Tuesday, January 31, 2006

Six Months of Gone Gaming

I received my first letter from Coldfoot on July 24. Gone Gaming began on August 1st.
The GG:BGIA call for nominations began on December 25, 2005, and posted results on Jan 30, 2006.


The original Gone Gaming byline, which had to be 500 characters or less:
If you look you'll never find me
I've gone gaming I'll be back
Got to finish what I started
Got a few things on my stack
Got to ship a few more barrels
Got to trade a brick or two
Got to buy some more provisions
Got to run this train on through
Got to roll a few more 6's
Got to draw a few more cards
Got to shake hands with my neighbors
'Fore I'm back in my backyard
But if you look up to the night sky
That's my spaceship passing by
Give a wave That's me inside her
It's farewell but not goodbye



A six month index, Aug '05 - Jan '06 (tags are arbitrary and inconsistent):


Coldfoot


Black Friday/Advanced Civ (strategy)
Bloglines gave me my life back. ASL threatens to take it away. (review)
Christmas in October? (report:Age of Steam)
Game Store Confidential: The Other Side of the Counter (social)
IGA nominees. (info)
It's not whether you win or lose, it's how you spin the session report. (winning, review: Mesopotamia, Star Wars Miniatures, Descent, Railroad Tycoon)
Musings, Ramblings and More Ramblings. (personal, cons)
On Spiel des Geek (awards)
Post-Season Wrap-Up (board game sites)
Powergrid. View from the rear. (report)
Searching for a tagline. (blogging)
Sound Familiar? (wizard needs games, badly)
The Candamir / Tower of Babel Conundrum (buying, blogging)
Vacation Surprises (review:game store)
Help! What's The Best Game to Introduce to a Non-Gaming Co-Worker? (hobby)
Welcome to Gone Gaming (admin)
Well, I just got up, what did you expect, brilliance? (wife's top games, blogging)
Winter in Alaska. Perfect Gaming Weather. I Mean... If You Can Keep Your Water Pipes From Freezing. (personal)

GROGnads


A time to savor graces & blessings (Katrina)
Beginning of the 'Regular' Football Season (minis)
ch-ch-ch-CHANGES! (BGG, Eurogamers)
Christmas & Hannukah are HERE and so am 'I' (happy holidays)
Guy on the "fly" (blogging, BGG.con)
Happy New Year's Day! (BGWS, dream gaming)
MOVIES that could become GAMES! (movie themes, plactic spaceships)
Must be the 'Season' of the "Twitch" (sports, edible components)
NEWS of the Day (blogging)
Playoffs and their RESULTS (sports, geekchat)
Shades of 'Grey' matters to come! (Blogging, minis)
Shape of things to become (component cost, game comboes)
So far Travels & Travails (personal)
Something I'm going to go ahead and TRY (variant:American Revolutionary War)
Speculative Gaming (Hasbro/AH, A&A minis)
Stating the case for ''state of the art'' (bits, expansions, criticism)
Stuck & Deserted without a 'CON' I can Game within (cons)
*Surprise!*Surprise!*Surprise!* (minis, BGG)
"Take 10" guest John 'Scrib' O'Haver (interview)
The Göt Nüttin Report (shopping, A&A)
The issue WITH Re-issues (re-issues, rights)
The latest in GAME expounding & expanding! (variant:the Russian Campaign)
Upon the past Week (BGG, A&A minis)
VARIANTs and their issuance (variants, rights)
WELCOME to ''the machine'' (blogging)
What the Fudgesickle? Game Considerations (designing, dice tower, conquestnw)
WHY I should ''give any 'chits'!'' (minis)

sodaklady


A Christmas Carol for Gamers (poem, review:Amun-Re)
A Miserable Week (personal)
Antidote for a Hectic Life (social, review:Rheinlander)
A Winter Game (cats)
Deal 'Em (cards, report:Ta-Yu)
Games, Games and More Games (shopping, review:Dvonn, reports:misc)
Happy Holiday (poem)
Happy New Year (5&10, review:Flandern 1302)
I've Located the Problem (game speed, review:Hacienda)
Learn History Through Games (education, shopping)
Name and Number Contest (contest, review:Fjords)
Play Me (personal, not shopping)
Print, Motrin and Play (making games)
Say Hello to: (interview)
Scary Stuff (gamers, review:Das Ende Des Triumvirats)
Stop Looking at Me Like That! (Katrina, social)
Techniques to Recruit The Non-gamer in Your Home (social, review:Architekton, personal)
The Addict (social, reviews:Robo Rally,Attika, personal)
The First Play Attitude (learning the game, review:Santorini)
The Game Psychiatrist (waiting, review:Vinci, poem)
The Teacher Gets and "F" (report:Hansa, personal)
The Yellow Brick Score Track (shopping, review:Fjordes, personal)
Today's Theme is Theme ("pasted" themes, reports:Stephenson’s Rocket,TtD,Taj Mahal)
Warning: This Blog May Cause Choking (humor, contest results, report:Ta Yu)
What Was Your Name Again? (personal, reviews:Bridges of Shangri-La,Taj Mahal)
Why Do I Need So Many Games? (personal, teaching games)
Would You Like to Play a Game? (online gaming)

Alex Rockwell


7 Player, 3 team Werewolf! (variant, strategy)
9 Player Werewolf (variant, strategy)
Better than Tichu (review and strategy:Fairy Tale)
Tichu (Passing strategy) (strategy)
Tichu: The Basics (strategy)
War of the Ring – Battles of the Third Age (review)
Werewolf! (review, variant, strategy)

Yehuda


Con-vinced (cons)
Don't sue me, Richard (CCG humor)
Encounter 1/9 (story)
Encounter 2/9 (story)
Encounter 3/9 (story)
Encounter 4/9 (story)
Er... My Turn. (personal)
Ethics in Gaming 5.0 (social)
Even More on Winning (social)
Every Day is Games Day (social)
Gaming Risks (social)
Happy New Year (personal)
I can complain too: my top ten problems with the game world (game world)
Meet Gilad Yarnitzky (interview)
Meet Haim Shafir (interview)
Meet Kadon Enterprises (interview)
Ode to the Games Journal (Internet)
Pay Attention. This Will Be On The Test. (classification)
Roll Against Your Wisdom To Post Here (poem)
Rules, Rules, Rules (variants)
Parlor Game Geek (humor, parlor games)
The Designer's Rules (variants)
The Game Hordes (social)
Winning Using Mechanics (strategy)
Whose Socks Are These? (social, cons)
You mean, like Merlot? (social)

Joe Gola


2005 (personal)
A Whole Lot of Nothing (ratings)
Cosmopolitan, Baby (personal)
Crusader Rex (report)
Dicefest (dice)
Down in the Flood (Katrina)
How to Eat a Game (humor (I hope))
How to Turn Family and Friends into Gamers Using Subterfuge, Mind Control and Violence
(social)
In Search of Lost Time, Part 1 (personal)
In Search of Lost Time, Part 2 (personal)
Old News Department: Rumble in Hekumet (review:Scarab Lords)
There's Gold in Them Thar Cards (review:Silverton)
The View from the Fifth Floor (review:Palazzo)

