Monday, August 14, 2006

IGA Finalists Announced


The International Gamers Awards committee is extremely proud to announce the finalists for the 2006 IGA in the General Strategy category. Games released from July 1, 2005 – June 30, 2006 are eligible for consideration. This complete list of this year's nominees includes:

GENERAL STRATEGY GAMES - Multi Player category

Antike
Designer: Mac Gerdts
Publisher: Eggertspiele & Rio Grande Games

Blue Moon City
Designer: Reiner Knizia
Publisher: Kosmos & Fantasy Flight Games

Caylus
Designer: William Attia
Publisher: Ystari Games & Rio Grande Games

The End of the Triumverates
Designers: Max Gabrian & Johannes Ackva
Publisher: Lookout Games & Z-Man Games

Hacienda
Designer: Wolfgang Kramer
Publisher: Hans im Gluck & Rio Grande Games

Indonesia
Designers: Joris Wiersinga & Jeroen Doumen
Publisher: Splotter Spellen

Jenseits von Theben
Designer: Peter Prinz
Publisher: Prinz Spiele

Mykerinos
Designer: Nicolas Oury
Publisher: Ystari Games & Rio Grande Games

Railroad Tycoon
Designers: Glenn Drover & Martin Wallace
Publisher: Eagle Games

Thurn und Taxis
Designers: Andreas & Karen Seyfarth
Publisher: Hans im Gluck & Rio Grande Games

To Court the King
Designer: Tom Lehmann
Publisher: Amigo & Rio Grande Games

GENERAL STRATEGY GAMES - 2 Player category

Aton
Designer: Thorsten Gimmler
Publisher: Queen Games & Rio Grande Games

Travel Blokus
Designer: Bernard Tavitian
Publisher: Educational Insights

Pünct
Designer: Kris Burm
Publisher: Don & Co. & Rio Grande Games

Twilight Struggle
Designers: Ananda Gupta & Jason Matthews
Publisher: GMT Games

War of the Ring: Battles of the 3rd Age
Designers: Marco Maggi, Francesco Nepitello & Roberto Di Meglio
Publisher: Nexus & Fantasy Flight Games

For a detailed look at the nominated games, as well as the committee members and their qualifications, please visit the International Gamers Awards website at: http://www.internationalgamersawards.net/

Sunday, August 13, 2006

Balance in Multi Player Games

Matt Thrower, MattDP on BGG, stepped up to the plate (with some arm twisting it seems) and sent some material you should enjoy. Thanks Matt.

If any of you would like to submit an article about boardgaming (or a related subject) to Gone Gaming, we would be appreciative. However, in a week or three we will be adding a new face to our regular line up. He or she is an established blogger of note and will be posting on Sundays. Guest submissions will have to be posted as regular contributors take time off.

Send submissions to
gonegaming@gmail.com

Now, heeeeeeere's Matt,


Well, I seem to have railroaded myself into writing an interesting
article about game balance in multiplayer games. I mentioned in
passing on BGG that I had some interesting thoughts on the subject but
nowhere to post them; smugly believing I could fool people into
thinking that I did sometimes think interesting things without
actually having to prove it. Sadly, Fraser kindly suggested I could
post it as a guest spot on the "Gone Gaming" blog and so unwittingly
called my bluff. So here I sit, better hope this turns out to be worth
the billing!

This all came out of discussion users on the 'geek were having about
Puerto Rico on the subject of negotiation in multiplayer games. I'm a
big fan of negotiating games simply because I think the human element
helps keep the game endlessly fresh but sensible points were made
about it potentially spoiling a finely balanced game like Puerto Rico.
Which is true, but I digress because this has little to do with what
I'm about to discuss, just setting the scene. So bear with me here.

