Thursday, November 10, 2005

Memoir '44, The Seafarers of Catan, and Other Scenarios

One of the most successful games that I've acquired in the last few years has been Memoir '44. It's not necessarily the most strategic game that I've played in that time period. (Despite my occasional grognardery, I'd probably admit that was Puerto Rico.) Nor is it the most clever game I've played in that time period. (For that I'd currently say Dungeon Twister, though ask me again when the new-game smell has worn off.)

However, Memoir '44 is one of the games that has kept me coming back for more the most, and which I expect to keep doing so for years to come. It's long been obvious that Days of Wonder's business plan is to create true evergreen games that can continue to sell long past the initial drop ship, but for their games to be really evergreen not just for their distributors and retailers, but for their players too, that's a truly cool thing.

Scenarios & The Web

The secret behind Memoir '44's success, for me at least, is their use of scenarios. As of this writing I've played scenarios #1-#10 in the original book, once on each side. I've also played #38-40 in the Eastern Front and #34 in the Terrain Pack. That's a total of 28 different games, and it's never once felt repetitive.

As much as anything this is because Memoir '44 isn't really a game. Instead it's a game construction kit. It just so happens that Days of Wonder included the first 16 games made with that kit in the original release as scenarios #1-16. And they've since released a plethora of additional, official "games" on the web and in their new expansions.

However, Days of Wonder also did a few additional clever but simple things.

First, they numbered all the scenarios, giving players a clear method to step through them. Other than playing a D-Day scenario on D-Day, and jumping around between the various expansions for review purposes, I've played through all the scenarios in order, and thus never had to sit around wondering what should be next.

Second, Days of Wonder provided an online spreadsheet that I could use to keep track of which scenarios I've played and how I did. For me this has been amazingly important, because when I had a long break in M44 playing, I could afterward just glance at my online info and see what was next. If I played M44 a lot more, to the point of repeating scenarios, I could go back and look at my battle reports and get clues as to how to replay the scenario in the future.

On the whole the whole idea of scenarios in M44 appeals to me in many ways:
  • The originality of the scenarios constantly appeals to my desire for newness, but without requiring me to go play a new game.
  • The numbering of the scenarios appeals to my collector bug, so that having played one I want to play the next in line.
  • The historical basis of the scenarios appeals to my sense of story, and encourages me to know more about the real battles which are being described.
My experience with M44 has been good enough that I dearly wish that more games used similar structures, to allow me to keep playing the great games that I love rather than being forced to constantly go on to the next new thing by my unabashed need for novelty.

Scenarios in Other Games

Of course Memoir '44 isn't the first board game to use scenarios. Its immediate predecessor, Battle Cry, contained 15 Civil War scenarios, but with no expansions, no support (and no scenario numbering), Battle Cry just doesn't have the same staying power as M44. In miniature and war games, scenarios are much more common, and that's no doubt how they crossed over into These Games of Ours with Richard Borg's releases.

You could sort of say that Runebound has instituted their own scenarios by releasing small decks of cards that replace the endgame of the core Runebound game, but having to go out and buy even small supplements isn't quite the same thing, nor is there the same variety. And Ticket to Ride offers a good example of why scenarios can't quite work for many games. There are some cool additional maps out for the initial game, but if you've ever spent the hours necessary to construct such a board (and its associated cards), you'd know that it isn't quite the same plug-and-play experience that Memoir '44 offers.

I think that Klaus Teuber really missed the boat by including scenarios only in his Seafarers of Catan release. The main Settlers just begs for that sort of treatment because of its modular board, but instead almost every game of Settlers ever is played on a plain hexagonal island. (Yes, I'm aware of The Book but its general unavailability to the American public keeps it sufficiently below my RADAR, and really, I don't think it has influenced the way that Settlers is played that much.)

I can imagine an alternate reality where the original Settlers had itself included a book of scenarios, and not just scenarios based on different random setups, but instead a history of the settling of the Catan islands. It would be evocative and fun to play, and you could have a clear through-line across the games. Heck, it could even be cleverly marketed so that the first several scenarios only depend on the main game, but to play the next several you need to pick up Seafarers, then Cities & Knights.

Likewise, I can imagine that many other popular games could be made that much more enjoyable with the inclusion of scenarios. Modular boards like those of Settlers and Memoir '44 make it easiest, but there are even possibilities in games like Mexica (where different initial island setups and possibly different victory conditions could make a lot of difference) and Puerto Rico (where scenarios could vary building availability, resource availability, island size, and who knows what else). I'm sure these differences wouldn't be as major as that found in Memoir '44, but a little bit could go a long way.

Conclusion

I think that Days of Wonder has made some really smart moves with Memoir '44, both with their initial release and their web support. The recently released Eastern Front (which brings the war to a new locale) and Terrain Pack (which is largely a make-your-own-game kit, even moreso than the original game) just show how much expansion possibility there is for the system.

Here's hoping that more publishers will consider the possibilities of dynamic scenarios as a different type of game publication than their more staid & set cousins.

Wednesday, November 09, 2005

Deal 'Em


I love playing cards. One of my earliest memories is playing Rummy with men in my grandmother’s tavern—and sharing my Popsicles with her dog. Kids can get away with things that adults wouldn’t dream of.

Later I learned Euchre (I’m originally from Illinois) and Canasta (double deck with a widow hand). I haven’t played either of these games in a very long time and doubt I’d care to play Euchre now but I’d still be willing to play a no-holds-barred, vicious, teeth-baring game of Canasta.

After I married into the Air Force, I learned to play Pinochle (double deck, no passing). I was never really good at it since I am not a card-counter and am lucky to keep track of either trump OR aces; trying for both causes the blue screen of death in my brain. Sad, I know, but I always enjoyed myself.

As my kids got old enough to play cards, we found Wizard, which is a great trick-taking game that we all enjoyed. The luck in it lessens with each hand because each hand is dealt with 1 more card than the last. The addition of the Wizards and Jesters gives you a touch of control that is more fun than simply playing Oh Hell.

When my son, Chris, was in high school, Richard and I taught him and his friend, Eric, how to play Pinochle. Now what I need to know is how is it that 2 kids with no clue can come up with great hands time after time and beat the snot out of 2 veteran adults? They would bid something outrageous, not really understanding what they were doing, and manage to make the bid each time. It was really quite embarrassing. Still, we all had a good time and that’s what counts, and I’d do it again in a heartbeat.

When I found my way to the Internet, I found very nice free downloadable programs of card games from around the world at Thanos card games. Here I discovered Mizerka, King, Preference and Madrasso, among others. Of these, I taught my daughter and husband to play Mizerka since it’s for 3 players and it’s getting almost impossible for me to find 4 card players these days. This has some elements that were new to us so it stands out as a very good trick-taking game. Nastiness, tough decisions, and “oh, shit” moments included.

Then I found the Board Game Geek and lots of card games, some just variations of older games like the Mystery Rummy series or Corsari, which we like very much. Some are totally new ideas for us like Crazy Chicken (Drive), 6 Nimmt (Category 5) and Coloretto, which have all been hits with us. These are all lighter games that you can play with your children or with non-gamer friends and have a good time. I love Crazy Chicken, although I rarely win, and my husband is partial to Corsari, which he wins only occasionally. Why are we attracted to the very games that we don’t seem to have a knack for? That seems dumb to me but I still can’t fight the feeling.

Some are trick-taking games that I may get to play occasionally because they don’t require 4 players--David & Goliath and Sticheln—and require only basic knowledge of trick-taking games to have fun. Others are trick-taking games that I’ll be very lucky to get to play like Mu, and Victory and Honor because they require a higher degree of trick-taking experience but I’m happy to have them in my collection in the hopes that some day…ah, some day…

There’s also climbing card games where the “trick” keeps going around the table, getting stronger with each player, until everyone passes. The last player that played to the trick, wins it. Again, this was a totally new concept for us and Gang of Four became a favorite even with 3 players and a dummy hand. A couple nights ago we gave Frank’s Zoo an inaugural playing with 6 players and I can see this one getting played when we want something light and fun. It’s not as easy to look at your hand and form a plan until you’ve played enough to know what beats what in this strange hierarchy but that isn’t necessary if you’re looking for something fun.

