After a hiatus of far too long, I’m back and pushing my thoughts out there to the blog-reading community. After enjoying a visit to GenCon and then writing profusely about it it is time to wind down and collect my boardgaming thoughts. One such thought has centered around lightweight, fast-playing games. I do enjoy stretching my gaming muscles in longer games that take an hour or more to develop and finish, but I find a significant fraction of my gaming time revolving around gaming with relatively lightweight gamers. Thus, I have turned an eye toward finding a selection of favorite lightweight games.
In my book, a lightweight game needs to play fast. If I’m going to commit a chunk of time to a game I expect to get some nice, deep thinking about it. This is my main objection to Cosmic Encounter - it is great in theory and I love the “festive” nature of the game, but far too often the game can drag on past its initial welcome. If the game is going to have shifting fortunes and a significant element of chance I prefer it to land in the 30 to 45 minute mark so that a truly poor string of luck does not drag out for extended periods. However, I often find nonrandom, pure abstracts to be a bit too dry for my taste, so there has to be some sort of balance between luck and strategy.
Two games I came across at GenCon seem to meet both of my criteria: To Court the King published by Rio Grande Games and Owners Choice by Z-Man Games. They have a fair bit of luck (they both revolve around rolling dice), are simple to explain so that the game can start right away, take about 45 minutes or less to play, but still contain a decent number of opportunities for strategic decisions.
To Court the King can best be described as Yahtzee on steroids. Players roll dice in order to match the values displayed on cards set in the middle of the table. Starting out with only three dice, players can hope to roll a pair to get the Farmer card, granting an extra die in future rolls. Rolling three of a kind gets players a different card with different powers. As the more powerful cards require players to roll dice that add up to a total of 20 or more pips or roll five of a kind, players must therefore slowly progress up the dice “technology tree” gaining more powers and/or dice at the conclusion of each turn. When someone finally rolls seven of a kind, they win the King card and triggers the final round of rolling. In a sort of roll-off, each player uses the powers of all their cards one last time to roll the most of a kind on their dice. My favorite part of the game is in the various powers granted by the cards. Some focus on giving a player additional dice to roll, while others grant special powers to manipulate the numbers on the dice. Thus, there are two extremes in strategy, a sort of gather up all the dice you can muster strategy or one where players gain a few dice but have many special powers to manipulate them as needed. The decisions tend to be entirely tactical, trying to optimize the result of each series of rolls, this is increased for players who obtain several of the special power cards, creating a kind of miniature puzzle every time a turn comes around. In my game at GenCon I was able to claim the King card using several special powers on my cards. However, in the final dice-off I just missed claiming victory and had to settle for third place right behind an opponent who had focused more on claiming as many dice as possible. (For the record I think I had seven 4’s to his seven 5’s or some such thing even though I only had eight dice to roll and he had around eleven or twelve). As mentioned, the game can be explained and quickly started without too much preparation, an important consideration when trying to coax noncommittal boardgamers into a game. At a running time of around 45 minutes it strikes a nice balance of strategy, luck, and depth.
Owner’s Choice in contrast, is a very lightweight economic game. There is a central board and a single pawn is moved around the outside track one time and then the game is over. Players invest in one or more stocks (there are four types) with the highest shareholder of each company declared president. The president holds onto a special colored die representing the fate of that company. On their turn, each player moves the pawn from one to three spaces forward (their choice). It will typically land on a space matching the color of one of the four companies. If, for example, it is placed on red, then the president of red must pay $50 to the middle of the board and then roll the red die. The red company then suffers the result, which is typically a good thing. Each company has strengths and weaknesses, depending on the distribution of results on that color die. The green company slowly increases in price or pays out frequent dividends, the yellow company has very high variability, going greatly up or down in price, the red company tends to go up in price but might force the president to increase the price of a different color stock, and the blue company can increase but can also allow the president to cause other company stocks to fall. If a president doesn’t wish to pay $50 (or can’t) he or she must roll the black die. In most cases, this drops the stock in price one or two levels and awards the president with all the cash previously paid to the center of the board. After the pawn moves once around the outside of the board, the game ends. Since the board is not that large, a game can be played in 20 minutes or less, although typical games average more like 30 minutes. Since games rely on the vagaries of the roll of the dice, Owner’s Choice plays differently every game. While the dice are set up to favor net increases in the long haul, I have also witnessed games where nearly all the stocks fell in price and if a player had not bought any stock the entire game, they would have come out in a comfortable second place. I am still not sure if the luck of the game is overpowering, it definitely can be in any single game, but there seems to be enough room for strategic decisions so that good decisions will tend to be rewarded over the long-term course of several games. One friend remarked that he enjoyed the chaos aspect of the game as players are encouraged to make strategic, long-term decisions to mitigate the luck of the dice rather than what is found in many other games - tactical decisions responding to the luck of the dice.