Now I don't much care for two player games, or at least two player
games that don't scale well up to more players if need be. After all,
you never know how many people are going to turn up to your game
night. But one thing about two player games is that you can pit your
skills (or luck, or dexterity, or whatever) against your opponent
without any form of outside interference. A two-player non-random
abstract like Chess is nothing else other than a test of the relative
players' skill at the game at that given time and place. You've got
nowhere else to hide. If you want to sit down and test your perfect
analysis machine against someone else's then two player abstracts are
the way to go.

As soon as you enter a third player into the game equation though,
things inherently get messy. It doesn't matter what mechanics your
game uses, if there's three playing then it's possible for the action
of one player to help one of the other two players more than it does
the third player. This is inevitable because the actions of players in
a game need to cause interaction between the players and they need to
help to advance or obfuscate the plans of one or more of those
players. Otherwise you don't have a competitive game: you're either
looking at a co-op game or some form of multiplayer solitaire. You can
see the ramifications of this in even the most finely balanced and
cleverly designed games. Puerto Rico has the left/right hand player
problem where a weak player going directly before you hands you a huge
advantage. Settlers has a kingmaker issue where cards or the robber
can be used to bring down the leader to the advantage of the second
placed player. Ticket to ride can suffer from too much blocking. I
could go on, but I'd bore you, presuming I'm not boring you already of
course.

I'm in my thirties, and I've been gaming for a long time which is a
roundabout way of saying that I was an active gamer back in the 80's
when old-fashioned conflict games had their heyday. I don't recall
that I ever had a discussion about imbalance in multiplayer games back
then. Which isn't to say that it wasn't a problem: I've already argued
that it's inescapable in multiplayer games. It's just that we never
noticed it. The reason, I suspect is because multiplayer conflict
games lend themselves to being played with a heavy negotiation
element, whether one is specified in the rules or not. If you're
playing a game where you can ally with other players, or at least
spend an entertaining ten minutes trying to persuade people of your
peaceful intentions before you nuke them all back to Kansas then
you're tacitly accepting that you're playing an imbalanced game.
Furthermore you're at a situation where you're attempting to correct
or take advantage of that imbalance in as part of the strategy you're
employing to win.

The upshot of all this is that it strikes me that multiplayer game
designs which encourage, or at least aren't ruined by negotiations
amongst the players are always going to be one-up in balance terms at
least against multiplayer games which try to be colder and more
analytical. I'm not attempting to argue that one approach is better
than the other – rather I'm suggesting that if number crunching
analysis games are your thing you might be better off sticking with
two player games because no-one's ever going to solve that balance
problem to perfection. It strikes me that some of the more highly
rated games on the 'geek are designs which have minimised the impact
of this imbalance and I wonder if that's part of their appeal. I
haven't played enough of them to make any reasoned argument in that
regard.

The other facet of this little rant is to demonstrate another reason I
like negotiation games, because then the issue of balance is something
I can forget about and just play the game. Someone on the 'geek said
that after a while endless negotiation made every game they played
feel like the same old game of politics no matter what game they were
actually playing. But me, I reckon humans have been enjoying the game
of politics for a lot longer than they've been enjoying two player
abstracts. So I think it'll last me a while yet :)

Saturday, August 12, 2006

Music for gaming

I was thinking recently about finding appropriate music to listen to when we are gaming.

Here's my list.

I want to play Through the Desert while listening to In the Desert, by Michael Flanders & Donald Swann.

I want to play Mystery of the Abbey while listening to gregorian chants.

I want to play Euphrates & Tigris while listening to The Rivers of Babylon, by Boney M.

I want to play Pirates' Cove while listening to In the Navy, by The Village People.

I want to play Nautilus while listening to Yellow Submarine, by The Beatles.

I want to play Funny Friends (Fiese Freunde Fette Feten) while listening to I spent my last $10 on Birth Control and Beer, by Two Nice Girls.

I want to play Arche Opti Mix while listening to Uncle Noah's Ark, by The Wiggles.

I want to play Coloretto while listening to Karma Chameleon, by Culture Club.

