9 work the best, since with an odd number of players alive during the day, there cannot be ties in lynch voting, if everyone votes. Key attributes of these smaller games are:

1)Most players have special roles. To make the game exciting for everyone, most players will have a special role, with a power they can use at certain times during the game. This also increases the strategy potential, because not only are there more things that players can do, there are more roles that they can claim to be (truthfully or as a bluff), for various strategic purposes.
2)A higher proportion of 'evil' roles to good roles, compared to the larger game. Because of all the special roles in the game, things can break down if you just keep to the roughly 25% of the players as werewolves that works well for larger games. Instead, this will be more like 33 to 40%. However, some of the evil players will not know each others identities, just as the good players do not know each other's roles. This means that for the Werewolves, they are not just trying to stay alive, they are trying to find their teammates, and adds a lot of strategic potential. Also, it means that the evil team cannot simply vote as a block together, because they could be confused as to who each other is.
3)Each round is far more critical. Generally in a small game, there will be little margin for error for the village team. This means that they must make a very educated decision on who to lynch. This removes most of the randomness, and makes the game much more about logic, deduction, and bluffing. That they have several villagers with powerful roles enables them to make a good pick, much of the time.

One more key difference in small games is that unlike large games, it works best for roles to NOT be revealed when a player dies. While in a large game, this reveal is important for players to have any clue what is going on (and to help find more werewolves when one has died, by looking at who voted for who). However in a small game, it is critical to not reveal roles upon death, in order for people to be able to claim various special roles as a bluff.


5 player werewolf:

The smallest number of players that the game works with is 5 players (plus a moderator, who can hand out roles, do the first night, and then go back to playing some other game).

The roles for this game are:

1 Werewolf. The game is over when The Werewolf dies, or if only 1 werewolf and 1 other player remain.

1 Sorcerer. The Sorcerer is on the Werewolf team and wins if the Werewolf wins. The Sorcerer looks like a Villager to the Seer. During the night, the Sorcerer looks at one player, and the moderator tells them if that player is the SEER or not.

The Werewolf and Sorcerer do NOT know each others identity, and are not permitted to make any sort of signals during the night (when the other had their eyes open and could see it).

1 Seer. During the night, the seer looks at one player and the moderator tells them if that player is the Werewolf or not. The Seer cannot tell if the player is the Sorcerer.

1 Hunter. The Hunter is a Villager with the following ability: If at the end of the game, the only 2 remaining players are the Hunter and the Werewolf, then the Hunter kills the Werewolf and the village wins.

1 Villager. But being the only player without a power, could be seen as a power or special role in itself.

This setup yield tons of opportunities for role claims and deduction. For example, the Sorcerer will probably claim to be either the Seer (to make it a tossup which person to believe as a seer, and to contradict their information), or possibly the Hunter (but in a way that they convince the Werewolf that it is not true).

The Hunter can win the game simply by not being killed, killing the werewolf in the end. Often, they will try to convince the Werewolf that they are the Sorcerer in some way, so the Werewolf will keep them alive, only to get a big surprise at the end. To do this, the Hunter might even make a false Seer claim! For example, if the Hunter were to say they were the Seer, and that a person was the Werewolf, who was not, the Werewolf would know they were lying and would probably think they were the Sorcerer.

The Seer generally needs to come out with their information on the first day. By day 2, it tends to be too late for the information. The game tends to hinge upon day 1. In that day, players will make role claims, try to sort them out, and then decide who to lynch (by majority vote). Here, the two evil roles are trying to lynch a villager, while the three villagers are trying to lynch an evil role. All players need to deduce who each other is.

Once the first lynching happens, day 2 will see three players remaining, if the Werewolf was not killed. In the most interesting case, both the Sorcerer and Hunter are still alive. Now, both of these players attempt to convince the Werewolf that they are evil. Its pretty funny to see the transformation. Day 1 you claim innocence, and Day 2 guilt. Here, the Werewolf must decide who is the true Sorcerer!

Even the basic villager has a critical role. Often, things will come down to two teams of competing role claims, and the odd man out (many times the villager), must choose correctly which team or player is telling the truth. Since 3 of 5 votes will decide the lynching, each players vote is critical. And since this one lynching will tend to determine the game, deduction is very critical.


In very advanced strategic plays, the Werewolf can claim to be the Seer, hoping to been seen as a possible Seer/possible Sorcerer. Then, if the group decides 'well, we have two seer claims, one is a seer, and one a sorcerer, so lets pick who the wolf is among the other three', then the wolf is not among those being chosen from! Players can also make 'trap' role claims, saying that they are a certain role, seeing the reaction of others, and then retracting.

The possibilities for people claiming various roles are nearly endless. Generally, many role claims will come out in day 1, which will then eventually be resolved down to a series of 'one of these two is this, the other is probably that'. There is a great deal of potential to use logic to figure things out, if someone has made a mistake and claimed something that doesn't really work. Also, players gain information, because if someone else claims your role, you know they are not telling the truth, and are probably on the opposite side. One key point is that the first person who claims a particular role tends to be somewhat more believed than the second, because they did it with less information about what was going on, and thus if it is a lie, they took greater risk that it is a mistake that just gives them away. Many times, immediately upon day 1 starting, this will cause several people to make Seer claims. It gets the game going right away.

The game is excellent, and very deep and strategic, and well suited for gamers.

For a 6 player game, simply add one more villager role to the 5 player game. This tends to simply lengthen the game, by making it more difficult to get an agreement on a lynching.

The 5 and 6 player games like this are very balanced, and wins will be split roughly evenly among the evil and good teams, generally depending on who played better and was more convincing. As a final note, I think the game works better if players are allowed to 'whisper' to each other, and are allowed to leave the room and talk to each other. It is also interesting to allow players to agree to write down their role on a piece of paper, and simultaneously reveal it to each other or to the group. (They can lie, of course, this does not prove anything, it instead forces a person to decide what their claim will be, without already knowing everyone else's).


I will talk more about 7 and 9 player games next week. In the meantime, try a game of 5 player Werewolf! It has a ton of depth packed into a relatively short playingtime, usually 30-45 minutes if people take their time to make a good decision, but dont take forever.

Wednesday, August 17, 2005

The Game Psychiatrist


Dr. Meepolous: Hi, Mary. How are you today?

Mary: Not so good, Doctor. I'm feeling anxious and very impatient. I can't sit still and can't concentrate on anything.

Dr.: First you should sit down and try to relax. Take a deep breath. - - - - O.k., you move first.

M: What!? I came here to talk through my problems and you want me to play DVONN?

Dr.: Yes, I have it all set up. It'll help you to relax and focus. {And I get to play games while doing my job. }

M: Alright, you're the doctor.

Dr.: Now, why do you think you're having these feelings of anxiousness and impatience?

M: It's the new games, Doc, the ones that haven't been released yet. I HATE waiting--never been good at it.

Dr.: But don't you have plenty of games you could play?

M: Yes, but....I don't know, it's the thrill you get from something new and different. A new game is like getting a new car: the smell, the feel, checking out the accessories. Taking it out for a test drive and seeing what she can do. It's just so exhilarating.

Dr.: Hmmm, yes. {Nice move. I could be in trouble here}

M: Since this is all confidential, I gotta tell you: I blame Rick Thornquist.

Dr.: What? Why would you blame that nice man for your problems?

M: Sure, he sounds like a nice man but I think he's got a bit of a sadistic side, too. He's always got the latest news on what's coming out and sometimes he even tells you how they play, but you have to WAIT! It's sadistic, I tell you. I wouldn't hear about most of these games till people had them in their homes, enjoying them, if it weren't for that man. Now I'm drooling and I don't even get to kick the tires.

Dr: {I need to get her outta here before the game is over--she's killing me.} Would you rather he quit his job so you wouldn't have these games to look forward to?

M: No, I guess not. It's a good kind of anticipation, like waiting for Christmas.

Dr.: Would you rather someone else do his job?

M: No, he does a great job. I....well, I trust him.

Dr.: O.k., then. Do you feel better now that we've talked this through?

M: I do, actually. I think the DVONN game helped, too. Let's just stack these babies up, shall we? - - - - - - Whoa, Doc! You need to practice!

Dr.: How did you do that? You weren't even paying attention!

M: Yeah, I know. That's why I came in here, remember? Thanks, Doc. See ya later.

Dr.: {Great. Now I feel irritable.}

(For my friend, Richard Fawkes, who suggested I needed to take another trip to the psychiatrist.)
~~~~~~~

Games

This week Mike brought RoboRally again, by request from me, and this time Richard got to play, too. I could tell that he really liked it because he actually said so! Usually I ask him, "What do you think of this game?" and the reply is often, "It's o.k.". So to hear him gush over a game ("I like that one. How much does it cost?") is a sure sign that it was a hit. And I don't think the fact that he squeaked out a win had anything to do with it!

We also played Vinci, which is popular with us. I've only played 3 games or so of Vinci which might explain the bone-head decision I made with my first civilization, which included Mountaineering that let me conquer mountain regions for 1 less and also score mountains, and Currency which let me score +1 for every province including mountains. I took the bait and gobbled up the northeast corner of the board while somehow ignoring the fact that the points would not continue into its decline. The result was a nice lead with the first civilization, but a steady decline during the next civilization. I have to admit that I'm the hard-headed type and have to learn from my mistakes, but I DO learn so I won't overlook that point in future.

A new game also hit the table, Rheinlander. I bought it thinking it would be the same depth as Kardinal und Konig (China), but after the first play, I'd have to say there are more decisions to be made and more ways to manipulate the lay of the land (so to speak). We were still discussing the ways the rules fit together and the options it gives you after the game had been put away. You know this is usually a good sign.

~~~~~~~

Detour

A choice was made,
A road was taken;
All other roads
Must be forsaken.