DWTripp


Advice For The Troubled Gamer (social)
A great year of gaming (reports)
Anti-rant Rant (Hasbro, dice, blogging)
DW's Field Guide To Gamers (social)
Euro-Snoots & Free Shipping (social, market, review:Giganten)
Fish In A Barrel (social, personal)
Funny stuff returns next week (Katrina)
Game Store Confidential (social, market)
Game Store Confidential ~ continued (social, market)
Game Store Confidential ~ Legends (social, market, MtG)
Game Store Confidential ~ Flesh Eating Hamsters & Death by Ennui (social, market, RPG)
Game Store Confidential ~ The Dice Gods Are Smiling (social, dice)
Game Store Confidential ~ The Pre-order List (social, market)
GAME STORE CONFIDENTIAL ~ The sweet smell of success (social)
GAME STORE CONFIDENTIAL ~ How dare you make money! (social, market)
GAME STORE CONFIDENTIAL ~ Dumb Gamers (social, market)
GAME STORE CONFIDENTIAL ~ Caution! Abnormal Blog Ahead (personal)
It's Showtime! (cons, personal)
The game that ate itself (CCGs)
The Highlander Effect (social)
Why Railroad Tycoon is Like a Topless Dancer (review:Railroad Tycoon, social)
Wyatt (personal)

Shannon Appelcline


Five Games I Don't Like (reviews, social)
Five Games I'm Thankful For: '05 (reviews, personal)
Games to Watch For: Essen '05 (looking forward)
It's Not if You Win or Lose ... (winning, placing)
Last Year's Top 70 Games (reviews)
Memoir '44, The Seafarers of Catan, and Other Scenarios (variants and scenarios)
My Life in Gaming (personal)
Redesigning Empire Builder, Part One (variants)
Redesigning Empire Builder, Part Two (variants)
Schools of Game Design (game design)
Shannon's List of Do's and Don't's for Game Component Design (game design)
Supporting Your Locally Owned Game Store (market)
The Collector Bug (shopping)
The Problem with Colors (game design)
The Problem with Game Boxes (game design)
The Problem with Indie Games (game design)
The Problem with Luck (luck)
The Problem with Player Numbers (game design)
The Year in Review: 2005 (looking back, game companies, reviews:Caylus,Dungeon Twister)
Three Designers: Knizia, Kramer & Teuber (game designers)

Fraser and Melissa


Holidays and Games: A tale of a car trip, a shop, a calamity and the game publisher that saved Christmas. (personal, shopping)
Gaming in 2005 (looking back, personal)
Oh I do like to be beside the seaside (personal, reviews)
Winning, Losing and the Killer instinct (winning, reiews)

Guests


Paul Sommer: Guest Post (social)
Dane Peacock: Guest Post (personal)
Dame Koldfoot: Master or Grasshopper (social)
Denise Patterson-Monroe: Boardgamers - The Next Generation (social)
Iain: The Sherlock Holmes Consulting Detective series (reviews)
Ava Jarvis: The Dance of Theme and Mechanics in Games: A Fantasy (game design)
Gerald McDaniel: Gaming With a Grandson (personal)

Monday, January 30, 2006

Gone Gaming: Board Game Internet Awards: The Winners!

The Gone Gaming: Board Game Internet Awards results are in. A big thank you to the tireless staff at Gone Gaming for their work in selecting the winners, and especially to Shannon for tabulating the votes and creating the award images.

If your site has won, you may display the "Winner" image here on your site with a link to this post's URL or the main Gone Gaming URL.

Here are the results:






BEST GAME PUBLISHER SITE



Days of Wonder
http://www.daysofwonder.com
With its clean, friendly interface, online versions of its games, vast community support, buying guide, and clear navigation, Days of Wonder wins Best Game Publisher Site for 2005.





BEST GAME NEWS SITE



GameFest
http://www.GameFest.com
GameFest's GameWire was a bold initiative that raised the standards of board and card game news, regular articles, and reports to a new level, and wins Best Game News Site for 2005.





BEST GAME INFORMATION SITE



Board Game Geek
http://www.boardgamegeek.com
With over 20,000 game entries, ratings, session reports, strategy articles, pictures, links, and lists, Board Game Geek is the first stop for information on board games and wins Best Game Information Site for 2005.





BEST GAME COMMUNITY SITE



Board Game Geek
http://www.boardgamegeek.com
Board Game Geek has more than 60,000 registered users participating in general and game related forums, game ratings, geeklists, a marketplace, auctions, and even its own game convention, making it the winner for Best Game Community Site for 2005.





BEST GAME CLUB SITE



East Tennessee Gamers
http://www.easttennesseegamers.com
Nicely designed, full of information about members, games, sessions, favorites, and a marketplace, East Tennessee Gamers' website wins Best Game Club Site for 2005.





BEST ONLINE GAME JOURNAL OR MAGAZINE



The Games Journal
http://www.thegamesjournal.com
Sadly ended, The Games Journal was a monthly periodical full of the best articles about the game industry, game design, and a host of other interesting topics, and wins Best Online Game Journal/Magazine for 2005.




BEST ONLINE GAMING SITE



SpielByWeb
http://www.spielbyweb.com
Easy to use and navigate, simply but usefully designed, Spiel By Web wins Best Online Gaming Site for 2005.





BEST NEW SITE (2005)



Board Game News
http://www.boardgamenews.com
Inheriting the mantle from the defunct GameWire, Board Game News is a cleanly designed site that provides daily news from the board game world and hosts dozens of international game reporters and the Dice Tower podcast, which is why it wins Best New Site for 2005.





BEST STRATEGY ARTICLE (2005)



Board Game Geek
Princes of Florence, The: From the Library to the Laboratory (Linnaeus, 3 part article)
http://www.boardgamegeek.com/thread/79193
Gerald Cameron's clear writing style and comprehensive analysis of the game Princes of Florence wins Best Strategy Article for 2005.





BEST PROMOTIONAL OR ADVOCACY ARTICLE (2005)



HourCNY TV news show
Scott Nicholson

http://scottnicholson.com/games/hourcny.html
An exciting leap into mainstream media, Scott Nicholson explains board games to the viewing public with grace and charm and wins Best Promotional/Advocacy Article for 2005.





BEST HUMOROUS GAME ARTICLE (2005)



Gamefest/Boardgamenews
New Misadventures in Gaming

http://www.gamefest.com/news/feature_detail/2514_0_3_0_C/
or http://www.boardgamenews.com/index.php/boardgamenews/comments/the_new_misadventures_in_gaming_1

Available on either the old GameWire or the new Board Game News, Dan Bosley continues his hilarious series of articles describing the intersection between the gaming and non-gaming world, and wins Best Humorous Game Article for 2005.