These are just the games I own; there are many others, each a little different with its own twist on the rules. If you like card games, there’s something here for everyone. And give the dog a lick of your Popsicle; it won’t hurt him.
~~~~~~~~
Games

Ta-Yu
I finally got to try Ta-Yu as a partnership game. I and my son, Chris, teamed up against Richard and Chris’ girlfriend, Jessica. Chris had played before but Jessica was playing for the first time.

This is not a rowdy, quick game at any time; it’s a head-to-head competition and the play was appropriately slow and calculating. We were drawing our tiles ahead of our turn in order to have time to plan our move but there was still plenty of down time whenever the board took an unexpected turn.

Amidst all this silent pondering, we managed to get in a few chuckles and a good laugh or two. At one point I declared that a certain tile looks like boobies in a sports bra—well, it does! So during one of the long, indecisive pauses waiting for Chris to make a move, I asked him if he wanted my boobies. It’s a good thing no one was drinking anything at the time.

In the end, it was a very close game, the final score decided by the last tile played by Jessica who was sitting to my left. After much thinking and weighing of choices, she decided to block our access to a 2-point space but also gave us one connection. This turned out to be a very good move because Chris’s next play would have given us the two-pointer and a single connection. The final score was 40 (5 x 8) to 49 (7 x 7). If Jessica hadn’t blocked Chris, the score would have been 50-49. I consider that a very close game.
~~~~~~~~