While I currently slightly favor To Court the King over Owner’s Choice I am willing and eager to continue to bring either one to the gaming table. They’re not my first choice when I have an hour or more to kill and dedicated gamers to play with, but for my frequent bouts of gaming with more laid-back players, a quick game or three of a lighter weight game with meaningful choices is still a good deal.
Showing posts with label Rio Grande. Show all posts
Showing posts with label Rio Grande. Show all posts
Wednesday, September 05, 2007
Wednesday, May 30, 2007
Cities, Curses, and Churches
Last weekend I had the chance to participate at a friend’s “Game-a-thon”, a day of open gaming at his house where folks drop in when they can. I was able to stay for a few hours and had my choice of playing in a game of Shogun (the new version of Wallenstein) or playing several shorter games. I chose to play some shorter games, as I thought I would have more fun, and it would give me an opportunity to play with some folks I don’t get to play with as often.
First up was Saint Petersburg (Rio Grande Games). I enjoy this game immensely, although have been a tad burned out on it as I get to play it against the computer frequently using the freeware computer program (check out the WestPark Gamers web site to download it). The computer AI is not too bad, and I only win four player games about 1/3 of the time. I got lucky in the first Noble round, picking up the 18-cost noble that provided a steady income of 6 rubles and 3 victory points from then on out. Things continued to fall into place for me and I outpaced the rest of the group by about 20 or so points. The game ended very quickly with all the blue buildings coming out before people had very many nobles. I took advantage of the observatory to pick up a couple of extra nobles during the blue building rounds, and made sure to hold a noble upgrade or two in my hand even though I knew I wouldn’t be able to put them down until late in the game. All in all, I think my computer playing experience served me well, although I will also admit that I had some nice opportunities fall in my lap. If you haven’t played the game, I highly recommend it. It contains a strong “build-up” element requiring players to initially focus on income and then transition to victory points later in the game. At the same time it also offers a few distinct ways of obtaining victory points (focusing on buildings or nobles or a mixture of both). All this is combined in a quick-playing (roughly an hour) game that is simple to explain to new players (takes about 10minutes or less to get up and playing.) I highly recommend St. Petersburg to help casual boardgamers make the leap into the build-up or “snowball” style of boardgames.
The second game we played is a new one by Asmodee, Wicked Witches Way. It is a very lightweight game where players are all witches and are trying to win a race. The first player to finish the race earns a few bonus points while all the other witches gain points proportional to how close they are to the finish. However, winning the race is only part of the points, players can gain special cards that give bonus points at the end of the game (for having performed acrobatics during the race.) The game revolves around rolling a set of 9 dice in a cool little book-shaped box. Players examine the dice rolled which display various orange or black symbols. When a player is ready, they shut the box and then lay down their spell cards. Players have spell cards that match the symbols on the dice. The object is to play either one or more symbols that match the orange symbols showing on the dice or one or more symbols that match the black symbols on the dice. If a symbol appears as both an orange and a black, it should not be played. Once the book is shut (hiding the dice), players can take their time playing their cards. The book is then opened and players check their spell cards. Players move their witches forward one space for each correct symbol they match. If they make a mistake (by playing symbols that appeared as both orange and black, or a symbol that didn’t appear at all) then they don’t get to move. The player who closed the book gets to score their turn first, but if they make a mistake, they go back 2 spaces. To add some spice into the game, if a player manages to play ALL the correct orange or ALL the correct black dice, it is a “perfect spell” and a bonus is earned (as long as you are not the first-place witch). Matching all the orange dice gets you bonus 2 spaces on the track, and matching all the black dice lets you draw a special card for each die matched. These special cards give players one-time abilities such as replacing a card just before scoring them, earning additional time to reopen the book before having to lay down cards. These cards also contain the acrobatics bonus point cards, which earn a player points at the end of the game. As mentioned, the witch in first place does not get the bonus. At the end of each round, the witch(es) leading the race have a curse token placed next to them. They are then ineligible to earn any bonuses for matching all the orange or black dice. This is a handy little “hold back the leader” aspect of the game, but it is so strong that trying to always be in second place is often an important strategy.