BEST ARTICLE SERIES (2005)



Tom Vasel
Interviews by an Optimist

http://www.thedicetower.com/interviews/int001.htm
Tom Vasel goes one-on-one with a who's who of boardgaming, and with close to a hundred fascinating interviews wins Best Article Series for 2005.





BEST SESSION REPORT (2005)



Mikko Saari
Reports on Essen 2005

http://www.melankolia.net/gameblog/archives/session_reports/essen_2005
Mikko Saari reports extensively from Essen, including a complete picture gallery, and wins Best Session Report for 2005.




BEST GAME BLOG



Chris Farrell's blog
http://homepage.mac.com/c_farrell/iblog
Chris Farrell writes deep analysis about the games he plays and doesn't pull any punches. Cleanly designed and well written, he wins Best Game Blog for 2005.





BEST GAME BLOG POST (2005)



Chris Farrell
So you want to play Civilization?

http://homepage.mac.com/c_farrell/iblog/C2097221587/E20051116234109/index.html
Chris Farrell's analysis and enthusiasm to get a classic game back onto the game table wins Best Game Blog Post for 2005.





BEST GAME PODCAST OR VIDEOCAST



Board Game Speak
http://www.boardgamegeek.com/boardgamespeak.php
One of the first podcasts on any subject, Derk and Aldie from Board Game Geek interview some great personalities in the game world, often humorously, and talk about their site and BGG.con, winning Best Game Podcast/Videocast for 2005.





BEST GAME PODCAST OR VIDEOCAST EPISODE (2005)



Board Game Geek
BoardGameSpeak 2005-06-05 (Knizia at KublaCon)

http://files.boardgamegeek.com/boardgamespeak.php?id=31
A story about a near catastrophic loss, two interviewers put on the spot by their famous guest, and some excellent insights from two board game luminaries, wins Best Game Podcast/Videocast Episode for 2005.





BEST NEW GAME BLOG, PODCAST, OR VIDEOCAST (2005)



Boardgames with Scott
http://www.boardgameswithscott.com
Scott' board game video log, or vlog, squeaks in at the end of the year with a unique approach to demonstrating games, and wins Best New Game Blog/Podcast/Videocast for 2005.




Congratulations to all the winners and honorable mentions. And thanks again to all of our readers for participating in the nominations.

The Gone Gaming Staff

Sunday, January 29, 2006

Guy on the "fly"

After this past week's writing up and deciding upon the upcoming "Internet Awards"(of which 'that' alone took me just under '9' consecutive hours in total), then I was looking forward to this portion of our 'blog' here. What caused 'moi' to be getting this UP so late, was that the night before, I had spent over '11' hours upon an "article" for another site's considerations, and had THAT "swept away", due to I don't KNOW 'what'!?! All that I 'did' was to click upon the "Preview" button and nothing happened. It then wouldn't 'respond' no matter what I did upon that, while it 'acted' as if it were STUCK in some sort of 'mode' or "limbo" for this. Then, when it did 'decide' to DO anything, why it just took me to the "log in" portion for this, while lo-and-behold, ALL of my "hard work" was NOT to be 'found'! Like as IF I had "parked it out back of the 'Delta House', and the next morning, it-was-'GONE'! 'D-Day' takes care of the rest, and etc., etc..." Now, before anyone accuses 'moi' of "breaking the intarwebz" with my 'postings', then I wasn't being TOO elaborate upon this particular "article", as I was just compiling a 'Listing' for that. The TIME that I had spent on 'this', had mainly included going through various other sites, and attempting to obtain additional material or whatever, to verify or confirm upon what I was 'doing' for it. As it stands now, then there is NO possible 'means' to SAVE your 'work' "in progress", when using this particular method, and THAT is within the "Yahoo" 'system'! I mention about THEM, so that maybe they will institute a manner in which to achieve such, for any others to AVOID the ultimate frustration, and consternation, that I just recently endured. At least, then I should be able to go back and start ALL over again, while having to bypass the "confirmation" process upon this stuff, since I've gone and done that NOW! It is just something that I'd like to pass onto others, so that they'll keep such in mind, for whenever they happen to be "doing something" and wish to COMPLETE that! Now, if I could ONLY 'get back' my "time lost" for THAT, then I'd be much more happier as well.

They've got this year's "BGG Con" announcement upon their 'site' now, for those who are going to be able to partake of that and attend. I wish you ALL the "very best of times" when you are there, and no, I haven't as of yet made any 'plans' upon attending such myself, as only "time will tell" for this. From the sounds what went on there of last year's "Con", then they've made allowances for even MORE 'room', so as to include as many people as they can. I only hope that they'll provide some vicarious 'experiences', for the many who could NOT "be there", with perhaps someone or another taking the time and effort in this regards. I suppose that it could & would 'interfere' with anyone's "goings on" during that, while it is just one means for considerations upon the matter. WHO couldn't "resist" getting IN just "one more game" with their fellow "Geeks" in such as those 'plush' surroundings? Well, just ONE, or a couple of YOU, ought to keep in mind about those of us less fortunate 'ones', while I do 'applaud' those folks who DID provide their "reports" on this, when they were able to 'post' them! THANK YOU to one and all then, and we look forward to hearing from you on this once again. I've seen where others who missed out on last year's "event", have deemed this as a "must do" for this year's proceedings as well. In fact, there may just 'be' some surprise "Conventioneers" such as the illustrious "Joe Steadman" et al, in attendance and sorry "ole sport", if I happened to 'ruin' any *Surprise* that you may have had in 'mind' for such. Now, just WHERE in ole "Canuckian-land" are you heading off to? Let us know either now, or perhaps in late MAY or early JUNE, if you can.

EDIT:an hour later
As I was watching a 'show' about "Flight 93" on T V tonight, I was reminded of the anniversary of the "Challenger Shuttle" event that was yesterday, and then the upcoming "Columbia Shuttle" one as well. Let us bow our heads in their remembrances, and pray BEST, for those who follow. . .

Saturday, January 28, 2006

In Search of Lost Time, Part 2

Part 1 is here.

I had always enjoyed board games and card games as a yougster, and yet if I had ever bothered to think about it, I never would have said that they were a favorite among my various pastimes. Such starry-eyed innocence could not last for long, however. My first contact with the world of grown-up gaming came in 1981 when my parents surprised us with a subscription to Games magazine. For those who are not familiar with the publication, Games is a monthly collection of puzzles and crosswords, and a rather good one at that, but what was important was its annual "Games 100" issue. The Games 100 was a fancy little list of the best available toys for adults; naturally games made up most of the entries, but the feature was also peppered with numerous Rubik's Cube wannabes, proto-electronic handheld games and Neanderthal console systems. Initially I did not make much distinction between the board games and the other forms of entertainment; in addition to 221-B Baker Street and the Blokus ancestor Sudden Death, we also asked "Santa" for the puzzle Missing Link, the programmable tank Big Trak and a beeping beige gadget called Electronic Detective. What I wanted most, however, and which I pointedly did not receive, was a pair of foam fencing swords; I believe that it was judged that my brother and I would find endless occasion for mischief with these devices in our hands and that they might have put my little sister's life in no small peril. In retrospect, my parents may have been right. Anyway, I pored through those pages for hours on end, and I couldn't help but notice and wonder at such mysterious titles as Cosmic Encounter, Diplomacy, Junta, Kingmaker, Speed Circuit, Source of the Nile and War of the Ring.