Christmas Wish Lists

I see the Christmas Lists are starting at the Geek, and none too soon. As for myself, I don’t put games on my Wish List since I buy so many during the year. I usually find one or two to buy before Christmas, though, to have something new to play with friends and family during the holiday season. This year I’m thinking of either Apples to Apples or Squint—something fun for a bunch of people. My Wish List usually includes music CDs, DVDs, books, my favorite perfume and PS2 games. Yeah, I’m a PS2 junkie as well as a board game addict! “I Love Katamari” is my #1 choice this year, followed closely by the third Sly Cooper. Of course, if anyone insists on buying me a board game, I’ll graciously accept!
~~~~~~~~
Until next time, let your actions be controlled by knowledge.

Mary

Tuesday, November 08, 2005

Con-vinced

BGG.con

Well, now I know what a con is. Why do we go to them? Why do we have them?

Let's start with Derk, Aldie, and company. Why did they do this? It can't have been to enhance their reputation, which already hit its peak after being publicly dissed by Reiner Knizia. It can't have made money for them; just consider the amount of time they must have taken off of work to do this. And they really didn't get much time to play.

Answer: it had to be a labor of love. They could do it - so they did it. I imagine that if things hadn't gone as smoothly as they did then we might not be seeing BGG.con 2. But they did, so unless they lost money on this, we will.

How about the local Dallas people? Couldn't they have sat in their houses and played games? They have a large group anyway. OK, they ended up getting door prizes and so forth, probably worth about $40 or $60 anyway. How about the people flying in from God-knows where who spent a lot more on flight and hotel?

Answer: We wanted to meet people who we have come to know only by email and postings. More than that, we wanted to have conversations with people about games for four days and have noone think that we are weird. For some people, it may also have been to keep up with the latest and greatest in gaming. But it was also a perfect vacation: an opportunity to play for days in a row, which most of us wouldn't get to do otherwise, and to learn many games that we would never have access to without buying first. For me, of course, I also had a business agenda - to introduce my game to as many new people as possible.

What about the vendors? Publicity and goodwill to the people who matter most - the hardcore gamers, who will in turn spread word of the games to many other people.

Is it worth it? Yes. It is fun, and if the people are nice and the con is organized, the time is pure enjoyment.

But this was only my first con. What about the others cons? Are they worth it? What about people (unlike me) who are wallflowers? Do they get into a con? If there are worthwhile cons and not-worthwhile cons, how do you know which is which?

Yehuda

Sunday, November 06, 2005

Stuck & Deserted without a 'CON' I can Game within

Yep, for those who missed out on attending the ''BGG Con'' this weekend, then it's just wrapping UP as I write 'this'. Maybe I'll have to 'institute' something akin to that for around here, and it can become well known as the ''Deserted 'CLASSICs'!'' in my circumstances. Then it could have the ''latest & greatest'' of the *blog blog* to set it apart from NOTHING other just like it! We could even have discussions upon just 'what' wasn't being played, or excellent 'round-file`r' games and the like. I could trot out my ''almost lost jams'' for GAMEs that I consider as being mostly 'relevant'...mostly. Well, at least good ole ''Yehuda'' here managed to attend and I even heard that he premiered his own 'Game' there at the ''BGG Con'' as well. You'll be finding out more upon this later on then, and from the ''mouth of the source'' no less. While if anyone else of the 'Group' here has been able to attend, then by all means you'll be finding out of their 'experiences' as well. There are numerous 'leads' that many have been providing for the rest of US to 'live' vicariously through their postings, and I Thank You folks for at least doing that. Maybe we ought to have a ''Left Coast'' version of THIS so's many others can join in on the 'comraderie' that would be most inviting. There would STILL be some folks who are definitely of the ''anti-socialite-weights'' who wouldn't 'care' to participate, for who knows WHY! They've developed some sort of 'fear'(?) of such proportions that it may just take them ''over the deep end''-should they 'attend', and maybe the rest are better off for that. Then there's others that only LIVE for ''GAME Con'n''! I don't consider myself as 'one' of them types, as I soon learned to 'live' without just HAVING to 'be' at each & every single Gaming Event. The former are sort of like them ''Dead-Headz'' people and their obsessions with ''the Grateful Dead''. I happen to personally know of a 'wannabe' kind like that, and they just seem to ''jump on the bandwagon'' of whatever the current 'fad' that they take a fancy to, is handy.

Speaking of "Gaming Cons", for which I will be keeping 'updates' on the ONE that I expect to be a major part of, then I've gone ahead and made a proposal to host & run an ''OGRE-Miniatures'' Event! This is in co-operation with the ''ConQuest NW Seattle'' premiere taking place next 'President's Day' weekend in February. I don't have many 'Official' kinds of these 'minis', but I do have 100s of my OWN creation and mainly it will involve a HUGE ongoing 'Battle' with the Troops & Vehicles from that 'genre'. In addition, then I have many others that I've invented to include 'Naval Vessels' with enough to form a couple of 'Battle Groups' for '2' sides for this. Those were improved upon or fabricated entirely from other game's Ships and even some actual model kits with enhancements to many of them. I've got some others that I need to work upon to get them ''up to snuff'' with the rest, while I shall also be including the 'Air Groups' for plenty of the ''Carriers'' that I wish to ''get into the mix'' with. That'll mean some 'Amphib Assaults' shall need to take place and it'll provide an entry for these upon the gaming playing fields. I'd also like to get in some one-on-one or multiplayer GAMEs as well while I'm there and provide some ''Classics'' for any to partake of to enjoy when they otherwise might not be able to. This could involve the likes of ''Red Storm Rising'' & ''the Hunt for Red October'' with even ''A Line in the Sand'' as possibilities for those who'd like to try their hand on these. Here's a listing on some others that I have in mind to bring along:

''Battle for Germany''~S&T-w/the ''Operation: Veritable''-VARIANT
''Across 5 Aprils''~Victory Games-I'd just like to get some playings of this
''World War I''~S&T-w/'Pre-War' buildup VARIANT
''Oldenburg Grenadiers''-American Revolutionary War Battles- to play them
''Fortress America''~w/'Expansion Pack #1' Rules PLUS the actual 'Minis' of this
''Axis and Allies''~Milton Bradley-
w/'1941' VARIANT
''A & A''-Europe~w/'Italian Armed Forces' bringing on a 5th Player
''A & A''-Pacific~
w/'Alternate Victory' VARIANT w/perhaps some 'alternatives'
''the Russian Campaign''~
w/'Expanded OOBs' courtesy of 'moi'

For the kiddies, then I may even bring along the likes of ''Battle Masters'' with a couple of Expansions for it, as well as a GAME of my own making which uses all sorts of smaller scale figures & vehicles with even some aircraft for those too. I've been amassing these over the years and I had intended upon a MODERN 'Battles' type of encounter with them, since they're mostly of those kinds. There's even some 'Missile' and 'Rocket' launching types that really DO that! For the rest, then we'll have to resort to 'rubber bands' for firings since I'd like to keep them mostly intact despite being heavily involved in mock-'Combats'. It should become quite a memorable time and ''tons of FUNZ for everyone's!'' enjoyment. I hope to see some of YOU there if you can make it then.

Friday, November 04, 2005

Sound Familiar?

First the bad news; Did a quick calculation, I figure there are still $300+ worth of games in my friendly, local, game store (FLGS) that I need to buy.

More bad news; That doesn't count HeroScape expansions. My FLGS doesn't carry HeroScape. I have to get them though my FLWM (friendly, local WalMart) and that's gonna be a another chunk of change.

Now more bad news; Caylus, Tempus, Indonesia, Kreta, Railroad Tycoon, Siena, PUNCT, Reef Encounter, Ys, and the Tigris and Euphrates Card Game have yet to be widely released.

The good news; There is no good news.

My conundrum; If I get a part time job to support my game habit, I won't have time to game. As a compromise I'm trying to get my wife to get a part time job.

Can I pawn a cat? And if so, do I have to prove it's my cat?

If I spend everything, can I get Choam Charity?

I've given it some thought and I've reached two conclusions. First, I need to open my own game store. Not to get games at cost, although that thought did cross my mind, rather to give me an excuse to play games and call it work. Maybe I can turn my addiction into a tax write off. At best, it would be a second full-time job for at least a couple years. At best. That would mean less time for gaming with people I want to game with.

Second, this town can't support a second game store. It can't even support one. The existing game store probably does all right with Magic and 40k miniatures and such, but comic books, anime, geeky nicknack, and baseball cards are the important part of the business. Boardgames are barely a blip on the radar screen.

Doesn't sound too promising. Maybe I could set my game store apart if I had an attached espresso bar, aaaaaand sold auto parts, aaaaaand performed discount surgery.

How about if I called it; "Coldfoot's Games, Escorts, and Napoleon Dynamite Videos"? I would have a lock on the geek market, that's a lead pipe cinch. Although I would probably have to change the name when the next Star Trek movie is released, and that would just be a hassle.

How about "Picard Games"? Now that's an idea. "Picard Games and Seven of Nine Comics". Ooooooh. That just might work.

Thursday, November 03, 2005

Redesigning Empire Builder, Part Two

Last month I began a discussion of Mayfair's Empire Builder game with the thesis that it's a solid game with a lot of appeal, but that its 25-year old design is rough around the edges, and that there's thus a lot of room for improvement. Unlike my regular column, that one was published on a Monday, so if you haven't read it yet, feel free to go browse Redesigning Empire Builder, Part One. I'll wait.

Last time I concentrated entirely on the graphical design of the game, showing how gameplay could be considerably improved with just some work on the demand cards. This time I want to wander through a few of the other design elements. The point? As much as anything to look at how much game design has improved in the last 25 years, and also to highlight some of the factors that a game designer should probably be watching out for.

As I see it, Empire Builder currently has a lot of room for improvement, with these problems being biggest:
  • Long Game Time
  • Long Downtimes
  • High Calculation Requirement
  • Low Player Interaction
Before I get into those, however, I should probably offer a brief reminder of how the Empire Builder games work. They're crayon-rail games, which means that you pay money to lay track that you draw on the board with wax-based crayons. You then move your train along those tracks to fulfill "demand" cards, which show a desired good and a destination it should go to. There are three demands on each card, of which you fulfill just one, and you have three demand cards in your hand at any time.

And with that, let's get underway ...

Reducing Game Time

To a certain extent, game time is a personal preference. However, I think that a game that can play in an evening is usually a better design than a game that can't, and the Empire Builder games tend to straddle that line. By using fast rules, maintaining a smaller number of players, and pushing I can get an Empire Builder game done in just under 4 hours. Given that my game nights usually start at between 6.30 and 7.15, and adding in a bit of time for early evening socialization, that means an Empire Builder game tends to run until at least 11p. That's a pretty hard sell for a lot of people.

On a more analytical level, I think you can measure a game's appropriate length by its amount of game variability. If a game changes a lot as you play, even better if it has some very distinct phases within the game, then it's OK for it to be longer, while if the gameplay remains largely the same, I think it has to be shorter to prevent boredom. Empire Builder does change a fair bit, as early on it's largely about scrabbling for pennies, through the middle game it's mostly about expanding your network, and in the endgame it's usually about hauling freight. That's a fair amount of differentiation as you play. However, I also do feel that at least the endgame of Empire Builder (the freight hauling) gets too repetitive for the length, and so at least that part is too long.