Even though it was my first play of the game (we were all trying it for the first time), I managed to get out front and stay out front for most of the race. Unfortunately, that meant I earned very few of the perfect spell bonuses – especially the cool spell card ones for black dice. The race was a tight one with three of the four of us crossing the finish line in the last turn. Surprisingly, the only player to NOT finish the race had a stack of nice bonus point cards and won the game, presumably having performed very cool acrobatics on his broomstick along the way. Despite my loss, I enjoyed the game immensely and we clearly laughed much more at this game than any other played that day. It is a fun, lighthearted game fun for those who like games with quick-pattern matching and a tad bit of memorization. There is even room for a bit of strategy (like trying to mess with other player’s plans by closing the book early, etc…) I didn’t like the pick-on-the-leader aspect of the curse token. I felt it was too strong a penalty, but it was probably my own fault for remaining in the lead for so long… I fear it might lead to extreme “game-y” style of play where players purposely lose points in order to try to stay behind the leader and pick up extra black cards…
My third and final game (while the other players were still on their first game of Shogun…) was Pillars of the Earth (Mayfair Games). I had not played it before but had heard good things (as well as bad). I won’t describe the game in detail here, but I managed to take second place in my first play of the game (two of the other three players had played before). I would have taken first place, but the last turn I drew the “give all players one metal cube” event card and the first place player still had a need for another metal cube while I already had all I wanted. I made a mistake or two early in the game in buying too many masons early, but eventually did OK with purchases and pawn placement. We all started out very gold heavy and then three of us quickly ran low, while the fourth player had plenty of gold to spend, but never got a pawn drawn in the early rounds of bag-drawing. I have heard people complain about the vagrancies of the bag-drawing, but I think the whole idea of gold hoarding is designed to counter just sort a situation. If you save up some gold you can then pay when your pawn is drawn early to get some good things and/or craftsmen. If you have gold but aren’t drawn in the early pawn draws, then you can afford to spend gold to purchase one of the craftsmen available in the worker assignment phase. Sure, you may need to maneuver to go first in a round to get a chance at buying a craftsman, but that shouldn’t be too hard to recognize in advance in the mid-game. All in all, I felt the pawn-drawing mechanism was fairly balanced and didn’t need too many more tweaks. I felt the pawn-drawing pain in the last round, holding a “free pawn placement” card but not getting drawn until late in the round. However, it didn’t set me back much, as I mentioned before. I’m looking forward to trying this game again some day to work on further evaluations.
All in all, I had a good day of gaming, 3 games in about 4 hours. Meanwhile, my other friends managed to finish their game of Shogun in just under 4 hours. While I’d love to try a game of Shogun some time, I think I made the right choice.
First up was Saint Petersburg (Rio Grande Games). I enjoy this game immensely, although have been a tad burned out on it as I get to play it against the computer frequently using the freeware computer program (check out the WestPark Gamers web site to download it). The computer AI is not too bad, and I only win four player games about 1/3 of the time. I got lucky in the first Noble round, picking up the 18-cost noble that provided a steady income of 6 rubles and 3 victory points from then on out. Things continued to fall into place for me and I outpaced the rest of the group by about 20 or so points. The game ended very quickly with all the blue buildings coming out before people had very many nobles. I took advantage of the observatory to pick up a couple of extra nobles during the blue building rounds, and made sure to hold a noble upgrade or two in my hand even though I knew I wouldn’t be able to put them down until late in the game. All in all, I think my computer playing experience served me well, although I will also admit that I had some nice opportunities fall in my lap. If you haven’t played the game, I highly recommend it. It contains a strong “build-up” element requiring players to initially focus on income and then transition to victory points later in the game. At the same time it also offers a few distinct ways of obtaining victory points (focusing on buildings or nobles or a mixture of both). All this is combined in a quick-playing (roughly an hour) game that is simple to explain to new players (takes about 10minutes or less to get up and playing.) I highly recommend St. Petersburg to help casual boardgamers make the leap into the build-up or “snowball” style of boardgames.