Everything changed one night in 1982 when my older brother announced at the dinner table that he had joined an after-school game of something called "Dungeons & Dragons". We were all mystified.

"How do you play?"

"You have a character and you go on adventures."

"Adventures where?"

"Wherever."

"How do you know when you've won?"

"You don't win. You just play."

"But what are you actually doing?"

He explained, somewhat sulkily, that he had spent the afternoon slaying a giant rat. We all had a good laugh about that, and yet I was chartreuse with envy. In the months that followed I pestered him daily to let me look at his D&D stuff, and, when he eventually grew bored with the game and I inherited his AD&D Player Handbook, I became obsessed with rolling up piles of little paper characters ready for the moment when I found someone to play with.

Well, I never did play D&D all that much—there were too few people interested, it was too hard to get together, and no one was willing to DM for more than two sessions in a row. However, what ended up being more significant than D&D itself was my exposure through D&D to the gaming hobby in general, particularly through the pages of Dragon magazine. I became excited by the idea of challenging play, or more precisely challenging play which did not involve sprinting. However, I soon realized that I had to scale my gaming ambitions down from a big, rollicking role-playing group to something a little less personnel-intensive, and with that in mind I made my first board game purchase, Attack of the Mutants, a cheapie loss leader that I saw advertised in Dragon. The game was a light two-player wargame about a horde of bloodthirsty and immoral mutants trying to break through the defenses of a top secret laboratory in order to reach the chewy scientist center, and it is still somewhat famous in our family mythology because I was constantly (and somewhat naïvely) trying to coax father, mother and brother into playing it with me and everyone hated it. Amusingly enough, my mother ended up being my primary opponent, as she felt sorry for me and she was at least a little amused by the fact that the mutants were all named after TV characters of the '50s and '60s. I suppose the idea of a radioactive cannibal Donna Reed is pretty funny when you think about it.

The following Christmas saw a change in focus when I scoured the Games 100, as it was now the games that began calling to me. There seemed to be more life in these complex little microcosms than then there could ever be in the wrist-sprainers and the Mongoloid LED daemons; it was as if the rules were magic incantations that would open a door to another world. I was particularly intrigued by the otherworldly Cosmic Encounter and the thoroughly taboo Grass, but in the end I settled for the aerial dogfight game Ace of Aces. This was my first taste of "serious" gaming, and it introduced me to the notion of games in which complexity and difficulty were a cachet. Even learning the game, let alone playing it, was like the indoctrination into a secret society, and this appealed to me a great deal.

The honeymoon for Ace of Aces was somewhat short, however, as my brother and I were soon frustrated by the fact that we couldn't understand why certain choices led to certain results.* Luckily, around about the same time I scored a direct hit with a pair of fantastic** two-player games, the TSR second edition of The Awful Green Things from Outer Space and Snit's Revenge. Nothing could have been a better fit; I loved the themes, I loved the artwork, and I loved the games. The unfolding of the story of the doughty crew of the Znutar and their struggle against alien infiltration and crippling Zgwortz shortage took over my imagination completely. Most importantly, for the first time ever I had a friend who was actually enthusiastic about being on the other side of the table, and I have fond memories of those first peewee gaming sessions.

Now I was hooked, and it was not long after this point—it must have been 1983 or 1984—that this same friend and I one day discovered that the funky toy store that we sometimes visited in nearby Bethel, Connecticut had little "Pocket Games" for sale. We each bought a two-player game, he Ogre and I Necromancer, but I was emboldened to aspire to a multiplayer gaming session by something really really cool, which was Illuminati. I got it home, read the rules, signed my Bavarian Illuminati membership card, and that was that: I loved it. It was the greatest thing I had ever seen or heard of, and, better still, against all odds I actually managed to organize a group of semi-regular victims to come over to my house and play the thing. The games themselves were exercises in pure Machiavellian evil; there were solemn oaths of loyalty immediately followed by vicious backstabbery; there were lies, extortion, and dealings of a low and infamous nature; sometimes there was punching. Oh man, what a blast. Not only did I buy the three following expansions but also the issue of Space Gamer that featured the Monty Python Illuminati. You know things are bad when the Spanish Inquisition controls the post office.

Our tenuous gaming group also enjoyed King of the Tabletop, a Tom Wham*** do-it-yourselfer from the pages of Dragon. This was just an out-and-out dicefest, but the little chits had a lot of personality and there was a simplistic empire-building element to it which I thoroughly enjoyed. Though it did not see as much table time as Illuminati, I loved the game to bits, so much so that in a recent fit of acute nostalgia I re-acquired the back issue of Dragon which featured the game and made myself a new, deluxe copy. Will I ever get a chance to play it? Doubtful. But you never know.

More games followed. I had three books in the Lost Worlds series, namely the fighter-mage, the cold drake and the hill giant; I acquired a ton of Car Wars stuff, and I once even hosted a free-for-all in the Armadillo Autoduel Arena, though I was eliminated in the first ten minutes and so had to sit the rest of the game out; finally I reached the pinnacle of gamerhood with the acquisition of a copy of Axis and Allies.

And then, sometime in 1985...everything stopped. Going into my sophomore year of high school, I reluctantly came to understand that cardboard counters and specialty dice were considered aggressively uncool by most of my peers, and that conflicted with my secret ambitions to attend parties, drink Budweiser and make girls with poofy hair fall in love with me. Other interests were also encroaching, and all my money was soon being immediately handed over to the local record shops. The last hurrah of my bronze age of gaming was an exciting and evocative Call of Cthulhu campaign GM'ed by my old friend Neil. Good ol' Neil; he fudged every rule in the book to keep our guys alive.

And yet I still loved gaming, and even though I had put away all of the wyverns and cabals and killer cars, I found I could still fly under the radar of draconian teenage fashion demands with a deck of playing cards. I picked up myself a copy of Hoyle's, and cribbage became my game of choice for the remainder of my high school years. I almost lapsed back into gamerism on my arrival at college when I visited the initial session of the campus gaming group, but I bolted after becoming affrighted by the profound nerdiness of the members thereof. Instead, I added gin rummy, spades, scopa, chess and darts to my repertoire, and in such pursuits spent many happy hours not-really-gaming with not-really-gamers. I would continue posing as a not-really-gamer for quite some time, even after 1995 when I got hooked on M:tG boosters. It wasn't until I had been secretly ducking in and out of game stores for two or three years that I suddenly thought, "you know, maybe it would be fun to get a new board game...you know, just for kicks. Maybe they still have that Games 100 like when I was a kid? Hey, they do! Hmmm...this 'El Grande' sounds kind of interesting...."