So, by my personal scale Empire Builder needs to be shortened, and by my analytical measure at least the third phase of the game should. The question is, how do you do so?

Time in Empire Builder is spent in two main actions. First, there's the analysis, as you figure out what to take where and as you count out shortest paths on the board. These analytical issues are also the bases of my complaints about "long downtimes" and "high calculation requirements", and so I'll address them more completely there. (They're also corrected to some extent by the graphic design I offered up in my last article.) Second, there's the raw time spent hauling freight around and increasing your monetary supplies, and it's these areas where I suspect that you could really shave off minutes or even hours.

The Empire Builder rules themselves usually contain a variant for faster trains, which speed up all movement by about 25%. The "9" trains move "12" and the "12" trains move "16". I've used these during my last couple of games, and they speed the game with pretty much no down side. I think that even faster might be better, perhaps "18" and "24" move trains, double the initial rate. However, the more you change from the original values, the more opportunity you have to mess up the gestalt of the game.

You could theoretically throw off your game quite a bit if you get your trains moving faster than you can build track (a max of 20 spaces a turn in clear territory), but you're actually doing sustained building right in front of your train pretty rarely, so going just a little bit over (18/24) probably isn't that big of a deal. Likewise you don't want to cram too many decisions into a turn as that goes straight back into downtime issues, but given the distance between things on the board, even with substantially faster trains, you're still unlikely to make more delivery per turn (and I'm going to talk next about how to reduce that particular downtime issue anyway).

The other fix to speed up Empire Builder is equally obvious. As I said, the one point where the game really feels like it starts to drag is in the endgame, where you've connected up all your required cities, and are just trying to accrue the required $250M. There's a pretty obvious answer to that: reduce the amount of money required. I'd need a lot of playtesting to figure out the correct stop point, but I'd go with $150M as a first stab in the dark. That reduces the final phase of the game by a full 40%, but still keeps the bar high enough that you can really see someone heading toward it (not that there's currently any way to stop people).

Reducing Downtime

Closely tied to game length is the problem of downtime. It can take a long time between your turns. This is largely due to two factors: the first is the problem of getting a new demand card, and then needing to lookup all those new supply and destination cities, and figuring out what your new plans should be. The second is the fact that drawing new rails takes quite a bit of time, as you have to count out up to 20 different spaces.

The cause of the lookup problem is the phase placement of when you draw your new demand cards. You do it right in the middle of the turn, and thus you get a bunch of new information that you have to read and assess before you do anything else. This is almost universally a bad design in any board or card game; games shouldn't require a draw at the start or middle of your turn unless the cards drawn are so simple that their use is obvious.

There's two potential ways to change this draw. The first is to say that demand cards aren't drawn until the end of your turn. The second is to say that your turn ends as soon as you make a delivery. Each possibility has some disadvantages. If you don't draw until the end of your turn then you have the possibility to make a very bad move, such as moving one space off of a town, then learning that you had a delivery for it. On the other hand ending your turn whenever you make a delivery can punish particularly efficient play, such as if you'd manage to group together two deliveries for the same location.

Ultimately, I like the first possibility better because it gives players a choice. Inexperienced players might mess themselves up, but experienced players now get to balance options: do they take the other portion or their movement, or do they sit waiting for a very lucky draw? I think that press-your-luck choices like this often make for interesting gameplay (as long as they're obvious enough to the players).

Reducing Calculations

The second downtime issue of adding up to 20 tracks each turn dovetails straight into the issue of high calculations. A lot of time is always spent counting out spaces on the board and drawing crayon rails over them.

I've seen an on-the-net variant for this, where groups explicitly split play into two sections, transport and railbuilding. They then have two turn markers going around the table, one for the current trainmover and one for the current trackbuilder. The one marker is never allowed to lap the other, and thus players always get the two phases of their turn in the correct order, but the slowness of trackbuilding spaces itself out while players consistently push through train movement.

Ultimately I think that this solution is solid, but also very inelegant. It'll probably scare off most less serious players and it doesn't really address the problem.

The problem, ultimately, is that counting up to twenty of anything is going to take a long time. Imagine if your favorite tactical game gave you 20 Action Points to spend a turn. If you already cringe at the downtime of a Tikal or a Dungeon Twister, this idea will probably make you grand mal. The APs of Empire Builder are very constrained, but nonetheless, you still do have to make up to 20 decisions, and that's going to take some time.

Reducing the amount of track that a player can build in a turn doesn't really solve the problem, because you're ultimately going to have to build that same sum of track over a game, and this just spreads it out.

Instead, to reduce the calculation of Empire Builder, I'm fairly convinced that the board should be less granular. If there were half as many mileposts on the board, and thus cities were effectively twice as close, I'm fairly close that this would double the speed of track-building, perhaps more because it's easier for players to keep "10" in their head than "20".

In fact, combining this with my original idea about speeding up the locomotives you'll see that you don't actually need to double their rates: instead you keep their speeds the same on a board that's been halved in size.

Unfortunately, unlike my other suggestions in this article, you can't just adopt this idea. Mayfair would need to do in a second edition variant of their games. Which I suppose leaves us with one main method for reducing calculations: the two-token turn system that I outlined above.

Ah well.

Increasing Interactivity

And that brings us to the final issue with Empire Builder: interactivity. As it stands, Empire Builder is really a race game, with the only interaction being who gets to the victory condition ($150M or $250M or whatever) first. This in turn contributes to issues of downtime, because it feels like longer between your turns when your opponents' actions don't have any real effect on you. Thus figuring out how to increase interactivity can also go back and further improve the issue of downtime.

The top answer I've seen for increasing interactivity on the 'net is "shared demands", which presumably means that some or all demand cards are kept in common on the table, and are completed by whomever manages to do them first. I can see this making the game very frustrating, if you keep losing demands as other people finish the cards, but I'm sure there are some ways to do it right (e.g., letting a player claim a demand card once he has the appropriate load on board). I leave others who have actually tried this game variant to offer more comments on it. Instead I'm going to explore some new possibilities.

There's many types of possible social interaction. Some of the ones that I've identified to date include direct competition, resource competition, economic competition, trading, and auctions. You don't want to try and include all of these, in all likelihood, but a sprinkling could make you care more about the other players' turns.

First, I think the idea of doing something with the demand cards is a good one. Rather than introducing chaos by letting anyone grab them at any time, I'd instead introduce order by auctioning them. Take my previous idea of players not taking demand cards until the end of the turn, and expand it to instead only offer them at the end of a round of play. At this point auction off a number of demand cards equal to at least half the number of players and at most the number of demand cards needed to refill everyone's hand to full.

Do these auctions one at a time, not revealing any future cards to prevent analysis & downtime issues. Do them as simple closed fist auctions, but skew the results. The winner of an auction is the player who bid the most money and doesn't have a full hand of demand cards unless none of the winners are missing any cards, in which case the absolute highest bidder wins. I think this tweak is just enough to keep the auction interesting, and also makes sure that there isn't a simple rich-gets-richer mentality.

If you win a card and already have 3 demand cards, you immediately discard one, which also offers a new way to keep the game fresh and interesting.

Second, I'd introduce a trade phase. Let players exchange money, demand cards, and binding promises of goods (more of that in a second). You may have to put a timer on this--an egg timer might do.

I think the above two changes would do a lot to make you feel like you were playing with other people, but still don't address the problem of other peoples' turns being boring, so one more change is needed.

Third, allow players to exchange goods on the physical board. Allow drop-offs at any juncture point where one players' tracks meet another. The goods can just sit there (possibly with a timer of two of your turns to prevent stagnation: flip the good on the first turn, discard it on the second) Thus as part of a deal arranged in the trade phase, you could have a player bring you a good that you can then use yourself, probably in exchange for a payment of some money.

You'd need one other simple rules change to allow this: let trains turn around at any juncture points, so that you can just build a branch off to an opponents' track, grab a good, then return home with your booty.

Of all the changes I suggest in this article, these are on the ones I'm the least confident of, because they add such a new dimension to the game. They could introduce downtime, collusion, or other problems all their own, and thus would need to be tested, but I think that additional dimension would add a lot to the game.

Conclusion

I really should have called these articles Redeveloping Empire Builder. As I wrote in my first blog entry here, there's a big difference between designing & developing a game; at this point I feel like Empire Builder could use a 21st century redevelopment that could improve the game a lot.

Somes changes are easy to implement:
  • Double train speeds
  • Drop victory to $150M
  • Move demand card draw to the end of a turn
Some of the changes I suggest can really only be done by Mayfair themselves:
  • Redesign the demand cards
  • Halve distances on the board (instead of those double speed trains)
Finally some are open-ended enough that they'd need pretty extensive testing:
  • Introduce auction for demand cards (instead of just moving draws to the end of the turn)
  • Introduce a trading phase
  • Allow storage & exchange of goods on the track
If you're a fan of Empire Builder, I encourage you to try some of these "improvements" out, and report back how well they worked.

Wednesday, November 02, 2005

Scary Stuff


With Halloween just around the corner (o.k., it was the last corner, not the next one), I thought I’d mention some things that scare board gamers. Please feel free to express your own scary thoughts.

1) The credit card statement.

2) Drinks in close proximity to the game.

3) Cheetos.

4) A burst water pipe.

5) Cats who like to play Puerto Rico with you.

6) Dogs who are faster than you to pick up any dropped pieces.

7) A house full of people who just want to play Monopoly.

8) Playing Duel with an anti-social homicidal maniac.

9) Termites.

10) Dressing your children up as Meeples…when it’s not even Halloween!