I want to play Manhattan while listening to Super Womble.

I want to play Frank's Zoo while listening to Mammal, by They Might be Giants.

I told Fraser I wanted to play Ticket to Ride while listening to Morningtown Ride, by The Seekers, and he looked at me as if I was nuts, then dragged out a Beatles CD to remind me of the song, umm, Ticket to Ride. oops. So make Morningtown Ride, umm, Ticket to Ride: Europe. Because of the passengers.

Which leaves me with a need for another train song. Maybe the song about the Pufferbellies would be good for Age of Steam.

I want to play Zoo Sim while listening to the Dublin Zoological Gardens, by The Wiggles (with Morgan Crowley)

I want to play Samurai while listening to Big in Japan, by Alphaville.

I suspect I can live without playing Britannia while listening to God Save the Queen.

I would love to play Dawn Under while listening to the soundtrack of Once More with Feeling, the Buffy Musical episode.

I want to play Hexentanz while listening to Ding Dong the Witch is dead from the Wizard of Oz.

Is St Petersburg on the Volga? I suspect that the Song of the Volga Boatmen would be forgivable for theme points, even if it reveals my woeful lack of geographic knowledge.

I want to play Schrille Stille while listening to anything by Heino. (Actually, I suspect that silence might be preferable)

I want to play Ace of Aces while listening to Snoopy vs the Red Baron.

I want to play Deutschlandreise while listening to Alphaville's To Germany with Love.

For TransAmerica, I would be very tempted by Please Come to Boston, by Joan Baez. I had a "full Baez" the other day with LA, Denver and Boston.

I want to play Cleopatra and the Society of Architects while listening to Walk Like an Egyptian, by the Bangles.

Fraser wants to play Star Fleet Battles while listening to the Star Trekkin' song, by The Firm.

I want to play Fifth Avenue while listening to New York New York, by Frank Sinatra.

I want to play Bang! while listening to I shot the Sheriff (any version).

I want to play Red Empire while listening to Back in the USSR, by The Beatles.

I think I need to play Circus Flohcati while listening to The Ecstasy of Dancing Fleas by the Penguin Cafe Orchestra

I really want to play Igloo Pop while listening to Eskimo, by Corky and the Juice Pigs.

I want to play Diplomacy while listening to Everybody wants to Rule the World, by Tears for Fears.

I want to play Mille Bornes while listening to 500 miles, by The Proclaimers.

I want to play Nuclear War while I listen to We will all go together when we go, by the inimitable Tom Lehrer.

I want to play Werewolf while listening to the Doug Anthony All-Stars' cover of the Hunters and Collectors song Throw Your Arms Around Me. OK, I want to play werewolf, and I want to listen to the song. The two together are just gravy. And maybe Hungry Like the Wolf, by Duran Duran, just for extras.


And I just want to play Princes of Florence, regardless of background noise.

What do you think? Have I missed one of your favourites? Have I revealed more of my iTunes library than was perhaps advisable?

May all your Meeples hold a tune,

Melissa

Friday, August 11, 2006

Table Games, Mini-epics, and Retirement Games

I’m getting ready to send another order to my online game store. There’s some new things I’d like to buy, and some older games that I want to add to my collection. So I’ve been pondering my choices, and once again I face the question that confronts most gamers sooner or later:

Do I buy the games I love, or do I buy the games that will truly get played?

Of course, phrasing the dilemma this way is at least partly a false choice. Because there are lots of games that I truly love, and that get lugged to my gaming group and get played. Repeatedly. And of course I’m never going to buy a game that I hate.

But there are games that look attractive to me that I know will sit on a shelf for years if I buy them. Many of these are wargames. And I know that if I dwell on them, read favorable reviews, and look at the photos of them posted on BGG, I may cave and acquire yet another strategic military simulation that may never feel the smooth varnished surface of a table beneath its hex map.