It's all been one long Lost Weekend ever since.

_______________________

* Interestingly, someone at the office owns the game and just recently explained the hex-map underpinnings of the system to me. Now it all makes perfect sense.

** Or so I thought at the time.

*** Author of Awful Green Things and Snit's Revenge, don'tcha know.

Friday, January 27, 2006

Gaming With a Grandson



One key to happiness – GAMES


“Gather ‘round, and you shall hear
News from a man we all revere.”
{with apologies to Longfellow}


That thought, or something like it, flashed in my mind when I saw I had a GeekMail from COLDFOOT! Okay, maybe that’s just a tiny bit over the top, but when I saw the subject of the message was Gone Gaming, well, I was intrigued, to say the least. For a fraction of a second, my thumb froze on the trackball; “Wonder what this is about?” I thought. A quick click revealed the first line: “Would you like to write an article for the Gone Gaming blog?” Are you kidding? Is it cold in Alaska in the winter? Of course I would! ---- [What Brian didn’t know was that I had toyed with the idea of volunteering an article, someday. Oops, the cat’s out of the bag, now.] Speaking of felines, now that I’ve accepted the offer, I’m about as nervous as a long-tailed cat in a roomful of rocking chairs, but I’ve always been a sucker for the spotlight. Having learned nothing from the Light Brigade, here goes………



My Oxford American Dictionary defines gaming as “to gamble for money stakes.” Well, now, this definition needs some updating. The term, as used by the game geeks I know, generally has little or nothing to do with money stakes (except considering the cost of the game). Our “gaming” around here is strictly playing boardgames and card games for fun.

Warning to Readers: Grandpa Bragging Time Ahead --- My grandson, Joel, last month became 8 years old. He is a bright, polite, popular, friendly, handsome, talented boy who has a particular knack for mathematics and games. He is definitely on the geek trail. At about age two, he was playing Chutes and Ladders with us. He soon moved up to My First Board Games and Uno, among other games. Then came a breakthrough – our family discovered Euro-games (due to clicking on a link to BoardGameGeek).

We soon were playing Pick Picknic, Vampire, and Frank’s Zoo. By this time, Joel was three, and then four years old. That’s when we realized for the first time that he was progressing well ahead of his age in the area of mathematics (or at least simple arithmetic). During a game of Vampire, he casually mentioned that he had four more points than I did. My wife and I stared at him and at each other for a moment, quite surprised at this statement. From that time on, we quizzed him during games about our relative scores, requiring him to add and subtract digits in his head. His arithmetic skill grew by leaps and bounds, as did his ability in gaming. No, we can’t really take credit for “creating” his skills, but we subtly (or not so subtly) pushed him a bit to expand his abilities. We are firmly convinced that his desire to play games and figure out scores helped him considerably to reach the point where he is today. His second-grade teacher told his parents the other day that she loves being forced to come up with ways to challenge Joel in math at school. She said she was one of two teachers at a recent area meeting who could confidently say they had a student working well above his grade level in math.

Joel’s sister (Natalia, now age 10, who beat us all at 7-player Bohnanza last Saturday) became an excellent reader at an early age. Joel developed his math skills early, but we wondered whether he would concentrate on that, rather than on learning to read. We should have had no concern about that. Joel watched his dad and me play Magic: The Gathering for a while, often sitting on his dad’s lap and asking questions. He soon wanted to play the game, but that required reading and understanding the text on all but the most simple cards. In short order, he was doing just that, primarily so he could play that game. His reading skill has progressed to the point that he is now becoming our “rules lawyer.” He discovered this week that we had not been playing Bohnanza correctly (or at least not according to the rulebook variants) when we played with three players or with seven players. We had played the regular five-player rules in both cases. Ah, yes, a true geek!

He and his dad became very interested in HeroScape when it first came out, purchasing three master sets and all the expansions that have been released. Joel studied all the data cards for the figures, and essentially memorized them. Last summer, Toys R Us stores ran a promotional competition in HeroScape, and Joel and his dad signed up at the local store. Joel, playing against teenagers, won the competition and acquired several figures free. He even caused a bit of a stir by making a move which was questioned by his opponent. Joel practically quoted the rule that allowed his movement, and a check of the rulebook confirmed his accuracy. Definitely a rules lawyer.

Soon after we began playing Carcassonne, we acquired Hunters & Gatherers. Very quickly, Joel was playing that game (and beating us), and it became one of his favorite games. He now enjoys Carcassonne with us, too.

After watching the five adults in our family group playing Settlers of Catan for several months, he (at age 7) asked whether he could play a game of it with us. We all sort of hemmed and hawed, but finally agreed. I don’t believe he won the first time out, but it wasn’t long before he did beat us all at Settlers. He observes our play of a new game carefully, asks questions, and then proceeds to beat the socks off us. About a week ago, he asked whether he could try Ticket to Ride with us, and (as usual) he did very well at it, completing all his tickets in both games he’s played.

Last week, he and his sister spent a weekday night at our house, while their parents were out of town. Joel asked whether I would play a game with him (I virtually NEVER turn him down on that request), so I offered to teach him Cartagena (a game I acquired last month, but hadn’t introduced to the family, although my son-in-law Dan and I had played it online). We played one game with our hands face-up, so Joel could learn it. In the second game, when he won by getting all six of his pirates into the escape boat, I had only one of mine in the boat. Hey, now, I’m not exactly a slouch at this game, I thought – why, I’ve even managed to beat sodaklady once at Cartagena online! Okay, we play two more games the next day; he wins one 6-3, and I win one 6-4. This kid is a natural game-player. You have to understand, and believe me when I say, that I do not “throw” games for Joel, to let him win. He is so sharp and so competitive that he pushes us all at whatever we play.

This past Saturday, our family gathered at our house, as usual, for food and games. As we got out a few games to play, I included Around the World in 80 Days, a game I am fond of these days, but had only played twice. I noticed it accommodates up to six players, so I suggested Joel might want to join us. He had watched us play last time, so he knew the general idea of it. We explained the rules for him, refreshing our own memories, and played the game. Although Joel finished last, he made no mistakes and fully comprehended the game. I expect he will soon be winning it.

Over the past few years, Joel has beaten us (all as a group or in smaller groups or one-on-one) in the following games (these are the ones I can think of, at least): Pick Picknic, Vampire, Frank’s Zoo, Zirkus Flohcati, Fill or Bust, Trumpet, Bohnanza, Royal Turf, Hunters & Gatherers, Carcassonne, Settlers of Catan, Cartagena, HeroScape, and Magic: The Gathering. I believe that is quite an accomplishment for an 8-year-old.