~~~~~~~~
Das Ende Des Triumvirats

This is one of the Essen games that has caught my imagination. I haven’t heard a lot about it but the few comments on the Geek and a read through the rules (http://triumvirat.zavandor.de/triumvirate_engl.pdf ) has convinced me this is worth looking into. I’ll try to explain why without going into too much detail regarding the rules.

Firstly, it’s for 2-3 players, which is becoming increasingly important in my game-buying requirements. Granted, it won’t be the same level of competition with only 2 but it sounds like it would still be a good fight.

Secondly, there are three different winning conditions so there’s options on what strategy you want to pursue. The first winning condition is a Political Victory: if a player is selected as Consul for the 2nd time (you become Consul by influencing the Citizens in the Forum). The second condition is a Military Victory: a player who owns 9 Provinces wins. The last winning condition is a Competence Victory: if you reach the 7th level in both Military and Political competence (which is kept track of on the Competence Track).

Thirdly, there’s plenty of interaction between players by either directly attacking an enemy’s province or by indirectly affecting his standing with the citizens in the Forum.

Fourthly, is the management aspect which I enjoy in games. You must manage your money which is needed to carry out actions, manage your Legions and their weapons, balance your military and political influence, and manage your standing with the citizens.

The last thing, and the one that really caught my attention, is the way in which the battles are handled. There’s a random element but also a chance to better your odds.