Every day our lives are built
On decisions too numerous to name;
And whether for good or ill,
That life will never be the same.
If you don't reach your destination,
You have no one else to blame.
~~~~~~~

Until next time, may your roads be the longest ones.

Mary



Tuesday, August 16, 2005

Encounter 2/9

Note: colors added for those who complained that the narrative is hard to follow. All conversations are simultaneous; follow a color to follow a conversational thread.

Encounter

By Yehuda Berlinger. Copyright 2005, Yehuda Berlinger. All rights reserved.

(Chapter 1 is here.)

Chapter 2: Phantom

Sarah stripped the cloth from her head and walked through the small stained door of NYU Hillel. Gary, the Hillel director, looked up from his desk.

“Hey, Gary”


(Hi, Gary.)

Sarah dragged herself downstairs to the kitchen in her bathrobe. Her mother was sitting at the kitchen table, a mug of coffee in one hand and her blue bookpod in the other. A large brown cardboard box was on the table in front of her, bits of costume material poking haphazardly out of the top.

"Hi, Mom," Sarah said, feigning brightness.


(Hi, Mom.)

Sarah considered the colors on her paper under the bright studio lights. Sharply defined orange, green, and yellow patterns danced a drama around the fuzzy figure of an old woman, listening, laughing, half-hidden behind a painted curtain.

Sarah stepped out of the classroom and saw Mitchell’s back halfway down the busy hallway. She flung him a message, “Wait.”

Sarah ate her pita without interest, while the screen showed the evening news, while her brother played with his friends, while her mother talked in the kitchen to somebody else, somewhere else. Conversations - the news, her mother, her brother, her other selves - mixed up in her mind as the logos and images mixed, dimmed, and flashed across the screen and her face.

“Hi, Sarah,” Gary said. “What’s up with you?” Gary was tall, dark, and, in Sarah's estimation, goofy looking. He wore a leather motorcycle helmet over his too long and unwashed hair, and a denim jacket over a black tee with a picture of a plastic helmet under a large red circle with a line through it. The rest of his outfit completed the rebel-cyclist look: some metal studded gauntlets, blue jeans tucked into dirty leather boots. And a flat black beard that always had a twig or a leaf stuck in it. Today it was a small piece of paper.

Sarah had known him for the better part of three years. Even though they worked together, he didn't spend much time with her after hours. In the last few months, however, he had occasionally run into Queens at the Jazz clubs on odd evenings.


"Hey, sweetie," replied her mother. She looked up from her pod and turned to Sarah with concern. "How are you feeling?" Barbara had had a hard time giving up on calling her daughter Miriam. She still wasn't able to call her ‘Sarah’ without feeling like she was talking to someone else's daughter. She avoided the whole issue by calling her "sweetie" whenever possible. When she was angry, this changed to "young woman."

Sarah reached her thin black brush out towards the paper.

Mitchell looked around and saw Sarah waving her hand by the classroom door. He turned around, and began walking back down the hall. “Hey, beautiful. ???” he messaged as he walked. Sarah began walking toward him.

(Cheeky, isn’t he?)

“She doesn’t know. No, she just sits around. OK, roll to hit. What did you get? Police are on high alert with warnings of a possible terrorist attack.”

Sarah replied, “Oh, still sick in West Hempstead, getting better. Still lonely in Jerusalem. Not much else, otherwise.”

"I'm fine, Mom. Thanks for cleaning up. I have to get out of here, I'm going crazy."

She mixed more brown into a muddy puddle of gray and pink. It was hard to get the skin tones right. She could do everything except skin.

“Game night? And dinner first?” Sarah looked him directly in the eyes. Mitchell was about an inch taller than her, with curly black hair, bright teeth, a black cardigan, and black jeans. He carried a soft black leather briefcase. Mitchell was always dressed as pressed and as neatly as she was. This was his first year at NYU. He had transferred from Santa Cruz on a scholarship of some sort. Sarah had seen him sitting in the first row when she had walked into class on the first day of Sophomore year and had sat down beside him. He wasn’t shy, and neither was she. Still, he had learned more about her than she had about him.

(Say ‘yes’, Mitchell.)

Sarah fed her AI comp to the screen, overriding the news program. She scrolled up and down a few times and then flipped back to the news.

“Feel better,” said Gary. “Check the calendar. We moved the board meeting to next Tuesday at 8:00 pm. Hope you can make it. Also check out the Jcafe entry.”

"Oh, honey, you're not well enough to go out, yet. Are you hungry?" her mother asked.

She chopped the brush on the pallet.

“Oh, mmmm. What time?” Mitchell asked. He smiled a bright smile. “Which of you are going?”

(All of me. Of course, I’ll be asleep.)

“I don’t think so. I guess I would hear about it if she had one. Aw, dumbhead! You missed! I can’t believe you missed! Give me those dice. Meanwhile, the Secretary of State, meeting with the Israeli prime minister, urged Israel to make further far-reaching concessions to help boost the struggling peace process.”

Sarah put her fingertips to her temple. “Moment. Oh, Gary, noon on Thursday? Why not Thursday night? Or a weekend? Could she have picked a worse time?”

"Not really." Sarah turned around and opened the fridge, taking out the water bottle. Behind her, her mother set the coffee mug on the table, swiped her hand across the bookpod, and picked her mug back up. Sarah poured herself a glass of water and looked out at the backyard.

(Go outside.)

Her hand swirled the brush against the brown paint. The fluorescents blinked erratically as her hand brought the paint to the paper using the thin brush. Her face focused with the concentration necessary to create age around the eyes of the old woman.

“Five thirty at Dougie’s. It’s at 79th and Broadway.” She cropped and messaged the menu to him. “Do you eat meat? It will be me, Queens, and Jersey; I’m sick in Long Island.” Sarah looked at him, hopefully, cocking her head and holding her palm out at shoulder level. “C’mon, yesterday you said you wanted to come.”

(Same as usual? I’ll order.)

Sarah flipped to her AI comp, scowling. She unfolded the keyboard on the coffee table and began entering and erasing some sentences. She split the screen into three: Google on the left, comp on the right, news on top. David Lanz in her ear.

“Conflicts. Check the calendar,” answered Gary. He shifted on his seat uncomfortably while he defended Stephanie, shuffling some member’s receipts and pushing them into a drawer. As he stood up and pulled on a chain hanging from his jacket pocket, he added, “Anyway, we don’t want to keep pushing it off. We’ll just have to push for attendance.”

"I have to get out of here," she repeated. "I'm going outside."

"Are you sure?"

"Yes, Mom." Sarah moved to the back door. Barbara had to lean forward for Sarah to get outside.


The touch of a brush on paper, like a mind reaching out to itself.

Mitchell was still smiling. “OK, Five thirty.” He turned around and resumed his journey down the hallway, whistling. The afterimage of a white smile in a black face hung before her eyes.

“Not until ten, you know how it is. Of course he isn’t, he’s doing residency. The ghast hits you for twenty-two points and paralysis. I’m minus twelve. I’m dead. The pop singer Madonna has announced that she will be coming to Israel to study at the Jerusalem Kabala center, adding that she is not afraid to come at this time of heightened tension.”

She sighed. “I’ll message her. Maybe I … we … can find a better time.”

Sarah squeezed past her mother, pulled the inside door inwards, pushed the latch on the screen door and the door itself outwards, and stepped across the great divide between safe and free.

The brush paused in midair.

Sarah looked down and smiled.

Sarah looked up and frowned.

Gary pulled out his keys, which were attached to the other end of the chain, and locked the desk drawer. He said, “C’mon Sarah. She’s not doing a bad job. Not everyone can be Sarah, you know. Only five of you!” And he laughed.

(Oh, he’s a riot.)

Sarah rolled her eyes. “See you later Gary.” Sarah sent Stephanie a quick message asking her to get in touch.

"Keep warm, dear," her mother's voice traveled after her. "We’re having the Millers over for a barbeque tonight. You can stay in bed if you want to."

Like I would want to, Sarah thought to herself, breathing in the clean outdoor smells of the clipped lawn, dogwoods, and dappled sunshine.


Eyes still on the paper, she dipped the muddy brush into the half empty bag of twists standing open beside a paint-dripped jar of muddy water.

A message. “My cats will kill me when I get home, I hope you know. :-)” She looked up and saw a dark figure waving a hand over a retreating shoulder, stepping out of the hallway and into the sun.

(Too bad he’s not Jewish.)

A picture of Madonna showing at the top of the screen. Esther, Sarah thought. She reached her hand out towards the image, but in a second it was gone.

Monday, August 15, 2005

Game Store Confidential ~ continued

Hmmmm… let’s see, this was the bag from the back room and this bag…

I leaned well into the dumpster to reach the other plastic garbage bag.

… this might be the one from the front of the store!

And it was. I spied the empty gray sprues from a copy of Battle Cry I had opened and started on last week. I had only gotten the Rebels off their sprues though when people started to come into the store to annoy and distract me. I had to put the game up for another day. Now there I was at 9:30PM, several days later, digging through a dumpster behind my store.

Dumpster diving in small towns is an activity that is fraught with all manner of potential consequences that are meaningless in cities. To begin with, there are maybe 18,000 total residents of the county that my little spread - lovingly named Mosquito Acres in honor of the West Nile Virus - is ensconced in. And probably 10,000 of them have seen the game store. And probably 2,500 of them have seen me. And probably 500 of them know who I am. And the other 17,500 know the 500 who know who I am and… well, you get my drift. Being seen scrounging through a dumpster in the fading evening light might put a blemish, however slight, on my stellar reputation as an outstanding community member who has only spooked 117 horses and 3200 cows late at night when a Harley with a fine set of unbaffled Street Sweeper pipes sounds the best.

But the business at hand was serious.

Having pulled my new copy of Battle Cry out earlier because my local buddy, Bode, wanted to play, I discovered a Confederate infantry flag bearer was missing. We searched high and we searched low. But it was gone. I wracked my brain, trying to remember… did I take everything off the sprue? Of course I did. I’m no rookie. I’m a gamer of long-standing and high marks. I haven’t lost a counter, sprue or piece for probably 25 years.

I’m not anal, just efficient.

And I was getting just a bit annoyed. Dumpsters stink.

So anyway, after Bode and I played a couple of scenarios with the errant Rebel missing, I slipped out the back door and started the garbage bag hunt. I had two bags on the old table next to the dumpster and when I gingerly rummaged through the obvious bag I came up empty.

WTF?

If the missing Confederate wasn’t on the sprue and he wasn’t loose in the bag, and he wasn’t in the box… then where the hell was he? I ought to do a Google search on Confederate desertions just to see if karma is somehow in play here. Being a native Texan with deep roots to Tennessee, my family always refers to the American Civil War by the more appropriate title: The War of Northern Aggression. So maybe my errant Rebel was just a coward. Or perhaps a Yankee spy. Or it could be that Great-GrandPappy times six had put a blemish on the ancestral karma meter by killing one Yankee too many and that debt had come to haunt me 150 years later.

Sure enough, when Bode and I played the Pea Ridge scenario I needed all 10 infantry flags. The Union didn’t, as they had fewer men on the ground, so I borrowed a blue Union flag bearer from Bode’s forces. It looked like crap. Blech! Battle Cry looks cool because it has cool components. Having a Union guy in amongst my Confederates just felt… wrong. I know, I know, it’s just a game and it plays the same and even if I used dice for the men it would still be a good game. Or would it? The excellence and simplicity of the design would be the same, true. But when Borg designed the game I’m certain he had imagery in his head that wasn’t too far off from Avalon Hill’s final product. I like his game design, his imagery and Avalon Hill’s execution of the two.

Frankly, I felt incomplete. Did I mention I was also getting annoyed?

I imagine that’s what people who buy $50,000 sports cars feel like when they have a flat tire and are forced to drive on that goofy, skinny little spare thingie. Tell me that doesn't look totally dumb. I always motor by on my Hog real slow like and give them my best Jesse James biker-guy leer.

But back to the business at hand, which was to do a quick check of the other two garbage bags while stooping low enough behind the dumpster that any cars passing by wouldn’t see me and then standing upright and walking nonchalantly back to the dumpster and dropping the bags in as if it was the first time I’d thrown them out.

Am I being anal? Nah… I’m just a creature of habit. I Ziploc everything. I do a count on the parts. I personally put away my own games so I know what to expect when I open them again. I also feel weird when something I know should be in a game box goes missing. And I suppose I’m serious enough about it that I would slink into a dumpster, risking my untarnished reputation, for a game piece that might have an actual cash value of perhaps a nickel.

What’s funny is that if you and I were standing next to a random dumpster and you said, “Hey DW, I’ll give you $100 to jump into that dumpster.” I’d say no. But the prospect of retrieving a missing piece from a game that I could buy two copies of for the same $100 got me halfway into the nasty thing for nothing.

I’m not anal about games. I just happen to hate it when something isn’t where it’s supposed to be. It annoys me.

When I opened the store the following day one of the local gamers and his two gamer cousins came right in. I was surprised because I rarely saw these three that early in the day. Not to mention, they were acting oddly, sort of casting furtive glances in my direction and milling about with a strange, hunted looks on their faces.

“So, uh, what’s up guys?’

“Oh nuthin.” “Nope, just checking it out DW.” “Yep, just, you know Dawg, checking things out Bro”

That last comment was from Robbie, a 19 year old pasty white farm boy from Ruralsville, Middle America, who loves the street language that doesn’t exist on any of the streets within 600 miles of here.

They all came to the counter with piddly little items to buy. Stuff these three never even had on their radar, like CCG packs and some loser $10 card game.

“What’s this all about guys? You buying for someone’s birthday?”

“Nah… well, it’s just that we were coming back from the grocery store last night and when we went down the street there on the side of the building, Robbie looked over and you were….”

They then stammered out the story: they surmised that since I was pawing through the dumpster after hours that things must be bad with business and they decided to… well… you get it I’m sure. I figured I’d better explain real quick what the deal was before these three ended up buying the wrong games. But before I could open my mouth --

“Whoa! Hey DW! Is that Battle Cry?”

Lyle, the older, wiser and more mature of the three had spotted my copy. I answered that it was indeed Battle Cry, hence the words BATTLE CRY on the box. Lyle insisted we sit down and play right away. He loves Memoir ’44 and always wanted to try the earlier design.

“Sure Lyle… we can play. But you’re the frickin’ Yankees and I don’t want to play the Pea Ridge scenario.”

“Sure DW. Whatever. Hey you two, here’s a twenty, run down and get us some sandwiches and drinks will ya? DW’s looking kind of gaunt and rangy.”

I think I need a career change.

Sunday, August 14, 2005

So far Travels & Travails


Hello all and I am HERE now, after an ordeal that would 'make' another DESPAIR, but I didn't allow IT to interfere. I've just been dropped off at HOME, since my vehicle 'broke't down', on a TEST 'Run' that IT 'failed', and this requires a 'replacement part'. How's y`alls 'day' goin`? But it was STILL a "fantasifestiful" DAY for 'moi'. I got to GO 'Thrift Store Conniving', and you gonna hear of this, since YES I 'managed' to get "broke't down" AFTER the 'shopping', ha HA!


yes, so far now I'm relaxing finally with the 'spoils' of the DAY, and quite the 'booty' on such AS today. We'll allow 'some' the time now to DREAM of what I 'got'! Okay, anything of a 'Game' relation? Who among ya 'asked' this? Yes, YOU were 'correct'! but what 'kind'? WRONG! But those who 'said' CARDS was close, like in 'Grenades & Horseshoes' but NO 'Cigar, my friend'.

Now, for some NON-game related items, a 'marguerita' glass with a 'siesta man' as part of this! A 'Coca-Cola Polar Bear'~stuffed & mini-sized a-huggin` the glass with a 'Heart'-shaped 'Coke' symbol. Then there's the 'Coca-Cola 2002 Olympics Glass' to join the many other items of this kind. Who else HAS a 'Coke' "disc-Camera", but "sew solly" there won't not nor be none but NO "film at 11 or anytime" As another 'game item', then some sort of 'foreign' type game "quat bien" since I get to ENTER this into the DB here w00t! One last 'game item' and I got "Babylon 5 Wars" COMPLETE, while I don't 'wish' to MAKE some 'cry' if I said for 'how much'!

Oh yeah, I even got a "Cisco Kid" DVD with '4' episodes on this! and a *Bonus Cartoon* too!
"quint bien!" Not a bad "GROGaugustFEST!" day except for the heat & whatever.

Well I forgot a 'part' in my RUSH to get this out, so here's a BONUS for 'us', as I got this really nice Japanese 'Sake set' with 'servor & '2' cups' in this, while at HALF-off, since 'tags' of that COLOR were, at this moment, which 'made' me want it even MORE then!

Saturday, August 13, 2005

The Problem with Indie Games


Last Thursday I played my first game ever of Mall World. It's a game that I was really enthused to pick up when it was released by Rio Grande Games. The tile-laying was probably what appealed to me first; I like building games. However when I saw the first pictures of it, with its geomorphic tile designs, I was totally won over. It looked neat.

It arrived at my door as part of a large box of games. I quickly ripped through all of them, ogling pieces and reading rules. But afterward Mall World began to gather dust as it sat atop my to-play pile, for days, weeks, and eventually months. I took it out a couple of times to play, but it was rejected each time. At least once this was because I didn't want to play an auction game with the minimum number of players, but more often there was another reason that I couldn't bring myself to play the game: the rules.

Mall World: A Tough Game

Charitably, the rules to Mall World are tough. It was one of just a few games I read in the last year where I got done with the rules and I didn't have any idea at all how to play. (Princes of the Renaissance and Oriente are the only other two that spring to mind.) As I worked through the rules a second time (and later a third and a fourth) I came to realize that they weren't entirely to blame.

Mall World's biggest problem turns out to be terminology. You're building a mall, you see. And as you do you process "approvals" which allow you to designate types of shops to go in the mall and which also allow you to rent to stores of the designated type that are targeting a specific demographic. You do this in order to fulfill "use orders", which are a set of shop types that someone wants to be adjacent, "rent orders", which are specific shops (type + demographic) that someone wants to see in the mall, and "special orders", which are sets of specific shops that someone wants to be adjacent. (Who "someone" is, I dunno; I assumed gangsters in my last game. Why this sort of micromanagement is important to them is an entirely different question.) When you confirm an order you may also receive a bribe or pay a bribe. Most payments are made from and to your swiss bank account, but when you're bidding on approvals or taking new approval cards you instead spend "liquid capital" and those go into a "slush fund" which is later distributed back among all the players.

Clear?

It wasn't clear at all to me. The terms "use order", "rent order", and "special order" were almost meaningless when I tried to apply them to the theme. I still don't entirely understand what "confirming an order" was supposed to represent, and why you get or give bribes at that point, nor am I entirely sure what the "approval" cards really mean, nor why they might be auctioned. And the whole idea of paying in cash that was then redistributed among all the players, although a great game system, didn't make any real-life sense to me.

In other words, the theme of Mall World fell flat. But, this wasn't Reiner Knizia or Leo Colovini flat, where the theme was a paper-thin facade but the system was elegant enough that it didn't actually need the theme to support it. Instead this was a much more disastrous falling flat where it felt like the theme & mechanics were really intended to be deeply integrated, but where they seemed to pull against each other so strongly that the theme actually detracted from the understanding of the mechanics.

Mall World had some other sharp edges. The one that threw players the most was a (simple) mechanic where the order cards got cycled if every one passed in turn without taking one. It was annoying to players because this was represented by each player putting a pawn on a board if they didn't want any face-up cards, then the cards cycling if everyone's pawns ended up on the board, or alternatively everyone's pawns getting returned if anyone took a card. One player said, "Why didn't they just say, if everyone passes, cycle a card", and I started to say "That's not quite the same thing" (because the current rules has a few subtleties that an everyone-passes rule misses), but then I bit my tongue. (Ow.) I realized that my defensive answer exactly matched the problem I have with many indie games. It was a sharp edge that could have been simplified with some slight change in mechanics and little loss of theme or gameplay.

But more on that in a sec.

Before I close out on Mall World, I should say that it's a game with great potential. It has a neat tile-laying system where you can change tile values once after they're down, potentially screwing up other players. It also has a decent auction system that has a lot of tough choices implicit in it. There's some great ideas and some great systems here, and it might be a great game among players who'd played it several times and were all familiar with it.