I have come to the conclusion that I own no game that Joel would not be able to learn and to compete well in, given a chance. After playing Cartagena last week, I told Joel that he is an excellent game-player. He responded with, “So are you, Grandpa, and you teach me these games.” Can you possibly imagine how proud of him I am and how pleased I am to think about the gaming fun we have ahead of us? ------ Okay, grandpa bragging is now concluded.

Hope this hasn’t been too boring for you. Whether it was or wasn’t, I’ll just say that I have thoroughly enjoyed sharing my good fortune with you, and I wish for you as many happy gaming hours as I’ve had over the past half-century and longer.

Until another time (perhaps), this is one grandpa who is a mile high on gaming.

--- Gerald … near Denver, Colorado; aka gamesgrandpa

Thursday, January 26, 2006

The Problem with Player Numbers

They appear so innocent, so unimportant--just a few digits hidden upon a gamebox amidst the pageantry of artwork and logos. Oh, surely, they're given a bit of prominence. Perhaps they're printed in a 24-point font, even bolded or blacked. But that doesn't give respect to their importance, to how they can make or break a game.

I'm talking about player numbers, of course, those variables which tell us who can and can't play a game.

Playing Group Size

Just as there are ideal player numbers for games, which I'll get to in due course, there's an ideal player number for gaming groups too, and I have my own opinion about exactly what that number is.

It's 5.

With 5 regular, reliable players, you can count on having 5 people at your game night 50% of the time. And you'll end up with a 4-player count, that's equally acceptable for gaming 30% of the time. Another 10% of the time you have 3 players, and I'm not very fond of that number, but it's OK a few times a year. Thus you only end up gameless 5% of the time. And who wanted to play on Thanksgiving anyways, with meeples advancing through mountains of mashed potatos, past rivers of gravy?

So, 5 players is a great foundation for personal gaming groups, and that's ultimately one of the bases I use to measure what player numbers I'd like to see in my games.

(And if you did the math, you'll see I missed 5% in my group counting. That's the time when an extra person shows up, because an old friend is in town, your wife/husband is getting pouty because they're not seeing you enough, or the homeless Vietnam vet who lives out on the street insists on crashing your game night. Then you inevitably end up with 6 players, but at least there are a few Power Grids and Medicis that support that too.)

The Magic Numbers

With a gaming group base of 5, there's no doubt that the magic player numbers for a game are 3-5.

But surely, you say, if 3-5 players is good wouldn't 2-5 be better? Or even 2-6? Not necessarily, my hypothetical friend. 3-5, you see, gives a designer some control over a game. Perhaps gameplay will vary as your group rises up from a triad to a pentium, but the designer can try to account for that. However each additional player number is exponentially more difficult to account for. Designing a game just for 4 players might be somewhat difficult. But multiply that by 2x for 3-4, then 2x for 3-5, then 2x for 3-6 and you see the ever-increasing problem.

Beyond that, 2-player games are a totally different beast than multiplayer games. Auctions pretty much don't work, nor does trading. Majority control loses a lot of its luster when it becomes an all-or-nothing proposition. Winners can more easily runaway because there's no third player to arbitrate and balance. There are plenty of good two-player games, don't get me wrong, but it's a very rare multiplayer game that can correctly arbitrate the nuances of two-player play, while at the same time managing great multiplayer play.

Of course to every rule there's an exception, and Alhambra offers a good example of this. It manages its 2-player game by introducing a third, imaginary player who gets some share of the resources every turn. It's a simple answer, and one I've seen repeated elsewhere but it doesn't work for every game. (And Alhambra has player number problems of its own, as we'll see at the top end of the scale.)

Other Weird Numbers

Player numbers of course come in many other forms. 3-4 has become my least favorite, my personal pet peeve. If I weren't a gaming junkie who always has to try the newest and the best, I'd throw the boxes boldly branded with those numbers back on the game store shelves in disgust. I can't play them with my wife, and I often can't play them with my gaming group.

What a waste of cardboard.

2-4 is surprisingly a number that I'm willing to deal with, but I just figure that I'm picking up a 2-player game, and maybe I'll get lucky and get to play it with an underattended gaming group some evening. I should know better than to like 2-4, because I'm often rudely surprised by these games; I often discover that their "2-player" gameplay is about as fascinating and strategic as playing Monopoly with one color of property, no houses, no hotels, and a one-space movement rather than a die roll. As I already said, designing 2-player games that work for multiplayers too is tough, but at least 2-4 is better than that pathetic 3-4.

3-8 is bizarre, and usually a sign that I really shouldn't try out the game unless I can't see my dining room table through the haze of chips, crackers, and sodas that usually accompany gamers in greater attendence. And 5-12, who even thought up that number? I still have an unreviewed copy of Word Jam because of that bizarre requirement. The times when I get 5 people in my house who are willing to play somewhat esoteric word games can pretty much be counted on zero hands.

As for games that support solitaire play, offering up numbers like 1-5, 1-6, or 1-8, I have to say, "Who cares?" Perhaps there was a day when this type of thing was exciting, but now I can get a much better solitaire gaming experience on the computer, so designers ... don't waste your time.

There's of course one other perfect player number, right up there on the mantle with 3-5, and that's 2. Not 2-4, and for Teuber's sake, not 2-5, just 2. It's the difference between Carcassonne: The Castle and Carcassonne. One is a half-broken all-or-nothing, pale imitation of multiplayer play when played with 2, while the other steps through its gears like clockwork.

The Problem with Variable Player Numbers

Of course if you asked any game designer, I bet they'd prefer to just release a game for a single ideal number of players. Because most games work well with one number of players and are weaker at all others. There are exceptions, surely. Better designers (and it won't surprise you that I put Reiner Knizia into that category) can make games different at better numbers, rather than just better or worse.

Ra offers a fine example, with items changing in value based on the number of players. A pharaoh is going to be differently valued in a 5-player game (than, say, 3-player) because it's easier to stay out of last place in that race by grabbing just one or two ancient rulers. Meanwhile I think the monuments become less valued in higher player games because it's harder to complete a full set with some much additional competition.

But there are some regular problems when you vary player numbers, and even Knizia succumbs to some (somtimes).

Game chaos is the worst, and here we'll return to Alhambra. In that game you collect money in the hope of buying later tiles, and with just a few players in your game you can plan this strategically. You take money on one turn with the hope that a tile which could be purchased with that money will still be available the next time your turn rolls around. But with more and more players this grows less and less likely, til the point where, at six players, you might as well not bother taking anything but the highest value bills at any time.

You see chaos in Reiner Knizia's Samurai as well (and that's been made most obvious to me thanks to the computer game, while I'll return to in a few weeks). The more players, the less control you have over winning any individual location, because the board situation can change so much before your next turn.

The other notable problem with varying player numbers is telescoping game length. I really didn't understand the initial reports I heard back on Railroad Tycoon, where players were groaning about 4-5 hour marathons, or alternatively saying it took just 2 hours. But Railroad Tycoon was a game that wasn't designed in the least to moderate game length when more players joined in; as I wrote in my review, it runs at 30-45 minutes per player.