At the beginning of the game, each player places 2 of his “weapons” (cubes) in the Battle Bag. In an attack, up to 3 cubes are drawn from the bag (the number draw is equal to the lowest number of legions either player has in that province). For each weapon drawn of a combatant’s color, 1 of his Legion is eliminated, a non-combatant’s color has no effect and is returned to the bag. Weapons used to eliminate Legions are not put back in the bag but are returned to the player. This is the only luck in the game and does not always represent the whole battle. If the defender has his Leader in that province, his Legions fight harder and therefore eliminate 2 of the attacking Legions. The “main battle” now proceeds which is simply to remove an equal amount of Legions from each side until one or both sides have none left. Not too impressive yet, is it? Wait, there’s more.

The defender, if he loses the battle, is compensated with either a weapon added to the bag or an increase in either of his competences on the Competence Track. If he has also lost his Civil Servant (who helps you get supplies of gold and legions), he may put another weapon in the bag. Another way to improve your chances with the Battle Bag is through an Action which lets you add 2 weapons to the bag.

A couple other nice points about conflict is that no player may be attacked if he has only 1 province, and there is no huge build-up of legions because if you have more than 6 in a province at the end of your turn, they’re removed. Use ‘em or lose ‘em.

My impression is that this is a game with a lot going on but with relatively simple rules. For now it seems as though it isn’t going to be seen in the U.S. any time soon, which is a shame. Anyone interested in getting together to order from Lookout Games?
~~~~~~~~
Until next time, don’t forget to give an offering to the Gods.

Mary

Tuesday, November 01, 2005

Whose Socks Are These?

For years I have been the source of gaming activities in my little social circles. When I moved to Israel, I found OKBridge and got my brothers hooked. I found out about Magic and arranged some boxes to be bought and brought over. Soon, my brothers and friends were all playing. That was about when I started the game group meetings.

Sometime later I found out about 3e D&D, and I realized that my kids were old enough to play, so I bought the books. I created a campaign for my kids, but I also asked my friends and brothers to test it out, which they did. My brother David then started his own new campaign which is still going, long after I grew disenchanted with 3e and d20.

I brought over Settlers and all the rest of the games, again introducing them to my brothers and friends. Eventually the Jerusalem Strategy Gaming Club got its own name and regular nights.

I have very little experience in NOT being the game teacher. My brothers play bridge better than I do. I think my friend David introduced us to Civilization. Long before, when I was a kid, I was picking up 1e D&D and Cosmic Encounter from them. But that was a long time ago.

The first encounter I've had with someone from outside my circles was when Chris Brooks came to visit me a few months ago. Still, it was in my house. Then, about a few months after that, I took my first trip to a game group in Modiin, Israel, where Gilad (want-to-be leader of a Tel Aviv based group) was having a game night.

It was a very strange feeling. Someone else taught the games. Someone else organized. All I had to do was play. I am so used to being the host that I forgot to bring a snack, something I am always admonishing my game group attendees to bring. I am just so not used to being in that mode.

So here I am, in Dallas. On Sunday I got together with some Dallas people to play Die Macher, which was fun (although long). Again, it wasn't my venue or my game, and I didn't have to teach anyone anything. Wow. Is that what it feels like?

Tonight I am on my way to the regular Dallas game night, and Thursday of course (even Wed evening) is BGG.con . What a lark! I'm not organizing anything (I may help out on Wed evening), or hosting anything. I will be bringing my game prototype and teaching it, of course, but otherwise ... so strange.

As I speak, the game club is continuing in Jerusalem without me for the first time. Last week they met, and it looks like they will this week, too. One more time after that, and the next week I'll be back. They don't need me? Oh no, they don't need me! Actually, great, they don't need me! Or something in between.

Speaking of game groups: I know my game group. I know their personalities, and their play styles. We have a certain liesurely, non-competitive, relaxed idea about the rules and turn-taking. All of us, pretty much. I can already see that meeting new people will mean meeting new personalities: the good, the bad, and the radically different. How strange. How different.

Cool.

Yehuda

Sunday, October 30, 2005

What the Fudgesickle? Game Considerations

Oh yeah, there's been a spate of some 'topics' on this, and you can't fault these folks for desiring their subjects if THEY feel that this is warranted. In fact, the GEEK's own "Maverick"-Joe Scoleri, has gotten into the mix with his 'design' of a game concerning a 'pony-polo' one, which is based upon something that the "Mongolian Horsemen" are wont to play. This also involves the "ball" consisting of some poor animal's carcass or maybe it's just the head, but whatever that is, then it must be quite the 'sight'! Now, there even was someone just during this past week on the "Geek", who proposed a "Hip-Hop Lyricizin'!" sort of 'game', and that's been getting some discussion going with mostly a 'bad rap' for this-pun accorded. I had made mention to a fellow ''Geek'' in the CHAT there-hello ''Xlyce'', that maybe HE ought to see about producing a GAME based upon the ''Canadian Football League'' and utilizing a 'system' that I was particularly fond of. It isn't a very complicated sort of 'game' that I had in mind, since I was keen on this certain type and I hope that he'll seriously consider this. But if you really want to check out some ''odd ducks'' that are oozing from people's minds, then check out the ''Boardgame Designer's Guild'' website, you won't be disappointed!

I'll reiterate this here for those that might not give a listen to a truly decent show called ''the Dice Tower'' put on by Joe Steadman & Tom Vasel, but they have a really nice game offering for their ongoing 'Contest'. This will consist of a complete copy of "Memoir 44" PLUS the most recent expansions for that! Not too shabby eh? You'll have to give them some decent 'props' for this as that's a lotta gaming then, for those that are so inclined. I won't detail just what YOU'd have to 'do' for this, since it'd defeat the purpose of listening to them and it is in their #22 episode that you'll find out more upon the matter. ALSO, check out what Joe Steadman has up for trade considerations and he's got those listed upon the ''GEEK'' itself, as well as his 'own' BLOG for that. Despite what you might believe, then ole JOE does have quite a few NON-'Wargames' as well, so if you get the chance then swing on by one or the other 'place' and check 'em out 'dawg'! There's even going to be some 'horse trading' ('dogs' unloading?) going on during the upcoming ''BGG Con'' next weekend, so I'm sure that there'll be plenty of LISTs detailing that aspect in the following weeks! Oh yeah, even the ''ShillKing'' himself will be making an 'appearance' there and with plenty of copies of his games. Now, while I do sincerely wish HIM the very best on that, although there are plenty of others who would 'do' otherwise. I don't know if that somewhat 'celebrated' game between HIM and ''Derk'' ever took place at ESSEN just recently, so maybe we'll find out more upon this eh? I'm sorry NOT to be able to attend this year's ''GEEK Con'', but I just can't.

Something that I do intend on attending and is the FIRST for itself as well, is an upcoming ''ConQuestNW Seattle'' and this is going to take place next February! It'll be during the ''President's Day Weekend'' of which is Februrary 17th~20th '06, and is going to be at the Marriott Sea-Tac Airport Hotel. There's also a ''So-Cal'' version that is to take place in Sacremento and that'll even combine a ''Sci Fi'' feel for it too. This will be going on from April 6th~9th '06, to be held at the Red Lion Hotel, and if anyone is interested in being a part of either of them, then please do. Whilst 'reccon'ing these just now, then I also find that there's to be a ''ConQuestLA'' and that'll be making its debut on January 13th~16th '06, at the L.A. International Airport Hilton, and it almost sounds like the 'place' that the ''Gateway'' Con is usually conducted within. If anybody knows if this is the case, then please inform others upon the fact for their ease of locating the events. This just occurred to myself from what I'd already written here, but they just 'need' a MARCH 'Con', and they'd have a great candidate for that with the folks down in Portland, Oregon! So, maybe they ought to contact some of them there and get on the ball for this, as I'm sure that some sort of accomodation could be reached. I have attended some of the gaming conventions in the Metro Portland area from time to time, and they are a GREAT bunch of folks for this, so let's see this become a ''Surreality'' then guys & dolls!

Saturday, October 29, 2005

Crusader Rex

Got to play my second game of Crusader Rex a couple of weeks ago, this time with John Haba of gamezendo.com. John had had more experience with CR than I, so we agreed that I would take the Saracens (who I had also played in my first game with Marty McMartin). I'll also mention here that I haven't read any online strategy discussion (except the designer's suggestion that defending players run away rather than hole up in fortresses) and so will use that as my excuse if I ramble on about stuff that has already been hashed out somewhere else.

A good chunk of my six initial draws from the pool were Kurds to be deployed in Damascus; this made me happy since I had done fairly well for myself pushing up the middle in my first game and I saw no reason to head in a different direction in this one. My first goal was to take Tyre in order to cut John's forces into two halves; this would make it easier to eventually move on Tripoli, as it would be tough for John to counterattack from the South since the roads that lead to Tyre and Banyas from that direction are narrow and will only accommodate two attacking units. Certainly he could utilize sea moves to get around me (which he later did), but this is a relatively slow process.

On the first turn, 1187, I feinted northward from Egypt, got John to contract his forces in the South, and then moved West from Damascus to take Beaufort. I believe I even made it to Sidon on the coast that turn, but that may have taken place in the following year. I also grabbed Krak des Chevaliers, which almost seems like a foregone conclusion.

My hand of cards was relatively weak in 1188, so rather than following through and pushing into Tyre I ended up just shuffling units around in the rear so as not to lose any newly drawn Aleppo units to winter attrition; at the time I was unhappy with my lack of progress, but in retrospect this was a good thing to do; I would soon need the Aleppo Turks to help cover the ground I had taken in the middle of the board. I did do one useful thing, however, which was to take Tartus, just north of Tripoli; certainly I couldn't defend the position against a concerted attack, but it did cut off free movement between the center and the North. The Frank units between Sidon and Tartus were being held gently in place, like an ugly orange beetle with its legs pinned between two delicate fingers....

One of the interesting things about CR is that the wintering rules force players to pack their offensive maneuvers into small bursts before everyone has to run for cover. I had stalled too long in the second year, so in 1189 I immediately pushed four of my best units into Tyre. John had two units hunkered down there, and called north two more from Acre. It was a massacre, however; if I remember correctly the original two Frankish blocks were eliminated, and the reinforcements beat a retreat soon after they arrived. My blocks only took two step losses. I took advantage of the confusion to also take Tiberias so as to slow down any attempts to get behind me in Tyre by moving East from Acre towards Banyas or (gulp!) Damascus.

My next move was to bring the rear guard in Damascus forward to occupy Tyre while Saladin and his pals moved north and camped outside of Tripoli, though I don't remember whether that happened at the end of 1189 or the beginning of 1190.

It should be mentioned at this point that I had really good cards that year and John had really crappy ones.

You didn't need to be a swami fortune-teller to know what was going to happen in Tripoli. The two gentle fingers had turned into a pair of pliers, and the hammer was hovering just overhead. I blasted in with eight or nine blocks via three different roads, and when the dust cleared there was nothing left of the Christians in Tripoli except the echo of a Hail Mary and a stain on the ground.

It was 1191 at that point, and the reader might be wondering when the Crusaders are going to come charging in to the rescue. John was wondering the same thing. He finally drew all three Germans at the very end of 1190, but still only had two out of three of the French and the English. In fact, here's how dismal things were for John: at one point he was down to two blocks in his draw pool, and they were the missing Frenchman and Brit. Ay caramba!

Anyway, Barbarossa and his comrades started drifting into Antioch, and so John started to show a little backbone in the North. To be fair, he had pushed back a little before this point as well, but the counteroffensive never gained any momentum. Anyway, a nasty force elbowed its way into Artah, and another slipped through the front lines southeast and then west into the region around Krak des Chevaliers and Montferrand, so I had to spend a little time and energy shooing the holy rollers back into place.

We were now poised at 1192. The Germans were in the North, more Crusaders were on the boat, and a frightened, ominous hush descended on Tripoli.

And I had to go home.

It was very disappointing, but we just couldn't finish. The game up to that point had ended up taking three and a half or four hours, and my family was waiting for me to get home so we could all have dinner. Why can't these stupid wargames ever end on time?

Regardless, I think the outcome was pretty clear. My ace strike force of Saladin and his cronies were hanging out in Damascus playing cards, so all they had to do was to spend one movement point to bolt to Tripoli and I'm sure I could have held it for the year. John had taken back Tartus by this point, but if I remember correctly I still held Krak des Chevaliers, so there wouldn't be any easy two-pronged attacks on his part; basically, I had enough Arabs loitering around the North to react to any sudden moves he made. An end run at Damascus from the area around Jerusalem might have been an option, but it would have taken a great hand of cards on his part and a really lousy one on my part to pull off, I think.

So ultimately I would say yes, this is a tough game for the Christians to win.

Does the Frankish player have any chance at all? Maybe, I guess. The only thing I could suggest from my perspective is that the Frank needs to prod and pester the Saracens constantly in order to slow down their advance; he doesn't need to do any real damage, he just needs to be a nuisance. Because the winters demand that offenses be fast and coordinated (they have to get wrapped up before football season, you understand), the Arabs cannot be allowed to have any zen moments of clarity, or they will gather up all their actions and use them in a concerted way to do Mean Things to the Christians. John did use this tactic to some extent in our game, but not as much as he could have. Anyway, after meeting Saladin in a few dark alleys, I would guess it's easy for the Frankish player to get spooked into thinking that all the Saracen forces are bad-asses, but that's not quite true. Had John pushed back against the crust more methodically, he might have found one or two mushy spots. Such an approach can make a difference I think; after all, even though I was kicking ass and taking names, note that it took me until late 1190 or early 1191 to actually get my fourth city; had he distracted me a little more, and had the crusaders made a more timely entrance, things might have been a lot different.