But the system is full of sharp edges, the worst of which is the bad terminology & theming, which makes sufficiently little sense to make the game harder to play (and even more so, harder to learn), rather than easier.

Most players who try to play are going to get cut.

The Problem with Indies

Mall World is a classic indie German game. It's produced by Andrea Meyer and Bewitched Games on the other side of the pond. There are a number of other notable indie designers who fit into the same category. Martin Wallace (and Warfrog), Richard Breese (and R&D), and Friedemann Friese (and 2F) are some others who I consider among the best and most innovative.

Inevitably these four designers (and others I'm neglecting) produce exciting and innovative games with neat game systems that you don't see anywhere else. However, also inevitably, these games are full of sharp edges that should have been filed down.

Martin Wallace's Princes of the Renaissance was another one which had rules that I found almost impossible to understand (though it turned out that was partially because they forgot to include vital information, like starting positions). But I also shook my head at some of the more minor game design, like the fact that the game alternatively uses unfriendly ties (wherein two cities which tie for the same influence are each bumped down to the next level) and friendly ties (wherein two players which tie for the same amount of gold at the end of the game each stay at the higher level). One or the other would have been a smoother edge, which would have resulted in a clearer game. It's a minor, minor issue, but exactly the sort of problem I see in indie games.

Struggle of Empires, also a Wallace design, was another game with similar issues. The rules were better here, but still some of the game systems were unnecessarily complex. Here's what I wrote when I first played it: "The movement rules were the ones that really got me here. You can, for example, move a land unit to an adjacent space or to a space which you have any sea unit adjacent to or to a space in Europe where you have a control marker or to a space in Europe where you have an adjacent control marker. Which all goes to say that can move a unit just about anywhere, except you have to have a boat to move to a colony. A rule that said that you could move a land unit anywhere in Europe or to any colony with a boat would have been much simpler to understand, would have taken 5 minutes off the rules explanation, and wouldn't have changed the game a lot."

Inevitably I've found indie games to be a little too complex, a little too inconsistent, and generally not up to the more polished standards of a production houses like Hans im Gluck or Kosmos. And, that really bugs me because the core ideas and designs behind the best indie games are good enough that these games could be top-10 material. Princes of the Renaissance, Struggle of Empires, Mall World, and others have the potential to be as great as Puerto Rico, El Grande, and some of the other classics. But, they miss those marks, and I think it's largely because they're being produced by indie companies.

The problem: development.

Design v. Development

Game players tend to follow the cult of the game designer. We bow before Reiner Knizia, we kowtow to Klaus Teuber, and we raise Alan Moon up on a pedestal. And, make no mistake, game designers make games happen. Without their innovative ideas and their hard, original work, there would be no games.

But I think we all too often neglect the role of the developer. This is someone working in-house at a game company who looks over proposals, pulls out the ones he likes, and then works with the original designer to, well, develop the game. He may retheme it. He may suggest changes. Or he might get out the sandpaper himself and wear down those rough edges.

He'd pick up Struggle, he'd look over the intricate web of movement rules, and then he'd say, "I see you've set this up to be thematic and realistic, but if we just simplify these rules, how much do we lose?" Or, he'd flip through all various weird card types in Mall World, and at each one he'd say, "What does this really mean?" And when he was done he'd have revised the terms and maybe the game system itself so that it worked with the theme instead of against it.

Developers may be somewhat invisible to us as game hobbyists, but on the other hand we understand that Hans im Gluck, Alea, and Days of Wonder each have a great reputation for producing superb games. That's not just about picking the right things out of the slush pile. It's about very skilled developers working with designers to make their games shine.

And that brings us back to indie games. Here, a designer might do any amount of playtesting, but if he ends up being his own developer too, he's probably not going to be able to see all the rough edges in his game, because he's too close to the piece.

And so we end up with games that could have been exceptional, that are instead only good. Or, worse, we end up with a Mall World which might actually be very good already, but which I'm not sure I'll ever have the strength to explain again.

So, though I have every respect for indie game designers, though I think they're some of the most innovative designers in the business, and though I'll keep buying their games, I dearly, dearly wish that more of them would let go of the reins just a little, and submit their games to professional development houses, because I think that their very good games would become very great with just a little bit of additional TLC from someone not as close to the project.

Friday, August 12, 2005

The Candamir / Tower of Babel Conundrum

Or Why We Buy the Games We Buy

Saw Candamir: The First Settlers in my local game store the other day, it was setting next to Tower of Babel. I hadn't bought a game in some time and was intent on buying one. I was torn.

On one hand, I've played Candamir and was underwhelmed with it. However, Candamir is a game that will get played simply because it has "Settlers" in the title and was designed by Herr Teuber. My wife will like it, so will another female friend of ours. My wargaming buddies will play it, simply because they love all things Catan. My friend with 5 kids will like it, but he likes everything, more importantly his kids will like it.

On the other hand, I would be taking my chances with "Tower of Babel". I doubt I would be able to play it for at least three months if I were to buy it today. I doubt I would get to play it more than 3 or 4 times, ever. I doubt my wife would like it. I doubt my wargaming buddies would like it. But I am sure I would like it.

My Geekbuddies rate Tower of Babel a respectable 7.71. Candamir is a 6.86. That is a significant difference.

Candamir costs $20 more, and let me reiterate that I have played it and really didn't care for it.

So what did I buy?

Candamir, of course, and Tichu.

Tichu? How did that get into the mix? Tichu is another card game in a long line of card games that I own and hope to play one day. Mu and More, For Sale, Medieval, Battle Line and Mystery Rummy are some of the more notable titles I own and have never played. There are others.

Not a bad day. One expensive game that will get played, even though I find it to be subpar, and one inexpensive cardgame that will probably never get played.

Coming soon: The Tower of Babel/Ticket to Ride: Europe Conundrum (with a Guillotine kicker).

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How did this happen?

I used to write two or three times each week in my blog, and I always had something to say. If I didn't write it was because of time constraints. There were even times that I held an entry back because two in one day, or three in three days was a bit excessive. Now that I am responsible for Fridays on "Gone Gaming" I'm having problems thinking of stuff to write. When I do think of something to write I don't know if I should wait and post it on "Gone Gaming", or post it on my blog and hope I can come up with something else for this blog.

I read an interview with "Bloom County" creator Berkeley Breathed years ago. He thrived on deadlines. He attributed Bloom County's cutting edge nature to deadlines. He would do much of his "cartooning" (my word) on the day the strip was due, even while sitting in the waiting room of his syndicator's office minutes before the deadline.

Nothing dries up my creative juices quite like a deadline, even if it is 7 days away.

------------------------

Behind the scenes at Gone Gaming.

I made an error on my introduction, apart from the whole "Manly Man" thing. I said that 5 of the 7 people who said they could contribute also said they could contribute every week. That wasn't quite right.

Shannon said he was very busy and could probably only contribute once each week. I replied with something to the effect that if he was so busy he could just contribute every other week, opposite of Joe. He agreed to that.

Twelve days into the project Shannon has his next six entries stacked up and ready to go, and they look pretty good.

I wonder if a twice-a-day blog would have an audience?

Good Gaming,
Coldfoot

Thursday, August 11, 2005

Better than Tichu

A little riddle: what is a card game, has partners, and is better than Tichu?

Some would say 'nothing', I know. Some would mention bridge. But for me, the answer is partnership Fairy Tale. (And I really love Tichu).

Fairy Tale is a card drafting game, in which players choose one card out of a group of five, pass the remainder to the next player, then pick one card out of the ones passed to them by the player next to them, and so on. The cards score based on which other cards you have, so the game is about drafting combinations of cards which work well together, and drafting cards with great potential to score based on what you will probably get later.

Played where each player is playing for themselves, the game is interesting at first, but gets easy pretty quickly. After you know what you're doing, there really aren't any difficult decisions anymore. Its playing partnership that makes the game shine.

The partnership rules are the same, except of course, that at the very end of the game, the two partners on each team, who sit across from one another, sum their individual scores together. Your cards don't help your partner's cards score, or anything like that, you just add your two scores. This serves to make the game far more interesting.

Without partners, you will often be faced with the decision: Do I take the card that is good for me, or the card that is great for the next guy, but I cant use. And you take the card thats good for you pretty much every time, except in extreme cases. And everyone is just taking the card that is best for them every time, and then all that matters is who lucks into the best cards. The decisions are quite simple. When a player does play defensively and starts taking stuff the player after them needs, it just screws the two of them and they both probably lose.

But with partners, the situation changes. Now, a defensive move that costs my opponent a 9 point play is somewhat like I just scored 9 points myself. Now, when faced with the decision of taking the good card for me, or the great card for my opponent, one will often play defensively. It is in the weighing of whether the defensive move is better than the point scoring move, that makes the game interesting.

For those who have played Fairy Tale, but haven't tried it with partners, you really need to. The two games are simply incomparable.


The rest of this article wont be very interesting to those who haven't played the game, I'm afraid. (And maybe the first half wasn't either), but I figured it would be good to give some advice on playing fairy tale (especially in its partnership form).


First of all, it is important to take cards that create good threats. A threat is something that could potentially score you a large amount of points, if your opponents don't do anything about it. Thus, your opponents will then face difficult decisions of whether to help themselves or to hurt you. If they have to spend a lot of their time taking cards away from you, then it is difficult for them to get a good score.

So what makes a good threat? Its a combination of three things. The more of them that are present, the better it is.

First, it needs to have the potential to score many points if not defended against. Good examples of this are the 3 and matching *x3 cards, the * scoring cards of each of the three main colors, and some other things like the 9 point conditional cards, and some of the other high scoring conditionals.

Secondly, it should score you some points already, even if it is defended against. Thus, if you have the choice of taking a basic 3 point friend card, or a *x3 card, the 3 point card is better early on, because it is already scoring you points. If you start off by taking *x3 cards, it is a poor threat, because if your opponents deny you the matching 3 point cards, you score nothing. Also, your opponents can play the 3 point cards and get something for their picks. If you take the 3s however, then you have points already, and they have to take cards that are completely worthless to them to stop you.

Third, it should ideally have many cards in the deck that will be good for you, and must be defended against. The 3 / *x3 combinations and the * cards are good examples of this. Thus, your opponents are often seeing cards that they must take away from you, to prevent you from scoring many points.


To summarize, the best threat is generally taking the basic 3 point friend cards, and any matching *x3 cards you see. This will often force one's opponents to take many cards that are nearly worthless for them. Second best are the 3 point hunt cards, which have a corresponding 9 point conditional card. These are good because they score points already, and the 9 point card is very large, and will be completely worthless to your opponent if they take it away from you. After that, the basic * cards are pretty good, however it takes several of them before they become decent, and your opponents only have to really defend once you reach that point. However, if your opponent takes one or two of them away from you, they are nearly worthless to him or her, and if you can get at least 3 then they will be at worst okay for you.


The conditional scoring cards, which you have a chance to fulfill, are the other big early pick, and in many cases should be picked over the cards mentioned above, even the basic 3 point friend cards (which are excellent). Mostly, the conditionals which are fairly easy to fulfill given enough time, or who help you fulfill themselves, are excellent early picks. For example, the 8 point conditional cards that require you to have at least two cards in each of the other two non-shadow suits are my favorite cards to pick as a first pick, and are likely the best choice later on, until such time as you would be unable to fulfill them in time (and even then, it may still be the best as a defensive pick). The 7 point 'most stories' shadow conditional card is excellent, as it counts as a story itself, and the 6 point 'most shadows' and 'most of a color' cards are also great. The shadow cards fall in value if you have passed a hunt card around (which is a good reason to often take the hunt card as a high pick, unless there is something else really good).


Barring any good threat cards, early on it is usually good to take a 6 point close card, since you will have plenty of time to find an open card for it. The shadow 'all players close 1 of a suit' cards are also quite good, especially if one team or the other would be hurt by it a lot, but the other wouldn't. (If its your team that would be hurt a lot, then you probably need to take it defensively).


When taking cards, be sure not to take cards that your partner really needs. For example, the 3 or *x3 cards they are collecting, 1 open cards that they need to open something and you don't, * cards they are collecting, and so on. You would take these only if the player between you and your partner really needs it also, and would take it if you didn't, and it is worth it to take the card defensively. When playing shadow cards that force all players to close a card of a color, make sure that it hurts the other team more than yours.


A final note about choosing whether to draft defensively or to take something for yourself: Each round, you play only 3 of the 5 cards you draw. Thus, you can draft defensively twice without hurting yourself, provided you can still find three good cards.
Also, if your opponent already has three good cards, it doesn't really hurt them to deny them another, they cant play four anyway. This means that if a couple cards have already gone by, and you don't really have anything good for yourself yet, you probably need to prioritize getting something for yourself much more than normal. Likewise, if you have passed a set or two of cards with nothing good for your opponent in it, and have something good for yourself, then you can focus more on defense and make sure your opponent gets nothing they need that round.


The play of the cards also has some strategy to it as well. For one thing, when choosing the order to play your three cards that you are going to play for the round, especially early on, play cards of colors you already have first, before playing cards of a new color. This can prevent you from closing cards to a shadow card, especially one that your partner may be playing to hurt your opponents, while your team doesnt yet have cards of that color.


For everyone who hasn't tried it, I highly recommend partnership Fairy Tale! It is fast, relatively deep, and tons of fun.

Wednesday, August 10, 2005

The Yellow Brick Score Track

I assume I got into this hobby like many other people did--looking for a little harmless fun. I didn't know the power of what I was dealing with; I didn't know the allure would be so overpowering.

It was an innocent purchase--Lost Cities, to fill that "Christmas game" slot one year. After reading the rules, which is my job in our family, I thought, "Hmmm, doesn't sound like much", but after one play I realized that there was more here than meets the eye. This simple set of rules could lead to some difficult choices; there's luck here but maybe I can do something about it.

Carcassonne was next, so different from my idea of what a game was; then Puerto Rico, an eye-opening game with so many important choices. I had taken that first step on the Yellow Brick Score Track and could not turn around, pulled toward the Emerald City of Games.

At first I placed this new breed of games along side the mundane games from other years--Risk, Yahtzee, The Farming Game, Aggravation, Rack-o, Crack the Case, Perquackey and Boggle--but I soon outgrew that space. Using my female powers of Organization and Rearranging, I freed two shelves in a small closet to house my quickly-growing collection, the tangible proof of my obsession.

A few months later, I was well on my way down the Track and the closet was full; I needed a stool to reach the top games. A new bookshelf was added to the library, filled with games from all genres (Except war games. Those would come a little later). They ran the gamut from fluffy, fun games to the heavy-thinking gamer games; there were games for just 2, games that are best with 3 or 4, and one game that acomodates up to 10 (6 Nimmt). I made some games you could print for free and mocked up some others because I couldn't find them.

Through this period of trial and error, I learned the types of games--the mechanics, complexity, depth of play and amount of interaction--that appeal to me and, more importantly, to my family. I still buy a lot of games, but now I do it with a better understanding of what to look for and what to side-step. My biggest problem now is that I've nearly filled the bookshelf so it's time to don my superhero cape once more and find some way to make room for future additions to my collection.

I'm still traveling the Yellow Brick Score Track with my gamer friends. I don't know if it's possible to reach the Emerald City of Games, but I do know that once you set foot on the first brick on the track, there is very little chance you'll ever turn back.
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Games

Fjordes is a new game at my house and I have to tell you, my husband and I really like it. I know I shouldn't because it has that whole luck-of-the-draw/can't-place-ANOTHER-damned-piece thing going, but I can't help myself. It's like eating potato chips--you know there's better things in the kitchen you could choose like fruit, yogurt or those frozen pork eggrolls (come on, there's veggies in them!) but you're drawn to the greasy, salty chips.

I've tried to figure out why I enjoy this game so much and I just don't know. Maybe I'm too stupid to be terribly annoyed with its quirks, or I'm so brilliant I can see past them to the clever game underneath. I know I have an unnatural attraction to map-building so that may account for some of it. I also like the 'Go' half of the game, deciding on the perfect spot for that first field piece but, unlike 'Go', you don't have to see several moves ahead. In any case, the more we play it, the better it gets.

The last game we played (3 rounds), we didn't have as many pieces that had to be set aside. In fact, one round was played without one unuseable piece being drawn. Were we lucky or can more careful planning of tile placement create a more accessible board? It also seems that I had more chances to make useful plays rather than being forced into just one position. Again, was it luck or does a bit of planning pay off?

Finally, let's not ignore the fact that it plays quickly and my husband will play it without too much whining on my part. No matter what the reason, Fjordes is sitting on the kitchen table, ready at a moment's notice to entertain us for 40 minutes or so.
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Miscellaneous Ramblings

The back porch rebuilding is going well. Yesterday we tore down the old one and got the framework for the new one up. Today, the decking, stairs and railing are on the agenda. How nice to have a porch that doesn't creak and wobble. Tucker, our Corgi, isn't too thrilled right now, though, since he can't get out the back door.

Now for something on the serious side of life: last Thursday, 4 days before the official beginning of the Sturgis Rally, the first motorcyclist was killed. Most years see the death of 4 or 5, sometimes as many as 10, and it's often due to inexperience, especially as they ride through the twisting canyons of the Black Hills. But not this time. A Colorado man was sitting at an intersection waiting to turn onto a state road when he was rear-ended by a drunk driver in a pickup truck.

My heart always goes out to the friends and family who waved good-bye with wishes for a great vacation. When the phone rings, are they expecting to hear from their loved one only to hear the voice of an unknown police officer?

Don't drive when you've been drinking. I don't care how well you handle alcohol, or that you think you're not drunk--you're fine. It's just not worth the risk you take. And it's not worth a few years in prison for manslaughter.
~~~~~~~