Now a great game can accomodate these telescoping games by lowering victory conditions as player numbers increase, but there's problems there too. Eagle's Attack was a game that tried that to its deficit; if you had too many players you didn't get into the meat of the game.

And then there's downtime. A 3-5 minute turn might be frustrating in a two-player game, but in a six-player game you could play something else between each of your game turns.

The Marketing Game

I do have to wonder how many player number problems are the fault of marketers. They're a maligned class, I know, and I'll admit to doing marketing work on my own from time to time. I write copy and I design ads, so perhaps I'm blaming myself as well.

But how many marketers insisted that rules be included for 2-player play, even when the designer protested otherwise? Or, contrariwise, how many beautiful 3-5 player games were crushed into a worthless 3-4 mold by a bean-counting marketer who said that a $10 higher price point couldn't be supported, and thus the extra pieces couldn't be manufactured?

But enough fault; let me instead offer some advice. Game companies and marketers alike, let me offer up my dearest wish, after which all else would be forgiven. Tell me the ideal player number for your games. I would have been a lot happier with San Marco if I'd known from the start that it really only worked for 3-player play. And for Santiago (and so many other auction games), they should really just say, "Don't bother" if you just have three players around the table.

So give me real player numbers, ideal player numbers ...

Or don't. I guess.

Just don't be surprised if that gets me started.

Wednesday, January 25, 2006

GAME STORE CONFIDENTIAL ~ Euro-Snoots & Free Shipping

What's on my mind this week is a collection of random bits and pieces from my local gaming adventures to BGG trends and gaming thoughts in general.

For example ~

Tom Vasel did an email interview with me about a year and a half ago for his 'Interview with an Optimist" series on www.boardgamegeek.com and we went right into the whole online discounter versus local store mud pit. What I suggested to Tom was that online retailing of board games at steep discounts is a temporary thing. Given what I know about wholesale discounts and with the ever-increasing cost of doing business, it's not likely that deep-discounting will remain in place for much longer. I personally think it's an unhealthy business to be in.

Lo and behold, what occurs but Thoughthammer - the poster child for board game cheapskates - has raised it's free shipping minimum and Fairplay has as well. Gee. Too bad. Now the confirmed skinflint gamer will have to leave his online basket incomplete for several more weeks as he builds an order that can all ship at once so he's guaranteed an extra $10 or so in savings.

What's going to happen when you only get free shipping with $200 or $300 orders? Will penny-pinching gamers start building their shipping lists months or years in advance so they can still save that extra $10 or $15 dollars? I can imagine the conversation now:

"Hey Bob, did you pre-order that new Euro Game Through the Dry and Luckless Desert coming out from Alea?"

"I sure did Fred, but it'll be the end of 2007 before my order ships."

"Huh?"

"Yeah, well I want to save on shipping and since ThoughtlessHammer has the best deal, free shipping on orders totalling $350 I have to wait for a few games to be published before I get my copy of TTDALD."

"Er, Bob, TTDALD has been out now for 2 months, maybe you could pick it up locally and actually play the game."

"You gotta be kidding Fred! I'd never pay retail!!!"

"Bob. The game only costs $35 retail and Nerdsters Games, Gadgets, Goodies & Geek Gear down by the mall always gives 10% off."

"Not a prayer Fred. No way am I going to pay that guy's rent. I don't owe him squat just because he owns a store. Besides which, there are people who shop there who fail miserably at meeting my incredibly high standards for human contact. Some of them are stinky and others don't look like me or think like me so I won't lower myself to comingle with peons."

"Yeah, right Bob. Well, what's on your order with ThoughtlessHammer that's holding it up?"

"Settlers of Caylus, Princes of Foppery, the expansion to the Analytical Attenuation series of abstracts and the Settlers of Caylus: Shrimps & Coral Reef expansion."

"Er, Bob, none of those games are even released yet. In fact, Settlers of Caylus was just announced and the company that produced the Analytical Attenuation series just went bankrupt."

"I don't mind waiting."

"Wouldn't you rather just go buy a new game to tide you over until 2008?"

"What? And pay retail? I'd sooner quit gaming altogether."


If you think I'm exaggerating, then pop over to BGG and read some of the threads about what extent some people will go to in order to save $5.

Euro-Snoot Stuff

I've been doing my best to play some of the popular Euro-Snoot games and I managed to play both Modern Art and Princes of Florence. Then I posted my thoughts on BGG and sprouted a 3 page debate, spiced with political overtones and national taunting. None of which was my fault I assure you. I innocently made an unobtrusive comment and the Euro-Snoot Jackals came unpinned.

I'm still trying to get my mind wrapped around the type of gamer who can rate games like Puerto Rico and Princes of Florence higher than games that are actually fun to play...with other people.

I'm not suggesting that Puerto Rico or Princes aren't good games, they are. Or they're not enjoyable, they can be. But they aren't fun... I mean fun in the sense that they don't create a feeling or sense of mutually shared gaming experience with your fellow buddies around the table. They're games where you pick a strategy from the two or three that will almost always work, then plod along reacting to the choices others make and trying to keep your pre-programmed strategy on track. Then the game ends, points are totaled and everybody says, "Let's play a filler!!" Which lights up smiles as For Sale or Bang! or some other light and interactive game with randomness and back-stabbing and lots of oohs and ahhs and thrills and taunts and...well, fun.

I certainly hope Caylus offers something more than that because I want to like Euros more than I do. Well, I already like El Grande, but it's pretty interactive and there is lots of opportunity for screwage and bubble-busting.

Finally! Giganten

I've owned this game for at least a year, maybe even two years. Four of us sat down and played it Saturday evening and it was a gas. Essentially it's a race game, where you're struggling to find the best oil deposits and also attempting to control the three markets to build your cash. I like the game a lot because it has some nicely balanced cards wherein one benfit, say a high movement allowance, is balanced by perhaps a fewer number of licenses to sell oil, which severly effects whether you can take advantage of the fluctuating market.

Giganten also was produced in the classic Euro-Snoot format; beautiful board, high quality cards, cool looking oil derricks and trucks and colorful rules for the german-speaking amongst you. I'm going to rate this one an "8" on BGG and then re-rate after a couple more plays. If it holds up then I think it'll be a "9" for me. I like games with chance, with pressure, with money and with manipulation. Giganten has all that and more. Too bad it's out of print. Go get a copy if you want to have fun in the "fun" sense.

Fast Forward to 2008

"Hey Bob, did your ThoughtlessHammer order arrive in time for your family getogether at Christmas?"

"Grrrrr."

"Uh oh. What's up?"

"Those SOB's. They finally shipped but when it arrived, two days after the family went back to Peoria, my copy of Through the Dry and Luckless Desert was dinged and it was missing 3 of the 3200 wood meeples and cubes. Not to mention, since I had to substitute half of my order for other games, I ended up with two Monopoly clones, a SuperMarvelHeroScape expansion that I saw later for less at Walmart and they back-ordered the Shrimps & Coral Reef expansion because FairForUS Games got an exclusive on that expansion and it might only be generally available for a month next year."