Overall I enjoyed myself and I think Crusader Rex is a fun and exciting game, or at least it is for the Saracens. The demands of wintering mean that things don't settle down into a static front line; offenses tend to wax and wane, and there is enough room on the map for jabs and darts and general mobility. Also, I like that the game manages everything with a relatively small rule set; while I enjoy a challenge, I don't have any passion for military history, and I prefer it when the complexity is in the game, not in the rules. Nothing is as aggravating as playing a wargame for four hours and suddenly realizing that some peripheral but influential exception or bit of upkeep was neglected three turns ago, thus leading to an erroneous chain of events that can't be untangled.

Friday, October 28, 2005

Musings, Ramblings and More Ramblings.

The past few months have been slow game months 'round these parts. A fellow I work with got activated with his Army Reserve unit, so I fell on my sword and agreed to cover his shift until they can find a full time replacement, so far no one has even applied. Prior to that I was working 3 jobs. Two of those jobs allowed me a very flexible schedule and I could usually play a game on a moment's notice.

Given my druthers, I'd rather be driving a cab as my primary job. Cab drivers just have better stories. Admittedly, I get pretty good stories from working as a nurse, but as a nurse I'll never slam on the brakes at 80 miles an hour, sending a drunk into the dashboard just so I can get his attention.

"If you would just shut your pie-hole I wouldn't have had to do that. Now, shut your trap and put out the cigarette."

"My nose is bleeding."

"I said, shut your pie-hole."

"You bastard."

The thing is, if he hadn't called me a faggot and complained about the service non-stop since he got into the cab, I would have let him smoke. If he wouldn't have called me a bastard after hitting the dashboard the first time I wouldn't have had to do it a second time. I still see the guy from time to time and he acts like my best friend, go figure.

Some of the best nursing stories are rendered moot because I have to keep a certain level of confidentiality. For example, I've seen a jackass making a scene in the store and have had to bite my tongue. The story about the time I gave him a suppository would be hilarious at that particular moment, but not so funny if I were to tell it later without the context of him throwing a fit in the Electronics Department.

Sometimes the two jobs collide. I can't very well say, "Hey buddy, that gal you're going home with sure is cute, but do the initials "chronic-yeast-infection" mean anything to you?" I at least get to tell those stories to other nurses, so they don't entirely go to waste.

It is odd that both professions frequently have funny stories that revolve around puke, but until a nurse can say, "What, you're out of money? Don't worry about it. We'll just call it even. Oh no, it's not a problem at all. I'll just keep the six cases of beer you put in the trunk and we'll be square," the cab stories will always be better, and will almost never involve suppositories.

But that's not what I'm writing about today. I'm writing about a topic I have almost no experience with; game conventions.

This general lack of gaming I mentioned in the first paragraph got me thinking about BGG.con and how I now wish I could attend. I priced airline tickets the other day, and it was significantly cheaper to fly from Alaska to Dallas than from Alaska to Seattle. Who'd a thunk? Now I'm kicking myself for not going.

Dame Coldfoot and myself have only been to one convention. BRIMFROST. It is the only game convention in the state. It is a smallish affair hosted by the Anchorage Miniature Game Club. Not surprisingly it's tilted heavily toward miniature games. There was an Advanced Squad Leader tournament, and a Circus Maximus game that featured a huge, home-made board that drew a multitude of players and observers (self included). The wife and I were able to play several board games, none of which were planned, but all of which were fun. We had a lot of fun. Both of us are looking forward to more game conventions, but if we want to go to the big ones we will have to pick one each year and plan well in advance.

I think the missus and myself will be attending BGG.con next year, assuming there is one. I would have liked to attend this year, but we had already planned to spend 3 weeks with our families over Christmas. One trip in November and another in December would have just been too expensive, and would have taken too much vacation time. Dame Coldfoot would have to get a part-time job to finance both trips, and possibly two.

Oddly enough, Dame Coldfoot is lobbying for the Essen trip. So far I have managed to keep her away from Chris Brooks' website. He's posted a number of nice pictures of castles and scenery from his Essen trip. If she were to look at those I would be doomed to make the trip. I would rather be locked in room with Potterama and nothing but Knizia games to play, than spend 20+ hours on planes and in airports, both ways. No thank you. The thing that kills me most about the Essen trip is that there is a non-stop flight from Fairbanks to Frankfurt in the summer months. Takes less than 8 hours to make the trip by flying over the Pole. If it was a year-round flight I would never miss the Essen Game Fair, it would take significantly less time to fly to Germany than to GenCon, or to BGG.con.

For the time being we will have to content ourselves with BRIMFROST in March. Dame Coldfoot is enthused, possibly more so than I am. She has been watching the price of airfares to Anchorage for a couple months. Word on the street is that Advanced Civilization and TI3 games are planned. The convention will feature more organized boardgaming than in previous years. I have volunteered to run any boardgame they might need help with. We'll see.

Have fun at BGG.con. Keep the rest of us unfortunate, home-bound folks posted, and maybe we will see you next year.

Good gaming,
Coldfoot

Thursday, October 27, 2005

Games to Watch For: Essen '05

October is inevitably a good month for German games, thanks to to the hundreds(?) of new releases at Essen. Word slowly trickles over to the States about the best, and in the weeks and months that follow the games trickle over as well.

What follows is my listing of what I think are the games coming out of Essen with the most potential. It inevitably ended up being a list of gamers' games, not card games or fillers, no matter how deserving they might be. Some are actually reprints, or games otherwise being made widely available to America for the first time, but the main point is this: for most people they'll be new.

I've offered up my best representation of each game, but I actually haven't seen any of them yet (except Elasund), so I can't guarantee accuracy, especially not for the "Like:" area. Feel free to add your own thoughts or comments below.

Games marked with a star(*) made my first-cut list, and I think are likely to be the biggest movers in the year to come

Caylus*

URL: http://www.boardgamegeek.com/game/18602
Authors: William Attia
Synopsis: resource management & castle building
Background: France, 1289
Like: Keythedral, Puerto Rico
U.S. Publisher: Rio Grande Games

This is by the company who released Ys last year (though the designer is a newcomer). It's getting some recognition as one of the gamer's games of the fair. The big idea of the game seems to be that you can build buildings which do special things and which others players can use too, for a fee. Each turn you place your pieces on the buildings & then get to do stuff. The placement is rather like Keythedral, it appears, which leaves me with some concern because I thought that that particular game system was so chaotic as to be astrategic.

Elasund: The First City of Catan

URL: http://www.boardgamegeek.com/game/19526
Authors: Klaus Teuber
Synopsis: city building & conflict
Background: Catan
Like: Candamir, New England, Settlers of Catan
U.S. Publisher: Mayfair Games

Some people may well consider Settlers of Catan over and done with. To a certain extent it's from an earlier period of game design that isn't 100% in tune with the modern German games that excite many. However there's also a number of us that are thrilled to see another Catan variant. The big idea here seems to be that instead of trading between players the main interaction comes through a higher degree of interference during the building process (which is where it reminds me more of Domaine than Settlers).

(Since I first drafted this article, I've played Elasund. Though it uses some of the core mechanics of Settlers, including a die roll that produces resources that are in turn used to build things, it's very different from the core game. There's a lot of strategy & tactics here, and it's a surprisingly thoughtful game. One of the players called it "New England done right", and though I like New England, I think the comparison of this as a somewhat kindred game is apt.)

Hazienda

URL: http://www.boardgamegeek.com/game/19100
Authors: Wolfgang Kramer
Synopsis: economics, connections, card management
Background: Argentina, the 1940s
Like: ?
U.S. Publisher: Rio Grande Games

This game hasn't really gotten much attention, but as one BGGer said: Kramer + HiG. That's a potent combination. I haven't really been able to tell if this is one of his tactical heavy games or not. There's clearly some connectivity gameplay and some economics which are a bit more unusual in a Kramer design. I'm waiting to learn more, but this is clearly a game to watch for.

Il Principe

URL: http://www.boardgamegeek.com/game/19650
Authors: Emanuele Ornella
Synopsis: auction, resource management & city building
Background: Italy, The Renaissance
Like: Oltremare, Settlers of Catan with auctions
U.S. Publisher: Z-Man Games

Last year's Oltremare was a great reimagining of Bohnanza: a new and unique game that still scratched the same itch. Its author this year released Il Principe, which looks like a resource-management city building game (ala Settlers) but with some auctions and other complexities. This one hasn't generated as much excitement as some of the others on my list, but I have faith in the author based upon Oltremare.

Mesopotamia*

URL: http://www.boardgamegeek.com/game/19301
Authors: Klaus-Jurgen Wrede
Synopsis: civilization building & resource management
Background: Mesopotamia, the Ancient World
Like: Settlers of Catan
U.S. Publisher: Mayfair Games

I've been saying for a bit that I think that Phalanx Games have been on an upward trend. Maharaja and Alexander the Great were both above-average gamers' games, and this one, by Carcassonne designer Klaus-Jurgen Wrede, just seems to be continuing that trend. I haven't seen enough about it yet to entirely understand it, but I think this one could be a new Settlers of Catan.

Punct

URL: http://www.boardgamegeek.com/game/19764
Authors: Kris Burm
Synopsis: abstract connection
Background: N/A
Like: Twixt
U.S. Publisher: Rio Grande Games

I haven't been a big fan of the GIPF series of games, but I'm pretty sure that the release of the last in the sequence is going to be a big deal for many gamers. This one looks somewhat like classic Twixt to me, except using variably sized pieces. The big idea is apparently that you can not just place pieces, but move them too, something which I think could add a lot of depth to many connection & other railroad games.

Railroad Tycoon

URL: http://www.boardgamegeek.com/game/17133
Authors: Martin Wallace & Glenn Drover
Synopsis: economic, resource management & connections
Background: The Age of Steam
Like: Age of Steam
U.S. Publisher: Eagle Games

Speaking of Railroad games, here's a true entrant to that genre. Prior to the release of Conquest of the Empire I was really hoping for a slightly simplified version of Struggle of Empires with some additional development work that in the end would be superior to the original. I didn't get that (though CotE is every bit as good as SoE, just in a different way), but hope springs eternal. I'm hoping that Railroad Tycoon will be the slightly more approachable game that I wish Age of Steam was. We'll see. I don't really see a big idea here, as this is the nth iteration of a tried and true railroad system, but that may well be enough in itself.

Reef Encounter

URL: http://www.boardgamegeek.com/game/12962
Authors: Richard Breese
Synopsis: tile laying & set collection
Background: A Coral Reef
Like: Acquire, Tigris & Euphrates
U.S. Publisher: Z-Man Games

One of the most talked about games of '04, Reef Encounter is finally going to be widely available in the U.S. in '05 thanks to Z-Man Games. I'm not convinced that there is a new big idea behind Reef Encounter. Instead it seems to have won converts with some combination of its original theme, its shrimp meeples, its Breesian author, and its serious strategic play. This is one of the heavier German games of Essen '05, and may be the heaviest game on this list.

Siena

URL: http://www.boardgamegeek.com/game/18932
Authors: Mario Papini
Synopsis:card management & economics
Background: Siena, 1338
Like: ?
U.S. Publisher: Z-Man Games

I feel a bit like a shill, listing so many Z-Man Games, but the honest answer is that they've fairly quickly burst onto the designer game scene, both with their own releases (Parthenon) and with a singularly good taste for German reprints & coproductions. Siena is another of their upcoming games which is getting a lot of recognition. I don't really have much understanding of how it works, other than the fact that it's a card-driven economic game that seems to have enough serious gameplay to keep it interesting. The big idea here simply seems to be beautiful art: the background of the board is a classic mosaic.

Tempus*

URL: http://www.boardgamegeek.com/game/17161
Authors: Martin Wallace
Synopsis: civilization building & warfare
Background: Generic Hexland
Like: Civilization, Parthenon
U.S. Publisher: Cafe Games

This is a new Martin Wallace game that's been getting attention most of the year. The big idea is "a civilization game that plays in under 2 hours". It appears to have neat technology & warfare rules, pretty much what you'd expect from the genre.



Some games that I didn't include in my list because I've already reviewed them but I still think are good games for this Fall Season include: Beowulf: The Legend (FFG), The Hollywood! Card Game (FFG), and Parthenon (Z-Man). The one other game that I left off this list, but almost made it on was Byzantium, the newest Warfrog game, which is as well rated as some of the others that appear here. A third Wallace game on the list just seemed like overkill, however.

Wednesday, October 26, 2005

What Was Your Name Again?


I’m one of those people who has a very difficult time remembering people’s names no matter how hard I try to imprint it on my memory when I’m introduced. I’ve tried repeating their name immediately as in, “Hello, Betty, nice to meet you”. I’ve tried using word association as in “Betty—Betty Rubble from the Flintstones”. I’ve tried using humor or rhymes such as “Betty Spaghetti”. All to no avail because at the end of the meeting I’m thinking, “Was it Betsy…Beatrice…Bernice…I know there was a ‘B’”.

How is it, then, that I have stored in my memory hundreds of game names ready for almost-instant retrieval? I read or hear a game’s name and I get an instant impression of the board (Tigris & Euphrates) or a unique piece (who can forget the Castillo in El Grande?) or a mechanic (Modern Art), even the number of players (Lost Cities, Puerto Rico). I know instantly if it’s a card game, a dice game, a heavy game, a light/fun game or an abstract. If someone is looking for a game with certain requirements—middle to heavy strategy, plays well with 2 but can handle more—I immediately think of Torres, Hansa, Carolus Magnus, Samurai—but don’t ask me who wanted to know. Many of the games’ names are in a language that I don’t even know and yet I have no trouble remembering them. Why the hell can’t I remember the name of that guy my husband introduced me to the other day?!
~~~~~~~~
Bridges of Shangri-La