So until next time, safe gaming to everyone.

Tuesday, August 09, 2005

Encounter 1/9

By Yehuda Berlinger. Copyright 2005, Yehuda Berlinger. All rights reserved.

And God said unto Abraham, As for Sarai thy wife, thou shalt not call her name Sarai, but Sarah shall her name be. – KJV Genesis 17:15

Chapter 1: Pentaform

On Thursday morning, 8:04 a.m. EST, 3:04 p.m. IST, Sarah descended the cracked gray stairs outside of her sister’s tenement on 12th avenue and 96th street while ripping open her Visa statement envelope with her finger; stretched her stiff and lanky arms under her worn flannel nightgown in her bed on Long Island and rolled over onto her back; sniffed an oversweet black and white from the G&I Bakery at the corner of Jewel Ave and Main St in Queens; sprayed a fine mist against the palm of her scrubbed pink hand while standing and yawning on the bus crossing the George Washington Bridge from Teaneck into Manhattan; hopefully accessed the feed from BoardGameGeek while sitting on her legs in Hebrew University’s computer center and avoiding her comp on “Agent Methodologies in a Confused System”.

Sarah was a sophomore studying Judaic Studies, Biology, Art, pre-Law, and Artificial Intelligence.

She sat up in bed and shoved her jaw to the right to get rid of a painful crick. Sarah, who was once, until her seventh year, Miriam Weis, was now nineteen, pale, and thin, although usually she was tan and thin. She owed her current pallor to a week of bed rest recovering from a debilitating flu. This was insufferable to her, as she loved the outdoors and fresh air. She rode horses at the Lakewood riding academy on Sundays, and her favorite riding route took her through Hempstead Lake State Park. Three years ago, the lake dried up. Even more than riding, she enjoyed nothing more than suffering over this each week as she rode through the park, her heart melodramatically mourning that the park was like a wounded and dying beast, poor thing. Sarah attended Queens College because her parents would not allow her to travel to Manhattan every day, nor live on her own in town; anyway, she did not want to live in a city where every moment of the day one was surrounded in all directions, including up and down, by an oppressive mesh of toxic metal, cigarettes, and rude, indifferent people.

Sarah thumbed up the access switch on her NetMind, defuzzing, and was one again.

“Hey,” Sarah said cheerily. She took the Visa statement out of the tattered envelope, and unfolded it. Sarah, originally Aviva Brown, had the kind of looks that would have been considered quaint, even before the word “quaint” was coming into style. Her hair was frizzled red, unmanageable, and consequently unmanaged. Covered in a Tartan cloth, the puffed wiry strands contrasted untastefully with a burnt orange pleated jumper over a clean white blouse. Sarah considered herself the focal point of Sarah, as she considered herself the focal point of each of her connections, from her old circle of friends in Woodmere to the staff at NYU Hillel, where she served as treasurer this year and social director the last, and still fancied herself de facto social director instead of the hopelessly boring Stephanie Stiller, who now filled the position.