"Well, if you really want it why not go buy a copy at FairForUs Games?"

"Fred... how dumb are you? FairForUs doesn't have a free shipping program and they only offer 20% off. I'd never stoop so low as to pay that much money for a game."

"Well, you don't have to tell anyone. After all, it's not really their business and the game is hot, I've been playing it for 6 weeks now."

"Gggaaakkk"

"Bob? Are you okay?"

"Ggggggaaaaaaccckkkkk"

"Are you breathing man? You're turning blue!"

"Ggggaaacckkkk....why... buy.....game.....if ..... not ..... tell other...lessers...how smart... and .... gggaaacckkk...thrifty.... I am."

Okay, okay. Maybe I'm still overdoing it a bit. But it really can get almost this bad.

So here's DW's advice:

Game Good?
Buy Game Now.
Play Game tonight.
Do not invite Bob.

Tuesday, January 24, 2006

Even More on Winning

Last week we talked about winning using mechanics. This week let's contradict everything I said last week and talk about what winning really means.

What is Winning?

Anyone who says winning means coming in first place is playing in a tournament. The actual victor of the game - by points, by money, etc... - is entirely secondary to winning the game in the broader sense. Unless you're in a tournament, winning means only one thing: everyone enjoyed the experience.

Enjoyment can come from a variety of different intellectual and emotional sources, some of which may be important to an individual, and some of which may not be. To name few possibilities:

  • Winning the game (as victor).
  • Playing well.
  • Someone you love winning the game.
  • Facing a challenge and succeeding.
  • Facing a challenge and doing better than previous times.
  • Not coming in last.
  • Everyone playing their best.
  • Finding the gameplay funny, interesting, clever, awesome, or meaningful.
  • Finding the conversation funny, interesting, clever, awesome, or meaningful.
  • Impressing someone.
  • Playing or doing something clever, or witnessing someone else doing that.
  • Enjoying the experience vicariously.
  • and so on ...


I'm willing to bet that for most people who read this, actual victory in the game is not enjoyable if your fellow players didn't enjoy themselves (unless your opponent was somebody obnoxious that you were trying to convince to leave the game group). If you come to the end of the game and you find yourself in first place, but surrounded by people who look entirely unhappy, frustrated, bored, or even on the verge of tears, have you won?

Enjoying the Game

With so many people having different expectations as to what makes a game enjoyable, how can you ensure that all players, in fact, "win" the game?

  • Play with well-mannered people

    I've known five year-olds who are more enjoyable to play with than forty year-olds. It is not a question of age. It is a question of manners. Well-mannered people don't get upset if they are losing because they insinctively know what winning means: having fun and doing your best. Well-mannered people don't harass other people, make fun, insult, demean, play moves for other players, ruin games by undermining hidden information, argue incessantly about the rules, or ruin the game components or places in which they are playing.

  • Play games that people like

    Games are meant to be fun, not a trial. It may be difficult to match everyone's needs with a limited selection of games, but it is better not to play at all than to play, or force someone to play, when they don't enjoy the activity.

  • Don't play to win at all costs in long multi-player games

    Sometimes a game will allow you to totally destroy another person's chances of winning. For instance, I played a game of Cities and Knights of Catan where I had a choice of where to build a settlement: either of two locations was equally good for me, but one totally eliminated the last location in which one of my three opponents could build. By all rights, the right "winning" move was to kill my opponent, which I did ... and instantly regretted. My opponent then had to suffer without a single meaningful decision to make for another hour and a half, painfully wanting to leave. He didn't blame me for the decision; it was the "right" play to win. But he also never came to the game group again. It was not the winning move, after all.

  • Play games without early-player elimination, games where players can make meaningful decisions even if they are far from winning, or play short games

    It is one thing to lose. It is another thing to be bored for two, three, or six hours with nothing to do, but not able to leave without wrecking the game for other people.

    This is less problematic in shorter games, or in two player games that allow a player to resign. In these cases, the game experience is felt over the course of a number of games; a single game becomes no worse than losing a "battle" in the main game.

  • Don't let your game life ruin your personal life

    Don't start familial or neighborhood wars because of your game playing or the members of your game group. Keep your priorities straight.

  • Cultivate some of the other sources of enjoyment

    That's a good list of ways to enjoy games up there. Maybe you can branch out as to what you consider "enjoyment".


For myself, whenever I no longer have any chance of winning, I set myself a sub-goal in the game that is similar to the original goal: achieve a certain number of points, acquire a certain number of territories. As long as I have something challenging to keep me interested.

Yehuda

Monday, January 23, 2006

Play Me


D.W. had to take an unexpected trip today so I'm filling in for him. I hope all you D.W. fans won't be too disappointed.
~~~~~~~
If I were a game, I’d be light and fun, the theme prompting lots of laughter and teasing. I believe there’s nothing in life better than a good laugh that leaves you breathless and still giggling even after the “funny” has worn off.

I’d be unpredictable, using cards to throw a bit of chance into the game. After all, life is unpredictable, forcing you to deal with whatever is thrown in your path.

I’d be tactical rather than strategic as I’ve never been good at looking at the long-term or planning life too far in advance. I’d have Action Points, forcing you to budget your turn as you would budget your income.

I’d be irreverent, poking fun at something people feel strongly about or making a point about something that is controversial. A rant disguised as a game.

My rules would be simple and straightforward, your goal clear. I would not be a gamer’s game, the path from here to there convoluted by multiple mechanics and wrapped in layers of phases, or requiring heavy analysis.

I would play with 2-4 players and the colors of my pieces would be black, Richard’s favorite color to play, orange, Cori’s favorite, and green and blue, my favorite colors depending on my mood.

Egads!! I’m the love child of Torres and Busen Memo!!
~~~~~~~~
Still on the Wagon

It’s been 7 weeks since I’ve bought a game. I WAS tempted to order the East Front expansion for Memoir ’44 but then I received an email notification of the shipment of Command and Colors: Ancients so I controlled my impulse. (applause from the assembled addicts)

This has turned out to be a good thing not only because I’ve spent enough money on games in the last 2+ years but because my husband has discovered eBay so the credit card, for the most part, has changed hands and hobbies. While I’m taking a big break from game buying, Richard is buying motorcycle parts so he can get his old motorcycles in perfect form. He’s been trying to find these parts locally but with no luck so eBay has become his addiction lately. Carburetors, gauges and side covers have replaced games on my Visa statement.
~~~~~~~~
Until next time, remember Meeples are peoples, too.

Mary

Sunday, January 22, 2006

Playoffs and their RESULTS

It's DOWN to just '2' "playings" going on right now, between Denver VS Pittsburgh and Seattle VS Carolina! I'm watching these BOTH today, while I 'do' this as well. Oh man, ole Denver is having a "BAD 'hare' day" from the looks of things. They're gonna NEED all '