The second game we played is a new one by Asmodee, Wicked Witches Way. It is a very lightweight game where players are all witches and are trying to win a race. The first player to finish the race earns a few bonus points while all the other witches gain points proportional to how close they are to the finish. However, winning the race is only part of the points, players can gain special cards that give bonus points at the end of the game (for having performed acrobatics during the race.) The game revolves around rolling a set of 9 dice in a cool little book-shaped box. Players examine the dice rolled which display various orange or black symbols. When a player is ready, they shut the box and then lay down their spell cards. Players have spell cards that match the symbols on the dice. The object is to play either one or more symbols that match the orange symbols showing on the dice or one or more symbols that match the black symbols on the dice. If a symbol appears as both an orange and a black, it should not be played. Once the book is shut (hiding the dice), players can take their time playing their cards. The book is then opened and players check their spell cards. Players move their witches forward one space for each correct symbol they match. If they make a mistake (by playing symbols that appeared as both orange and black, or a symbol that didn’t appear at all) then they don’t get to move. The player who closed the book gets to score their turn first, but if they make a mistake, they go back 2 spaces. To add some spice into the game, if a player manages to play ALL the correct orange or ALL the correct black dice, it is a “perfect spell” and a bonus is earned (as long as you are not the first-place witch). Matching all the orange dice gets you bonus 2 spaces on the track, and matching all the black dice lets you draw a special card for each die matched. These special cards give players one-time abilities such as replacing a card just before scoring them, earning additional time to reopen the book before having to lay down cards. These cards also contain the acrobatics bonus point cards, which earn a player points at the end of the game. As mentioned, the witch in first place does not get the bonus. At the end of each round, the witch(es) leading the race have a curse token placed next to them. They are then ineligible to earn any bonuses for matching all the orange or black dice. This is a handy little “hold back the leader” aspect of the game, but it is so strong that trying to always be in second place is often an important strategy.
Even though it was my first play of the game (we were all trying it for the first time), I managed to get out front and stay out front for most of the race. Unfortunately, that meant I earned very few of the perfect spell bonuses – especially the cool spell card ones for black dice. The race was a tight one with three of the four of us crossing the finish line in the last turn. Surprisingly, the only player to NOT finish the race had a stack of nice bonus point cards and won the game, presumably having performed very cool acrobatics on his broomstick along the way. Despite my loss, I enjoyed the game immensely and we clearly laughed much more at this game than any other played that day. It is a fun, lighthearted game fun for those who like games with quick-pattern matching and a tad bit of memorization. There is even room for a bit of strategy (like trying to mess with other player’s plans by closing the book early, etc…) I didn’t like the pick-on-the-leader aspect of the curse token. I felt it was too strong a penalty, but it was probably my own fault for remaining in the lead for so long… I fear it might lead to extreme “game-y” style of play where players purposely lose points in order to try to stay behind the leader and pick up extra black cards…
My third and final game (while the other players were still on their first game of Shogun…) was Pillars of the Earth (Mayfair Games). I had not played it before but had heard good things (as well as bad). I won’t describe the game in detail here, but I managed to take second place in my first play of the game (two of the other three players had played before). I would have taken first place, but the last turn I drew the “give all players one metal cube” event card and the first place player still had a need for another metal cube while I already had all I wanted. I made a mistake or two early in the game in buying too many masons early, but eventually did OK with purchases and pawn placement. We all started out very gold heavy and then three of us quickly ran low, while the fourth player had plenty of gold to spend, but never got a pawn drawn in the early rounds of bag-drawing. I have heard people complain about the vagrancies of the bag-drawing, but I think the whole idea of gold hoarding is designed to counter just sort a situation. If you save up some gold you can then pay when your pawn is drawn early to get some good things and/or craftsmen. If you have gold but aren’t drawn in the early pawn draws, then you can afford to spend gold to purchase one of the craftsmen available in the worker assignment phase. Sure, you may need to maneuver to go first in a round to get a chance at buying a craftsman, but that shouldn’t be too hard to recognize in advance in the mid-game. All in all, I felt the pawn-drawing mechanism was fairly balanced and didn’t need too many more tweaks. I felt the pawn-drawing pain in the last round, holding a “free pawn placement” card but not getting drawn until late in the round. However, it didn’t set me back much, as I mentioned before. I’m looking forward to trying this game again some day to work on further evaluations.
All in all, I had a good day of gaming, 3 games in about 4 hours. Meanwhile, my other friends managed to finish their game of Shogun in just under 4 hours. While I’d love to try a game of Shogun some time, I think I made the right choice.
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