“Hey.” Sarah added, a little less cheerfully, scanning the lines of text on the screen. The wi at the top of her screen blinked erratically as data fed to it from her NetMind. The dreamy look on her face receded into an alertness necessary to pull random keywords off of a rapidly scrolling page of details. She shifted her legs.

“Good morning.” Sarah put the black and white into a small, flat paper bag and considered the array of frosted cupcakes, each with a little plastic clown adorning its waves of colored sugar. Sarah - Sara Stern - was fashionably chubby, but not unkemptly so. She envied the desire of suburban Sarah for fresh air, as she considered such desire to be rightwardly directed, and she tended to this sensitivity by buying earth-toned fabrics from Abercrombie and Finch. Having assuaged her envy with the imitation of the outdoors, she felt no further desire to actually leave the comforts of the big city, which included the familiar game group, numerous kosher bakeries and pizza stores, and the smoky jazz clubs that surrounded the NYU grounds. Sarah was effusive about the “authentic jazz scene” at Dixie’s Hot Spot on West 22nd and 6th Ave, since the trumpet player was both black and puffy-cheeked, without considering that the audience was comprised solely of bored, distinctly white, and wholly jazzless NYU students looking for the same type of show of authenticity to impress their yuppie friends.

“Ugh. Um. Sorry.” Sarah drew a plain tan handkerchief from her suit pocket and wiped her hands, holding on to the bus with her posterior planted against the hard side of a full-backed bus seat. The passenger behind her gave a grunt. Sarah - Bonnie Goodstein - an NYU student in pre-law, gave the appearance of sincerely wanting to make up for lost time wasted as a child during childhood. Her dark suited outfit, pressed and starched, seemed to take great care in hiding her glowing rosy complexion and muscular form. Sarah thought herself plain, was happy about it, and disparaged the numerous boys who went out of their way to try to convince her otherwise. The peculiarity of her character left a trail of gossip and shaking heads, not the least because, for all her seriousness and determination to make up for wasted time, she was devoutly regular at the game group. She herself did not know if this was due to an indulgence of her passions, a necessary release from her burdened schedule, or something somehow intrinsically positive, but in what way, she couldn’t say.

“How are we feeling?” Sarah added, frowning at the bill.

“Oh god! Oh god, get me out of here!” Sarah wiped her forehead with her arm, which did nothing to dry her, as both face and arm were sheened with perspiration. In frustration, she picked up the edge of her blanket and buried her face in it.

“I am, baby. I’m one.” Sarah put her handkerchief back into her pocket and stifled another yawn.

“I know what I mean!” Sarah cried, helplessly.

“Out of there? Get me over there. I wish I was ‘there’ at all.” Sarah, born Dina Wachtsman, had been saying this like a catchphrase for over six years. Since there was nothing to do about this, nothing was said in response. Sarah had a face that alternated between dreaming and miserable, an alternation that happened a few times each day, which even she admitted was not really fair. She rubbed her nose. Sarah had what she considered a frustratingly upturned “Christian” nose that she inherited from her mother, a convert to Judaism before she was born. Her father, a tall, distinctively Jewish looking endocrinology specialist, now doing residence at Hadassah Ein-Kerem in Jerusalem, had plucked her family up by its roots and transplanted it to Israel six years ago, notwithstanding pleas and tears on her and her brother’s parts. Arguments about the long-term effects of separating her from Sarah fell on deaf ears. ‘You don’t live with them, anyway’, her father had told her. ‘You will be separated by a bit more geography and time zones, that’s all. You will still be Sarah.’ Her parents were happy with the move - murderous attacks, strikes, culture clash, rudeness, and financial shortages notwithstanding. She spent as little time as possible working on her AI studies, and the rest of the time browsing the web for used science fiction and fantasy books, folk music CDs, and games that she could convince her parents to pay for and ship to her aunt and uncle who would bring them to her on their twice yearly visit.

Walking south on 12th Ave, Sarah ticked lines off the Visa bill with her finger, automatically avoiding obstacles in her path with wi-sight. “This is really high. I forgot about the Gap. What did I buy at the Gap?”

Looking through the link, Sarah unfocussed from the trade feed, smiled weakly, and answered, “The jumper I’m wearing right now, sweetie.”

“Don’t go down at 92nd. Take the 1 to Times Square. I’ll join up on the A.” Sarah held on to the gray plastic strap overhead. Between the hard edges of the strap, the sharp contours pressing against her backside, and her tight shoes, she was wishing she could have remained in bed just a little longer. Or get a car. Or join a carpool. Mmm, sleeping in a car, while someone else drives. She closed her eyes and pretended she was sleeping in the back seat of Mr. Handel’s Lexus.

“OK.” Sarah crumbled the envelope and tossed it into the nearest green wicker garbage can. She broke stride, closed her eyes, and began crossing 12th Ave, folding the statement into her jumper pocket.

“What time tonight?” Sarah asked. Cupcake icing looked like molded plastic.

“Usual. No. Five thirty. I want dinner first.”

“Hungry already?” Reaching the other side, she opened her eyes and began walking east on 96th.

“I’m bringing Mitchell.”

“Oh, ho! When was this? Was I sleeping?” Sarah reached for the tall glass of water on the bedside table. The dirty tissues had mysteriously disappeared. The water was cold. Half of a Snickers bar lay neatly wrapped in a clean tissue. Sarah's one indecorous indulgence was a morning ritual of eating half a bar of Snickers, which she self-righteously renounced each day with importance and finality.

“No, I haven’t asked him, yet, but I will, today.”

“I think it’s a good idea. He seems nice, and he knows.” Sarah stifled a yawn of her own.

“Yes, he knows. Who doesn't?” She shifted while she pretended to sleep, eliciting another grunt from behind her.

“Why not ask him now?”

“No, I’ll wait. Do it in person.”

“Bathroom.”

“Touch.”

“Touch.” Sarah fuzzed.

Sarah said in a needless conspiratorial whisper, “I’m sick. I should have visited instead of watching Shrek for the third time.”

“I was tired.” Sarah gave up on the cupcakes and got into line to pay for her black and white. She always took the first brunt of criticism as if it was directed at her, alone. In this case, she was also physically closest to sick Sarah, and imagined herself responsible for the dereliction of an unnecessary duty.

“Easy, sister.” Spoken to either, or both.

“But look at me. I know what a week in the house does to me.”

“Meeting in the are double-u wouldn’t have gotten me out of bed any faster.” Sarah protested weakly.

“Anyway I’m with me all day.” Nearing 11th, her favorite florist bloomed among the side-street grime and main-street coffee shops like the very flowers that tumbled out of its doorway. The entrance to the subway was on the corner.

“Every day.”

Sarah was heartened by the support, although still gnawed by a guilty conscience.

“I forget what it means to be physically with me. Physically. I’m going to fuzz in the subway,” she warned, as she thumbed her other BGG feeds.

“Be back on the other side. Touch.”

“Get a bag of twists for tonight.”

“OK. Excuse me. Excuse me. Hello. Waiting, here. I’m waiting.” The bakery manager barely glanced at her, and continued with the large lady in front of her, who couldn’t decide between with or without caraway seeds in her rye. She was fidgeting with her NetMind. Probably asking her husband, thought Sarah.

“Civics this morning, English this afternoon.” Sarah said, still pretending to sleep. I’m going to wake up in the mountains, she lazily thought, nothing but snow all around, an aged log cabin, and miles of evergreens receding down the hill to a clear, silver-blue lake.

“Art History and studio.” Waiting on a line.

“AI comp.” Thumbing through geeklists.

“Liar. I’m shopping for games.”

“I’m looking at my Geeklist. 158 views, one comment. Jeez, look at this.”

Sarah defuzzed. “Hey, I’m back … wait. Oh c’mon.” she exclaimed, crawling back into bed.

“Uch. Send a comment to Aldie. Harassment.”

“Aldie can delete comments. That’s bigotry.”

“Anti-Semitic crap,” she added, for good measure.

“Hi. Good morning. Yes, black and white and a … one of those bags of twists, please. Thank you.”

“Here we go. Aldie, grnumdeisop added a comment to my Geeklist …”

“Mmmmm… Yummy.” Biting into the black and white, Sarah exited the bakery and walked the few feet between its doors and the Q10 bus stop.

Yawn.

“Wake up sleepyhead, Civics in forty-five.”

“Yeah, yeah. Five thirty.”

“Five thirty.”

“I have another twenty minutes to sleep. Leave me alone.”

“I’m browsing. Touch.”

“And send. Let’s hope he responds.”

“Browsing. Touch.”

“Don’t get that. It’s too expensive. eBay it.”

“I’ll add it to my wishlist. I’m gonna browse, ok?”

“OK. Guess I will, too.”

“Touch.”

“Touch.”

Monday, August 08, 2005

Game Store Confidential

So, let’s see… I’m at 7 cities connected now and I buy resources and build second. So that means, with this amount of Electros, I can build to 11 cities…. That would put me in the lead, meaning… I’ll buy resources last, but I’ll bid first on that power plant I need in order to have an 18 city capability, which ought to be enough to –-

“Excuse me!”

Cripes! Another frickin’ customer...

“Yes? Can I help you?”

"Yeah, I’d like to buy these Star Wars boosters and do you have the new Yu-Gi-Oh expansion?”

Yes, I’m gaming in the store on Saturday. Playing Power grid with a former employee Heather, her brother Tommy and another hardcore gamer named Kerry. In order to play a game with me on a workday you have to be willing to wait... and wait… and sometimes wait some more. That’s because I have to sell stuff. Whether I actually want to sell stuff is beside the point. At this stage of my life and my retailing “career” I could personally give a crap who buys what and when they do it. I just want to sit back down and vanquish my three opponents who, now that I glance over there, are huddled together suspiciously.

“So that’ll be $117.50”

As I swipe the little card flopper’s Gold Card through the machine I glance at the table with the Power Grid game again. They are now carrying on animatedly and Kerry is pointing at the power plants. Are they up to something? What exactly can you be “up to” in a game like Power Grid?

40 minutes and several more sales-oriented interruptions later I’m into analyzing my end game strategy. I now have the capability to power 18 cities and I have 14 built and the money for the four needed cities. I am slightly surprised that the other three had somehow lucked out and built in such a fashion that I had no city to build to until the Phase Three card appeared. I’ve never been in that situation. It seemed awfully lucky... for them. Not to mention, they drained their own coffers to do so and each one of them had more cities than they could power. Hmmmm.

“Hey! Is Robo Rally on your sale list?”

Good grief! Another frickin’ customer?

“Yes it is. It has a $50 retail and I’m selling it for $39.99.”

Off I go to the register. While I’m there, several more lost souls wander in looking for everything from Nintendo controllers ~Yeah, right~ to Japanese Hentai Comics ~ Get outta my life you mouth-breathing sicko Perv ~ to some RPG book so obscure that only the writer, publisher and their parents bought copies of it.

Kerry, Heather and Tommy are huddled again, but they’re too far away for me to hear what they’re saying. Kerry and Tommy are pointing at the resource display and Heather starts to nod... as if in appreciation of some heretofore unearthed kernel of truth.

What is going on? Oh well, back to paying the rent...

“That’ll be $69.12”

“Is that with the discount?’

“You bet.”

“Man, I guess the kids can get by on Ramen noodles for the next week, I gotta have these new metal dice and this totally bitchin’ 130th Level Power-Wizard Handbook of Doom.”

“Yep. It’s great stuff... just... great”

So as I ring up the guy who is planning to starve his children half to death while giving the false impression of actually feeding them, I see my three opponents all lean back in unison, cross their arms in front of their chests, in unison, and then look over at me with smirky little smiles, in unison.

Call me paranoid, but I was getting the distinct impression that something definitely was up.

When I managed to get back to the game and started looking the board over I noticed that there were almost zero resources available. Two or three barrels of trash, a couple of nuclear rods and a pile of coal. That was it.

“So, is it my turn?”

To which all three replied, in unison, “Yep. It’s your turn to buy resources.”

Do I need to tell you what happened? Okay, I will. I was reduced to only powering 5 out of my 14 cities. Then, in an act of desperation, I overpaid for the big solar power plant, but it mattered little as they all bought and built before me. So when my turn came I had no resources to buy to power the needed cities for the win.

What they did was, in effect, use my time at the register to script the last 5 or 6 turns in such a fashion that I could not win. Now before you declare this unethical or cheating or not in the “spirit” of gaming, realize – I own a store. That means in almost every game I play in the store some gamers are more interested in not being beat by me than they are in actually winning the game themselves.

Isn't that what they call the “meta-game”?