To clarify my thinking, I decided to do more than just ponder the merits of specific potential purchases. I’ve started to consider the various categories of games, and which categories are the most desirable. For me, it’s convenient to divide games into four categories: light table games, heavy table games, mini-epics, and retirement games. Here are my definitions of each.

Light Table Games. You know—fillers. These are the simple family-friendly games that can be played in an hour, or maybe an hour-and-a-half. These are games that I can play with my in-laws, and non-gamer friends. Many of these are eurogames, and gateway games for newbies. Games in this category that I already own include Clue, Settlers of Catan (my wife’s favorite), Union Pacific, and Ticket to Ride Europe.

Heavy Table Games. These are meatier, more complex, and can take longer to play than light table games, but they can still be played in under four hours or so. In other words, the gamer games. These are the games that I usually play with my gaming group. Many of my favorite games fall into this category. Some that I own include Power Grid, Puerto Rico, Fury of Dracula, A Game of Thrones, War of the Ring, Conquest of the Empire, Liberte, and Serenissima.

Mini-Epics. These are games that can last for hours and hours, but still can be completed in one day. Most of these are wargames (and I mentally throw many quick-playing wargames into this category just because I don’t play two-player wargames with my gaming group). Games in this category that I own include Paths of Glory, Here I Stand, For the People, Third Reich, Totaler Krieg, and Europe Engulfed. Arkham Horror gets shoved into this category because it sometimes takes more than four hours to play.

Retirement Games. These are games that I probably won’t be able to play until I retire (or at least until my daughters grow up and leave home). These games need a room dedicated just to gaming so the game can be left set up for days or weeks. I only own a couple of these: Decision Games War Between the States, and the SPI/TSR version of Advanced ETO. Huge wargames can still sometimes fascinate me, but this is the category that I try hardest to avoid. In my more disciplined moments, buying these seems a waste of money.

So back to the eternal question. Do I buy the games I love the most, or the games that will get played the most?

I’ve decided to buy only games in the first two categories. Even though I could easily buy nothing but heavy table games, I think I’ll pick up a light one just to have an additional game to play with non-gamer friends and in-laws. Right now, Around the World in 80 Days is my prime candidate for a light game purchase. I’ll suppress my inner Napoleon and avoid purchasing any wargames. But I’m not sure if this is because I’m becoming wiser with the passing of time, or because there aren’t any new wargames around this second that beam the phrase “Buy me!” directly into my subconscious.

As the years go on, I’m sure my game collection will bulge with eurogames, while my remaining wargames will disappear into the storage room. But every now and then, I’ll pull out a box, unfold the paper maps, and imagine cardboard armies advancing across the hex-covered terrain. And I’ll whisper to the box:

“Wait till I retire.”

Thursday, August 10, 2006

Adventure Games, Part Three: Dungeon Delving

In 1974 Gary Gygax and Dave Arneson published the first ever roleplaying game, Dungeons & Dragons. It grew naturally out of the wargaming industry. In 1972's second edition of the Chainmail miniatures game Gary Gygax introduced all sorts of fantasy critters--including wizards, heroes, hobbits, dwarves, balrogs, and ents--to the world of medieval wargaming. Dungeons & Dragons was just the next step. It gave players the opportunity to take the individual roles of some of those heroes in smaller-scale skirmishes.

I use the word "skirmish" purposefully because that's what the earliest Dungeons & Dragons games really were. A look at the earliest D&D supplements reveals that they were little more than tactical exercises, where players moved from one room to the next in a dungeon, cavern, or other carefully keyed location--and fought whatever they found within.

Roleplaying games matured slowly. There were a few village adventures early on, which offered some ability to interact with people other than at the tip of a sword, but they were scattered and far between. It was at least 1984, and the release of TSR's Dragonlance before people started to realize that roleplaying adventures could tell stories too.

Which is all to say that it's an entirely modern bias.