The other day an online friend asked me about Bridges of Shangi-La. In my comments I had qualified it as being after just one play, so do I still like it.

I was embarrassed to have to tell him that I hadn’t played it again but I didn’t want him to think it was because it was a bad game. I wandered around the house for the next hour trying to determine why this game doesn’t jump out and demand to be played again. It’s a very good game and I’m glad to have it in my collection but…

The final analysis, with much soul-searching, is this: it’s very much like a mutli-player DVONN.

The wide-open, random board set-up facing you offers dozens of movement options at the beginning of the game so it feels very random and chaotic for the first game or even two. Then you begin to see the subtle strategies you could employ to try to manipulate your position or your opponents’ movement.

The play area shrinks in size as the game progresses so that your options become less and you are faced with the reality that each move now is critical; you may even realize that some of your earlier moves were not a good idea.

You can play this game in a quick, lets-see-what-happens manner, but this is a deep game where careful planning and plotting can make a difference. You can study the board trying to find the perfect move but eventually someone will mention that they have to go to work on Monday.

I think Bridges is a game that has to be played several times in a short span of time to become comfortable with and begin to appreciate its subtle depth. That is why it waits patiently on the shelf for a day when we can explore it thoroughly.

Qualifier: this is after only one play.
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Taj Mahal

This week I got to play Taj Mahal for the first time. This was an online version which can be found at http://hilinski.net/games/online/tajmahal/ but it isn’t a play by email game so that makes it a little harder as you have to arrange a meeting time which is convenient for all the players.

You can play alone against AI opponents, which is what I did before the big game. This let me get used to the interface, which isn’t bad considering all that has to be displayed. One screen shows the players’ area: your card hand and what you’ve won, the cards your opponents play, the draw cards and the special cards. Another screen shows the board and another screen shows a summary of what each player has won and their scores. A separate screen has the chat area, which can be annoying but you get used to it.

Two of us were new to the game but there was little need for teaching since we’d done our homework, which is a good thing since flipping between screens/chat would make it very difficult for teaching to a total newbie.

The game flowed along very nicely and took about an hour with 4 players. There was one memorable elephant fight which I was glad I was not a part of, having elected to drop out before drawing a card but it was good fun to watch! I thought I did pretty well for a first play even leading for awhile during mid-game but in the end the scores were 40-42-42-46 with myself in last place.

This is a brilliant game with several ways to score points, different paths to take strategically, hand-management with tough decisions and a sort of bluff/push-your-luck feel, and yet does not bog down with analysis paralysis. I highly recommend it and am in the process of acquiring my very own copy to inflict on my family.
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Until next time, remember what Thomas Edison said: I haven’t failed, I’ve just found 10,000 ways that won’t work.

Mary

Tuesday, October 25, 2005

Roll Against Your Wisdom To Post Here

In Dallas, Tex, BGG.con
A stately pleasure-con decreed :
Where Derk and Aldie, website ran
With games piled to infinity.

Up in a hotel room.

So twice three thousand miles flown
Through taxis, flights, and missed connections :
Boxes enough to build a home,
Of fragrant types in all distractions ;
And will be meeples lurking on a throne,
Enclosing many fields and walled projections.

But oh ! that deep romantic sense of gamer's guile
Down in the pit of a geeky gamer's breast !
A holy sense, awakened all the while
A game is taken from the great game chest,
As Gawain must have felt ere a child,
Hearing first his fate to lead a quest!
As if the Earth a trembling beneath the feet,
A mighty horde of gamers trampling in
And sounds of armies lost and won therein
Down in the Dallas halls of humid heat
Resounding cries of tactics overthrown
And the heartrending ache of missing tiles
Needed to complete the game in style
But five tiles down after the game is won.
A dice is cast, a fortune is made known
Winners and losers both enjoy as one
The satisfaction of the game well done
And midst it all the ever present hum
Of Aldie's pointy silver microphone!

The gaming vendors offering a pleasure
Given to all those who pay the price
They will weigh out games by measure
Equally to naughty and to nice.

It will be a miracle of rare import,
To play even one tenth the games they have !
To play them well and still be a good sport
Will make the time there spent a treasure trove
Although my beatific Miss
Must stay behind and work while I am gone
It serves her right, for she enjoyed the bliss
While I worked through her last vacation.
Still, I will miss her anon
Even while I revel in the hiss
Of games and gamers playing at the con.

Oh, that with music, trumpeting, and song
I could throw a con in my hometown
This nice! This big! This full of fun!
All who click my site would soon swoon
All should cry, "Sign me up, anon!
And I will be arriving soon!"
Registering con-space and hotel rooms
To play from break of day, and all day long
And fun and laughter would descend upon
My stately city of Jerusalem!


Rowrr,
Yehuda