I’m used to it though. My game groups of the 80’s and the 90’s and now of the 00's have all had traces of targeted game playing. And I have usually been the target. During the same week in games of El Grande and Robo Rally I noticed the same thing with different groups of players. Beating me was paramount to winning.

Kerry, Heather and Tommy all thought it was really funny and when we post-mortem’ed the game I asked if they felt they had just played Power Grid or if they had just played a new game called Beat DW At All Costs? Everybody agreed that Power Grid was just the weapon, but that they had pulled the trigger. Gleefully, I might add.

You may have the same thing going in your game group, especially if it’s a regular group and one person in particular either wins quite a bit or is somehow the focal point of the group. Being that person, I will say this, it makes me a better gamer and I lose often enough to have acquired heaps of humility many years ago. Plus, if I hadn’t been interrupted for all those 5 to 10 minute stretches, the three dullards I was playing against would never have been able to figure out how to stop me.

“Excuse me!”

Jaysus H Christo!!! Another dice-chucking 40K Goober.

“Yes, can I help you?”

“I need to know what the HQ unit for the Tyranid Army is and if you have it in stock.”

So as I hand the guy the Hive Tyrant box I look over and see Kerry, Heather and Tommy pawing through the opened game boxes on my table, they appear to have their heads closer together than normal as they examine Puerto Rico and a few other popular titles. I wonder if they’re discussing how to flay me in other games now –-

“FORTY-FIVE DOLLARS!!!”

“Yep. But I normally knock 10% off and today we have a 15% off sale--“

“That is insane! Forty-Five bucks?!!! For a metal miniature???”

“I understand. You could proxy it though until you have the money. Heck, if you have the old Hive Tyrant he’s still a Hive Tyrant.”

“Nah. That’s okay, I can get those cheapie diapers at Wal-Mart and the kids will be fine for another week eating Mac & Cheese with weenie slices. Ring me up!”

I think I need a career change.

DW Tripp ~ August 2005

Sunday, August 07, 2005

GROG's 'Blog' with VARIANTs and their issuance

I have this VARIANT(well, actually MANY) based upon an edition of a 'current' game, of which MINE is vastly different overall and based ONLY upon the 'past' versions. I don't want to impinge upon any 'copyright' issues, since this would cover an older version that I have several copies of, as might many others. It is one of several that could become 'accessories' for these games, while their 'concepts' were actually DESIGNED by others and I've 'compiled' these into my OWN 'modified' creations. These will become 'attributed' to their AUTHORS in recognition of their OWN 'efforts'. For many true 'Grognards', then they'll instantly recognize them, since we're usually cognizant upon those that we've 'known' from long ago. I don't understand WHY it is that the 'BGG' is reluctant to permit these since they ARE 'designed' solely FOR these games', when the articles were FIRST 'written' UP concerning them!
In the 'words-&-voice-in-your-head' of "Mike Tyson", it IS "lewdacris"
Oh well, then folks can: "get their 'kicks' enroute with MY 'blix'!"

Since so many can 'see' who's written up and IS behind THIS(for those unable to view the 'author' then it IS "James Meldrum"!), isn't it considered as being very RELEVANT for the 'game' depicted? VOTE with your comment and let's SEE! In fact make a 'mention' about just ONE 'Game' associated with the 'author' as a part of an entry. Maybe even give different 'games' to count them up! Remember, 'he' ONLY has to be 'associated', for which it could include many. I'd be very "intuwrested" to 'gauge' the public's response on such, as there's plenty to go around if you JUST 'look'! I intend upon 'informing' the general public who're "in the want to know" HOW to enhance their games that they already have. This can take many 'chapters' of progressing from ONE 'concept' to another, especially where 'foreign terms' are unknown, etc. To deal with that, then 'Uni-Sets' could become introduced for varying LEVELS in which 'players' cared to delve into. I've seen this already in the 'model kits' and their 'level-1, etc. 'approach. Hey, some are even prepainted and just *snap* together, then *Violin!* you got the 'Voyager' spaceship or the 'Maquis' or the 'Kazon'. sweet!

As a pondering, I find it quite "a service" to the gaming community in 'general', when I INCREASE the 'interest' even in the 'elder titles', as some are just too darn FUN to resist. With this in 'mind', then I present still one more VARIANT. It combines what was written by a fellow 'GEEK' "C.Lake" a.k.a. 'zarathustra99', with extensive 'mods' by myself. Read his 'article' here to SEE just how it could 'look':

*LINK to article*
http://www.boardgamegeek.com/geekforum.php3?action=viewthread&threadid=20763

*NOTE*-if you're unable to 'click' on this LINK, then just copy its 'line' and place in the 'website address bar' for your 'browser' and then HIT 'enter' to take you to that.

You will be able to actually 'see' this depicted in its 'gamemap' FORM on my OWN 'Blog' in a day or '2', so keep on the "look-out" for this then. I'm going to create another 'blog' of my own so as to NOT clutter up this one with the TOO 'many' of which I can think of. There'll still 'be' EXCLUSIVES for this here, since I take it as a weekly 'respite' for some 'effective respondings'. As a wanton "shout out" to a fellow 'GEEK', then I'm starting mine up on August 8th-on HIS 'B-day'! Have a GREAT 'cold one' "Gilad"!(a.k.a.'ycylop'), and you should be 'hearing' of HIS "exploits" here soon I do believe?...

Saturday, August 06, 2005

There's Gold in Them Thar Cards

Last month in sunny Connecticut we spent some time revisiting a game that we had first played three years ago, back when we were first getting together as a group; this was Silverton, a train game that tells the story of the 1859 Colorado gold rush and the subsequent growth of the railroads in the American Southwest. I had liked the game quite a bit back then, as it is engrossing and atmospheric, but of course I was discovering a lot of other new games at the time and so the old-school all-dayer soon took a back seat to shorter and more intense Eurogames. I did later buy my own copy, though; it was on sale at amazon.com (twenty bucks—not bad for a game with two hundred and fifty-three wooden pieces) and it struck me as a sensible alternative to 1860. "Why buy an expensive game I'm not going to play when I can buy a cheap game I'm not going to play? At least I know I already like it and there's two other people who are willing to sit down to it."

Anyway, for some reason this summer seemed like a good time to revisit the mines at Leadville, so Marty McMartin, Chris and I sat down to a standard game one Saturday afternoon. The general gist of Silverton is that players build rail networks to earn income from the lumber yards and coal, silver, copper and gold mines that are available at the moment. Players buy claims, dig up the coal, chop down the trees, take a quick whiz on the torn & ravaged earth just to make sure it knows who's boss, throw the stuff in the back of a freight car and go sell it in town. Players can also earn good money running passenger lines from city to city, since all the prospectors, hookers and highwaymen have to get around somehow.*

Probably the game doesn't sound terrifically exciting from my little description, but what I'm leaving out are all the tons of little details that lard a thick coating of atmosphere onto the proceedings. The map is crowded with connections, every one of the one hundred and eight claims has its own individual risk profile, there's a complicated market mechanism for each commodity, your prospectors can get thrown in the clink or shot in the head, et cetera, et cetera, et cetera.

The downside of the game is that it can be a somewhat solitare-ish affair, and this was definitely the case in our game that Saturday. We all struck out in different directions, there was no squabbling over coal mines or lumber yards, and Martin and Chris graciously conceded to me all the passenger lines that I could reach. This last courtesy, though admirable in the extreme, was perhaps my opponents' downfall, for, thanks to the extra income of the lines from Denver to Colorado Springs and Pueblo and the extremely lucrative Denver-to-Leadville run, after about ten turns the ledger of Gola Western and Central boasted over $9,000.00, whereas Marty McMartin Enterprises and ChrisCo had only about $5,000.00 cash on hand each. Gamely they insisted we play on to the target of ten grand, and I was glad that we did, for in the best tradition of The American Dream Martin and Chris both rolled up their shirtsleeves, got down to business and gave me a run for my money, with Chris finishing only $500.00 or $1,000.00 behind me and Martin only a little ways behind him.

This outcome highlights one of the really interesting things about Silverton, which is that is that for the most part the game doesn't have the typical rich-get-richer problem of most economic games (without the gamey, artificial dampers on the leaders that Power Grid or Age of Steam have). In building their rail networks players are constrained more by time than money, and the mines pay out what they pay out regardless of whether you're Rockefeller or Fred C. Dobbs. Other designers looking to make a good economic game might take a page from Silverton's book: gains can be based on the profit per venture rather than the money-buys-stuff-which-gets-you-more-money model.

Two weeks later Chris had left for the WBC so Martin and I decided to give the two-player "Golden Spike" scenario a try. In this campaign variant each player starts with one surveyor in Salt Lake City and one in El Paso, and so presumably the competition ought to be a little more fierce. This time Martin snagged the infamous Denver-to-Leadville passenger line, but after a failed bid for the Salt Lake City-Grand Junction run due to some bad luck he lost his taste for human cargo and focused his energies on freight instead. I once again took the opportunity to monopolize the passenger trade, and in fact I was seized with such a monomania for moving people to and fro that at the end of the game I spent five turns banging rails south so that I could boast of a gigantic Salt Lake City-Denver-El Paso network. Never before had such a feat been accomplished in our Silverton games, and perhaps with good reason, since there isn't actually a passenger run that allows one to capitalize on that particular achievement. I was able to take the Denver-El Paso line, however, a $1,000.00-a-turn moneymaker, but since there were only two turns left in the game in which to operate it, and the purchase price was $1,380.00, and it had cost me $600.00 to build the track, my ultimate profit was $20.00, or just enough to buy Stetson hats and bottles of sarsaparilla for one angry board of directors.

Despite all this buffoonery, I was still able to squeak out another win, as Martin finished the game with $30,000.00 and change and I finished with $37,000.00 and change. The game took about four and half to five hours.

Silverton is one of those enjoyable games where, even if there isn't much in the way of cutthroat player interaction, the unfolding of the story provides an interesting and memorable experience. The next game will no doubt be a more competitive one, since by now I think that everyone has learned that the passenger lines can't be ignored completely. I suppose you could say that the real competition in Silverton is just in how well you know Silverton, and there are people out there who really enjoy that sort of thing.

Later on I'll add a session report to BGG with a lot of tiresome detail for anyone who wants to learn more about the game, though there are already plenty of reviews, the first being Mike Siggins's at the Game Cabinet, and then some newer ones posted to BGG here. Check these out before you track it down to make sure that it's going to be to your taste; despite the fact that I like it, I wouldn't make the case that it's the ideal game, or that it couldn't be improved with a couple of tweaks. For fans of Eurogames the slow pace and multiplayer solitaire aspect might be a turn-off, and even those favorably inclined will have to have a high tolerance for math; having a couple of calculators handy on game day is not a bad idea.

I'll add just one more note, which is about the game's origin. Silverton was designed by the late Phillip J. Smith and was originally published in 1991 by Two Wolf Games. It seems that this and the game's southern map expansion were Two Wolf's only productions, and that plus the small-publisher quality that Mike Siggins describes in his review at the Game Cabinet might lead one to guess that Two Wolf Games was run by Smith himself. The game was then apparently picked up and republished by Mayfair in 1999 (the version I have), and the cover of the rulebook bears the following dedication by a Ms. Dori Smith:

"This game is dedicated to Phil Smith (1962-1994), who combined his love of gaming with his love of railroading to produce the original edition of Silverton. The original edition included a note: 'This game is dedicated to my wife Dori, who supported our family while I worked to publish this game.' Silverton was, after our son Sean, his pride and joy, and he would be honored by its re-issue and proud that so many fans still hold it in such high esteem."

Maybe I'm a sentimental chump, but one thing that makes a good game even better for me is the knowledge that the author really cared about what he was doing. I think one of the joys of the hobby is knowing that these games of ours that we hold in our hands are not commodities made by committee but are instead the result of other people's sincere desire to share their creativity and sense of fun.

______________________

*Ordinarily in the case of frontier towns one is obliged to say "hooker with a heart of gold," but with all the prospectors and highwaymen around it's best not to talk in such terms lest there be an epidemic of floozy vivisections.

Friday, August 05, 2005

Er... My Turn.

When I was single, I used to skim the alt.romance Usenet group. One of the questions in their FAQ is, "Why do girls go out with jerks instead of nice guys?" One might think that this is an age-old unsolvable question, but the answer is actually quite simple and straight-forward: "nice guys" have low self-confidence. (They also don't ask girls out, assume girls don't want to go out with them, and whine and complain about life instead of doing anything about it; but let's not digress.)

You don't have to be a jerk to have self-confidence. You don't even have to believe in yourself. You just have to be willing to deal with the consequences of doing "it", whatever "it" is, knowing that, even if you fail at "it", it will not be the end of your life. Let's call this type of self-confidence "outward"; you throw something out into the world and see what happens.

Relationships with jerks often end unhappily. This is because a jerk has the self-confidence to throw things out into the world, but not enough self-confidence to take anything from the world back in. Let's call this type of self-confidence "inward".

For "inward" self-confidence, you need a characteristic that in Hebrew is called "tzniyut", and is usually translated as "modesty" or "humility". I'm not talking about modesty regarding clothing, nor am I talking about self-effacement. I'm talking about letting down your defensive attitude and opening yourself up to learn, and possibly to change, based on what you encounter in the outside world.

This is relevant here for two reasons.

1) Games can teach us both of these qualities.

Games, particularly strategy board and card games, can give us self-confidence. When you try things in a game, you may succeed and you may and fail. What are the consequences?

How do you handle that possibility of failure? Sometimes you have to just finish the game knowing you can't win ... and that's ok. Sometimes you can come back from failure in that game. Sometimes you can come back from failure by winning the next game.

And sometimes, in some games, you just win. How about that?

In any case, I really believe that the game isn't won or lost by winning or losing inside the game; it is won or lost by how you handle it - ideally, with grace. This includes learning from what others did, accepting what was under your control and what wasn't, and trying again with the belief that you can improve. Above all, respecting that your opponent is doing the same.

Frankly, I can't remember who won or lost over the last several years of game playing in my group, except the occasional anomalous winning streaks. But I can remember every time someone didn't have a good time.

You can translate the lessons learned from playing games to the rest of your life. As proof of this ...

2) What am I doing here?

The reason I'm here is because I asked myself, "What is the worst that could happen if I wrote a blog and no one cares? Or worse, if I offend someone?" I'll lose my Geek buddies. I'll start from scratch with no reputation. Oh, well. So, I put myself out there and I wrote. What do you know? After a few months, I had a few regular readers, mostly other blog writers, one of whom asked me to join this group.

Some of that self-confidence came from my game playing: not being the center of attention and learning to win and lose gracefully. Perseverance I gained from creating my own dungeons, games, and game variants, and organizing and holding together a game group in an area of the world that has few gamers. (Of course, I also learned many lessons from my family and friends, my education, my job, and my religion.)

So I haven't yet produced anything brilliant to be excessively proud of - no award winning games, no oft-quoted articles. So what? I don't have access to the latest games, so no big game reviews. I don't have the money to go to conventions (although there's a small chance I might make it to BGG.con), so no convention reports, no latest news, no fancy game publisher interviews.

What do I write about? My group session reports and game variants, which go on my main site. My daily gaming journal, including struggles with game design, which goes on my main blog. My ethics and gaming series, which goes to The Games Journal.

Gives me something to do rather than lie awake in my room wondering why girls won't go out with me and complaining about life.

So what does that leave for me to write about here? I think I'll start with a story.

It's about a girl.

A very different sort of girl, named Sarah.

See you in 168 (actually, in 96),
Yehuda

Thursday, August 04, 2005

War of the Ring – Battles of the Third Age

Hello everyone. Sometimes I am going to write about game strategy for games I find interesting, sometimes I am just going to talk abut games I like, and occasionally I might talk about non game related topics. I intend to post every Thursday, though whether it will end up being that I post late Wednesday night, or during Thursday evening, I don’t yet know.


First of all, yes this article is about the War of the Ring expansion, for which I am lucky enough to be a playtester, and no I cant tell you any details about it that haven’t already been revealed by the designers in their previews at: http://www.warofthering.it/list.asp (You’ll want to click on the word English in the upper left, unless you can read Italian).

While the expansion won’t be out for awhile, I feel that for a game this good, it’s never too early to start hyping it. ;)

Without going into specifics, the expansion changes the base game is several important ways. First of all, the game is deeper, offering both more choices and in many cases more difficult choices, of what path to pursue and where to spend one’s resources. But perhaps even more importantly, it also improves game balance.

As someone who has played War of the Ring extensively (probably about sixty times), studied it, analyzed it, and discussed it, I eventually came to the conclusion that the game was imbalanced in favor of the Shadow side, probably to about a 60-40 ratio. This was due primarily to two factors:

1) The strength of the Shadow character deck, in terms of being able to corrupt the Fellowship.
2) The incredible ability of the Witch King, Black Captain to draw cards for the Shadow player, at almost no cost (he just had to be in a battle in which you played a combat card, which are things that you want to do anyway to try to win militarily, due to his extra action die, and 2 leadership, and the importance of combat cards in defeating the Free Peoples strongholds).

This strategy leads to the Fellowship having to pass two hurdles in order to win the game. They must both make it to Mount Doom before (or on the same turn as) the Shadow military victory, and secondly, they must do it without becoming corrupted. Achieving both in the face of a Shadow player that is simultaneously attacking well militarily AND drawing many character cards via the Witch King to hurt the Fellowship, is relatively difficult. As I estimated before, I believe that with expert play on both sides, the game would yield a Shadow win about 60% of the time, maybe even a little more.

In fact, I believe the strategy of using the Witch King to draw character cards is so fundamental to strong Shadow play, that the advice “Use the Witch King often to draw character cards” is as critical a piece of advice to knowing how to play the Shadow as “Move the Fellowship” is to the Free Peoples. Yes, it is possible to win as the Shadow without using the Witch King’s card drawing, or using it only occasionally and without focus, just as it is possible to win as the Free People without moving the Fellowship, but it’s certainly a much lower probability of success. My very first game, I was so distracted by the various battles going on all over the board, that the Fellowship never left Rivendell. I believe that the Shadow not using the Witch King is as big a mistake as this.


The expansion fixes this balance issue in several ways:

First of all, several new game elements aid the Fellowship, making it more likely that the Free Peoples will be able to bring the ring to Mount Doom without being corrupted, even in the face of heavy Shadow character card play. It’s certainly not automatic, but it seems much more fair and reasonable, and relegates the Shadow corruption victory back into the ‘backup win condition’ category, focusing attention back onto the progress of the Shadow military campaign, as it should be.

Secondly, several new game elements either increase the costs (drawbacks) of bringing out the Witch King, or give alternative choices/strategies that are much lower cost to the Shadow, because they avoid the drawbacks of the Witch King, but are still relatively effective. Thus, with more reasonable alternate strategies for the Shadow than just bringing out the Witch King and drawing cards, and a stronger drawback of bringing him into play, there is a lot more strategic depth in what to do with the Shadow, and which path to pursue. Many times, these choices will be guided by the events of the early game, and as responses to choices made by the other player.


This is not the only change that increases game depth and adds more difficult decisions. Another ‘automatic’ move, that in the base game would always happen very quickly, was the killing off of Gandalf the Grey and subsequent arrival of Gandalf the White, providing the Free Peoples with a critical extra action die. I found it kind of silly and unthematic to always be hoping to kill off Gandalf as soon as possible. Again, new expansion elements create more tradeoffs, making this strategy not always the best (or delaying the time of its occurrence). Indeed, many times Gandalf will lead the Fellowship well into the midgame (often only dying as a random casualty or to defend against a ‘3’ tile), and in several case I have had Gandalf the Grey still leading the Fellowship in Mordor, and in one game, to Mount Doom.


Finally, a bunch of random thoughts on more ways the expansion changes the game:

It increases both the offensive options of the Shadow and defensive options of the Free Peoples.

It causes every region of the board to be able to see combat (i.e. you can realistically go after the Grey Havens as the Shadow).

It helps make the possibility of a Free Peoples military victory a bit more likely.

It slightly increases the importance of separating companions from the Fellowship, and makes it a more reasonable course of action for the Free Peoples player to do so.

It gives the Free Peoples a possible means of being able to avoid a ‘turn stall’ due to Shadow character cards like Cruel Weather (which when used at the very end of a turn, can push the Fellowship back from a position where it could enter Mordor, to one where it cannot, without the possibility of moving again in response).


In conclusion, I love how the expansion doesn’t add merely ‘more stuff’ or ‘more power’ to the different sides, but rather adds more options (leading to difficult decisions and strategy choices), and more game balance. I believe that with the expansion pieces added to the base game, the game is at least very close to 50-50 balanced. So close that I cannot yet determine even after many plays, whether either side has an advantage (let alone which one).

Those who like War of the Ring should love the expansion. It has certainly exceeded my expectations, which were already very high to begin with.

Wednesday, August 03, 2005

The Addict


I'm a Game Addict. I love playing games, reading about games, buying games and teaching games to someone new to the hobby. I love the tough decisions I'm pressed to make--should I buy Pirate's Cove, or Attika?; if my game order is less than $30, what else should I buy?; where the heck am I going to put the newest games I just got?

My family (husband, Richard; son, Chris; daughter, Corissa) are not addicts. They're normal people who like to play games. So what's the difference between them and an Addict? They'll play a game when I ask (usually) and most of the time enjoy themselves but when the game is over, they're quite content to turn on the t.v. or grab a book and push gaming to the back of their minds.

The Addict, on the other hand, is still thinking about the game, flying high on the rush. The Addict wants to set it up again and try another tactic. The Addict wants to know what else she can get them to play--right now!

The poor Addict is in a constant state of agitation, thinking of the last game, the next game, the PBEM game they're in, the new game that the slow UPS man is supposed to be delivering today, the yet-to-be-released game they can't wait to get their hands on, the game they really want to play but 1) no one else likes it, or 2) they can't find enough players to play. Games, Games, Games!

The Addict reads an article in National Geographic about a tribe of superstitious natives in South America and thinks, "that would make a good game theme".

The Addict screws up that new recipe because she's thinking about which game to buy next.

The Addict can't fall asleep at night because meeples are marching behind her eyelids.

The Addict enjoys reading the rules for a new game, setting it up and going for a solo run.

The Addict has more game-related bookmarks on her computer than anything else.

The Addict needs a fix...so let's give a cheer for all the patient friends and families that help them through their days!
~~~~~~~

On the Table

I got to play Robo Rally for the first time on Thursday. My friend, Mike, the only other Game Addict within 200 miles, and his wife, Teresa, stopped by with his just-bought copy. We punched pieces and stuck stickers and set up the beginner game. I chose the 'bot that I like to call Screwball since that seems to fit me so well. The first programmed turn was unrealistically nice to me and I ended on the flag with Mike and Teresa on my tail. After that it was what I imagine is a typical game of "Crap, that wasn't what I planned!", "O.k., what happens if I start my turn on the corner of the conveyor belt?", and "What the heck do I do with a hand full of turns!?" There was a only a couple of times that someone got bogged down in the planning stage; most of the time it moved along at a good speed. We had a great time, laughing and messing with each other's plans (sometimes on purpose!) and I can't wait to play it again. And, for the record, I managed to win by one turn.

A game that's getting a lot of play is Attika. It's still new here as it took me forever to decide to try it, but it's the type of game that connects with us so I think it'll remain a favorite for a long time. It has enough luck to make the game different each time you play but with the ability to deal with bad luck thrown at you; card management, which I feel keeps you in check when you feel like splurging, or keeps things in balance when you do; important decisions to be made and yet it doesn't bog down the game; and I especially like the unique building placement arrangement which is the heart of the game. Richard and I are pretty evenly balanced in this game so they've all been very close and no one has managed to connect temples yet, except when we both leaned down to pick up the dropped piece!
~~~~~~~

Miscellaneous Ramblings

Monday is the official start of the Sturgis Motorcycle Rally which fills the Black Hills with the roar of Harleys. Now, I can take or leave it, but the man of the house has been a motorcycle geek all of his life and has taken a week off of work so he can go to the races, wander the stalls, check out the sights (oh, boy, the sights!) and drool over the bikes. Hopefully, he'll leave some time for me and playing games. Or at least get the back porch rebuilt!

It occurred to me this morning that some of you may have spoken with my daughter, Cori. Really. She works for a G.E. call center handling service contracts for stores such as Circuit City and Good Guys, to name the two that I hear about most. So if your dish washer, wide-screen t.v., or clothes dryer breaks and you're feeling a little hostile when you call for service, remember that you might be talking to my daughter (and I'll hear about it!)

I tried to think of a great tag line like Tom Vasel's "Real men play board games", which I love, but all I could come up with was "Exercise your mind with board games", or "Gamers do it with Meeples". My husband suggested "Meeples of the world unite". Well, I'll keep working on it. Until next time, keep your dinos out of the water.

Mary

Tuesday, August 02, 2005

GROG's Blog with "Take 10" guest John 'Scrib' O'Haver















Here we have from left to right:"Richard Diem"(seated), "John 'Scrib' O'Haver"(wearing the "Blue Oyster Cult" concert T-shirt that I had sent him for HIS own 'Birthday' present, as well as a 'LIVE' performances tape{not 'pictured'} from myself), then "David Morse" a.k.a. 'mrweasly' of BGG( seated), and "Luke"(seated) & "Darryl"(no 'last' names given) of the 'Fantasy Flights Games' Demo Team! Thanks for the 'group photo' guys!

Hello everybody, and for those unfamiliar with myself, then I will provide a short description on this. I am an avid "Wargamer" with slight 'Euro-Games' tendencies, since I have played and enjoyed some of those. I've enjoyed the vast historical content that the "Wargames" have provided, of which I have to admit that they've spurred my interests upon their topics, while that had also aided myself during my 'learning years' when I attended school as well. Since I first encountered my 'interest' in these, when I was just 13 years old, from then on I have always maintained a keen 'regard' on these. For over 34 years now, they have kept me 'informed' about the endeavors & encounters of our various ancestors, with their oft-times expansive coverage, while for some people that I know, even they harken back to their OWN individual 'experiences' during an actual 'Conflict' as a result. I'll often hear them regale us with some distinctive story or another, that was brought home with them and of which they can never forget, be that 'good or bad'. Now, onto the rest of 'history'...

First off, I have this 'feature' of which I'm calling the "Take 10" segement in which I ask '10' questions of a fellow gamer 'guest'. This week's happens to be: John 'Scribidinus' O'Haver. He's also provided a brief descriptive introduction on himself to start things off, and then I will present the 'queries' and provide the responses afterwards. My own 'Responses'(where I provide any) will be preceded by this notation-R] :

JOHN:
First of all, gaming is one of '3' hobbies that long cycle in and out of my life. Time, energy, and money contsrain doing all '3' at one time. The other '2' are photography and playing "Rock 'n Roll" on bass or guitar. Face-to-Face playing cycled back in during the Fall of 2003, after a '5' year hiatus. I get 'hooked' on '2' or '3' games and play them until I get burned out.

1) HOW did you become 'acquainted' with "boardgaming", and "Wargaming" in particular?

A] John: The first game of any type that I can remember is playing "Battleship" on 'graph paper' with my Dad. It must have been in the mid to late 1950s. My Dad had been a Navy Pilot in World War 2, and instilled in me an interest in 'Military History'. I owned many toys masquerading as games/toys like "Sonar Hunt", a "Battleship" clone. The 'American Heritage Game' series, "Broadsides" & "Dogfight" were next, followed by "Tactics II". All of which led to owning or playing most classic 'Avalon Hill' games. I can not remember ever playing "Candyland" or any traditional children's games.

R] I also was 'introduced' to Gaming by my own Dad, while we had the whole 'Range' of the 'American Heritage' games including "Hit the Beach", and "Battle-Cry"(of which it had initially been called "The Civil War" and can even be 'found' sometimes with that upon its front covers). They had to 'rename' THIS due to 'Avalon Hill's' own GAME called "The Civil War".

2) WHAT 'aspects' for a GAME do you look for when you contemplate the purchase of one?

A] John: Until recently, I've been exclusively a "Wargamer". In the 1970s, I realized that my 'favorite' games were 'W.W.2' tactical level games, starting with "Panzerblitz", "Panzer Leader", "Squad Leader", and ultimately "Advanced Squad Leader", and "Up Front". I played "Axis & Allies" in 1984 or '85 and it did nothing for me. Despite having played "A House Divided" a lot as my 'light war game' in the '80s, I didn't become really interested in the 'American Civil War' until the mid-'90s. I had just moved to Kentucky where there is more 'A.C.W.' history and read "the Killer Angesl". I stated playing 'Columbia's' "DIXIE" card game alot(see my 'comments'). I only owned one 'Ancients' game, "Alexander the Great", until recently. Now I have two. "Age of Napoleon", my first 'Card Driven' game, and EAGLES:'Waterloo' are my only '2' "Nappyionic" games I own. I used to 'own' BLOCK "Napoleon"-I 'wonder' where it went? (Ed.*note*-I've got that now!) My preferences in 'Tactical Naval' games are 'pre-aviation'. I like lots of guns or the 'big GUNS' but not 'Aircraft Carriers'.

3) WHOSE 'designs' do you LIKE in particular, and WHY?

A] John: Currently, I LIKE games 'powered' by the 'Richard Borg' engine. It's light and adaptable. I just pre-ordered "C&C: Ancients" and the New one by 'Rene Verlage'(sp?), "The Price of Freedon". Although I've known 'Vance Von Borries" for about '10'-years, his games are out of my 'zone'.

4) Are you more 'comfortable' with certain GAMES over others?

A] John: '2'-player, tactical "WAR!"-themed games !!! I'll try any of them at least once. A 'Wargamer' friend once compared me to 'John Bell Hood'. Point 'me' at the 'enemy' and stay the HELL out of my way! My 'least' comfortable' games are multi-player games involving 'Diplomacy' and deciding what to build and where. If I had 'been' in the "Modern Army", I'd have been 'retired' as an "over-age" in 'grade' Lt.Col. No 'stars' in my 'courses'.

R] Well, that can 'be' a Good or Bad 'thing' on the "John Bell Hood" topic, as some find him to be an excellent 'subordinate', while others have their 'druthers' when he was in 'Overall Command', as what happened when HE 'releived' "J.E. Johnston" during the 'Atlanta Campaign' of 1864.

5) HAVE you had to 'adjust' your "Gaming Needs" over 'time', from when you were 'heavily' into this, and WHAT has 'resulted' from that?

A] John: Yeah, surprisingly since my 'divorce' in 1988, and since my Sons are grown, I have LESS time to game. Maybe, it's just 'less energy', I don't know. Anyway, I've 'migrated' to much lighter games than I used to play. Faster to teach, play, and induce folks into. I have been playing some heavily themed, but light, 'Euro-Games' like "Dracula" and "Pirate's Cove" and enjoying them.

6) THIS next 'one' concerns some "name dropping" upon your part: please include some 'acquaintances' that you are quite familiar with-be they FAMOUS, INfamous, or othewise.

A] John: Of course, 'Vance Von Borries'. I met 'Vance' by accident in 1994. He is a C.P.A. by day, and bought a copier from me for his Home business. Last Saturday(July 30th, 2005) he showed "Richard Diem" and me a 'sneak peek' at his next GAME, another 'one' in his "East Front" series. 'Vance' hand draws ALL the counters and maps before submitting them to 'G.M.T.'s Art department. And, my Ex-Wife's little sister used to date 'John Cougar' Mellencamp's little brother. My neighbor's 'best friend' slept with 'Pauly Shore'. Which goes to show...nevermind.

R] Okay, then maybe a bit TOO 'much' of the "name dropping" '411'.

7) WHAT do you 'think' of the "gaming qualities" for the 'products' that are being made available, presently?

A] John: If ALL "Wargames" were STILL 'hex and counter' games, I'd be a better guitar player since I wouldn't have gotten back into 'Wargaming'. In general, game art/bits are much better than the 'days' of the red and blue chits. I now prefer 'Minis' since my eyes get fatigued reading too much 'info' encoded onto 'chits'. I must have 1-inch chits or NO chits at all. Never-the-less, I have my complaints. I 'suspect' that not many "game artists" are being 'required' to PLAY the 'games' that they work on. But I have acquired some 'games' that are just a "box of cool 'bits' and a booklet" that sort of resemble 'rules', but not really. It's as though '100' game 'mechanisms' were dropped in hat and '50' were drawn at random. I wonder if anyone ever played the WHOLE 'game' through, before 'releasing' it?

8) ARE there certain 'games' of which you are 'particularly' looking forward to?

A] John: I have 'pre-ordered' "C&C: Ancients" and the "Price of Freedom". "Bonaparte at Marengo" is intriguing as well. I'll probably get the "M-44" expansions. I'm a 'sucker' for 'Expansions'! Just ask me about "Zombies!"!!!

9) WHICH is your 'most favorite' "time period" for 'Historically' based GAMES?

A] John: Use to 'be' exclusively "World War 2", but now I'm been heavily drawn into the '19th Century'. The 'A.C.W.' and 'Napoleonic Era' in particular. And I have been 'experimenting' with some light 'Euros', too.

10) WHAT would you LIKE to 'see' produced for a GAME?

A] John: A challenging theme drenched 'Historical' Sci-Fi Tactical level GAME, scaleable from '2' to '8' players with 'challenging' Solitaire Rules too. Should have 'Rules' for killing things and having "consensual SEX". AND...just 'playing' it should induce Women to shed their clothing!

R] hmmm...this last 'one' doesn't conjure up too many 'Historical' themes but it sure sounds like we could utilize THAT! Since we've really only 'done' "Space Explorations" so far, then that should be 'seen' as being highly conducive for "confined SPACE explorations" of the very personal and intimate 'kinds'!

P.S.-from John:"Happy Birthday Robert!" F.Y.I.-I just 'committed' to conducting a Monthly 'Boardgame Day' at an FLGS with help from local 'game' and BGG user "mrweasly" and my friend "Richard Diem"! I'll send you a picture of "mrweasly", "Richard", me, and the 'Fantasy Flight' games Demo Team!

Thanks John, on the 'Birthday well wishes', and especially for your participation in THIS, while I look forward to the 'group photo' when it is made available for ALL to 'see'.

UPDATE: As I was writing this UP, I got another 'missive' WITH that 'photo'! So, I'm going to include that here then!

Now, I'll probably conduct this 'feature' by 'myself', with different people on a Monthly basis, to allow for some others here to do likewise in their varied interests, although I don't wish to put them on the spot in case they have other 'plans'. It will also allow for me to introduce other subjects or topics in which I'd like to cover, whether they are current-or most likely-"blasts from the pasts" for ALL to delve into. If you happen to have a particular 'topic' that you'd like for me to 'cover', then by all means send me a 'request' on that to: GROGnads.USA@Gmail.com Should you desire to 'be' a GUEST on this in a future 'episode', then also please state this intention and we'll work on something for that as well.






Monday, August 01, 2005

Welcome to Gone Gaming

For those of you who haven’t been there, I have a long list of boardgame blogs posted in the sidebar of my blog. I make a point to peruse all of them at least two times each week. Several of those blogs get updated a few times each week. Many of those blogs get updated several times each month, but most of those blogs will go for long periods of time without any new content at all.

All of that is fine, posting only when you have something to say is one of the hallmarks of blogging. But one day, as I was perusing the umpteenth game blog that hadn't been updated in a month, I said to myself, “Self, you can’t be the only one out there who would read a blog every day if it was updated every day.”

With that observation in mind I decided to ask some of my favorite writers if they would be interested in contributing to a boardgame blog that would be updated nearly every day. At the time my hope was to find one or two other people who could contribute weekly and possibly two or three others who could contribute occasionally or bi-weekly. If I could get that far, I figured we might later be able to draft some other writers.

When I sent out my first e-mail I would have been ecstatic if I had known there would be 3 other people who could contribute weekly. I expected to be ignored by most of the people I asked, but I was prepared for rejection. I expected to only get a few tepid, affirmative responses, again I was prepared for that.

Boy was I in for a surprise.

Seven out of eight people I initially contacted said yes, and five of them said they would contribute weekly. I was not prepared for that. I was stunned. I sent out my first two e-mails on Sunday. By Tuesday we were organizing. I can still hardly believe it.

Here it is one week and one day after I worked up enough nerve to ask some people if they were interested and the blog is up and running.

Who’d a thunk?

I hope you enjoy “Gone Gaming”. The goal is to keep it updated with good content every day. Don’t know if we will succeed or not, but I do know that we are going to try.

But enough babbling, here’s the line up:

Drum roll, please….

Blogger and game reviewer extraordinaire, Shannon Appelcline

Israeli blogger, game commentator and most recently game designer, Yehuda Berlinger

The gaming mom from America’s heartland, Mary Weisbeck (Sodaklady)

Game store owner and Gaming’s “Manly Man”, DW Tripp

Strategy guru and author of some of the most referenced game articles ever written, namely the Puerto Rico strategy guides, Alex Rockwell

The wargamer you either love or hate, but who will always leave you asking, “Did that make sense?” Robert Wesley (Grognads)

He doesn’t write a lot, but IMO he is the best game writer out there, Joe Gola

And, myself, the mildly-retarded blogger from Alaska.

Enjoy, and come back frequently or you will miss a lot.


Brian "Coldfoot" Waters
"Real Gamers Blog"


Here's the weekly schedule, post it on your refrigerator:

Monday..... DW Tripp
Tuesday.... Yehuda Berlinger
Wednesday.. Sodaklady
Thursday... Alex Rockwell
Friday..... Coldfoot
Saturday... Joe Gola/Shannon Appelcline*
Sunday..... Grognads

The schedule will be slightly different for the first week, but this is the schedule you can normally expect.

* Joe and Shannon will contribute on opposite weeks.