A Brief History of Adventure Game

Which brings me back to a topic that I've covered in two previous columns: adventure games. I previously discussed how Fantasy Flight Games is recreating the genre (in part 1) and how card games have also advanced the genre (in part 2). This week I want to talk about a second major player in the genre, Atlas Games, but first I want to finish up that history of the genre that began with those early roleplaying games.

Adventure games have generally been very closely tied to the RPG genre. Dungeon! (TSR, 1975) was one of the earliest examples and it really wasn't that different from the Dungeons & Dragon game which had released the previous year. Both allowed the play of individual characters whose main purpose in life was to wander a dungeon and kill monsters, and neither was really that much about roleplaying. Magic Realm (Avalon Hill, 1978) was another game that tried to be a board-based roleplaying game. Afterward the adventure game genre cooled down a bit, and a pen-and-paper model of roleplaying started to dominate.

There was a lot of experimentation in the 1970s and early 1980s, but the previous hey-day of the adventure game really ran from the mid 1980s to mid 1990s.

Talisman (Games Workshop, 1983-2003) used a similar model to those other early adventure games. Players each played a specific character over the course of a game and tried their best to meet their goal--arriving at the center of the board. It's main difference from an early Dungeon or Magic Realm was that it was massively supported. New characters and boards kept the game lively up through 1988, then the game enjoyed a brief resurgence with a new edition and a few supplements in 1993. A few years ago Games Workshop released a grossly overpriced fourth edition, then promptly announced that they were done with the line.

Arkham Horror (Chaosium, 1984) wasn't well supported at all, but it continued the trend of early games like Dungeon and Arkham Horror by explicit connections to an actual roleplaying game (here, Call of Cthulhu). We again see the ties between RPGs and adventure games, because Richard Launius was genuinely trying to produce a board game version of Chaosium's horror RPG.

HeroQuest (Milton Bradley, 1989-1993) was the other hit adventure game of the previous golden age. It offered the closest simulation yet of an RPG, with a gamemaster who laid out rooms in accordance with a scenario and individual characters who could actually improve from adventure to adventure (by collecting money, then improving their lot with better items). Several supplements each offered new "adventures".

Since the demise of the two major 1980-1990 adventure game lines, the genre has been pretty empty. We've had the near-adventure card games that I mentioned in my previous article, plus many others like Munchkin (Steve Jackson Games, 2001). Foreign publishers have gotten in on the genre with games of various sorts from Return of the Heroes (Pegasus, 2001) to Candamir (Kosmos, 2004)

But there's nothing truly notable until you come to 2003 & 2004. In 2004 FFG really kicked off a new era of adventure games with their first Runebound (FFG, 2004) and their Doom (FFG, 2004) boardgame. But the year before that another strong adventure game would appear, and one that was uniquely a card game: Dungeoneer (Citizen Games, 2003). The result has been another golden age of adventure games, with continued and well-supported releases from FFG and a whole new set of Dungeoneer boxes from their second publisher, Atlas Games.

So, adventure games have a long, though sporadic history. One of the really striking aspects of adventure games is how closely they match the aesthetics of early RPGs. Just like the original D&D (and that early Dungeon!) they continue to be about storming through some mapped lairs and improving the abilities of your characters while killing stuff.

On the flip side, adventure games haven't really grown a lot since their debut almost 30 years ago. HeroQuest's style of gamemaster-based gaming was a big innovation as was their idea of a continuing campaign. Though some of the modern FFG games use gamemasters, the idea of campaigns seems to have largely been lost.

Though it hasn't yet reached its full potential, I think that Atlas' Dungeoneer is another adventure game which offers the opportunity to stretch the boundaries of the genre.

Dungeoneer: Quest for the RPG

Dungeoneer is uniquely a card game that's also a true adventure game (unlike all the pseudo-adventure card games that I discussed last time). You use some of the cards to lay out an actual map of a dungeon (or wilderness), then explore that dungeon with characters, avoiding tricks and traps and trying to pick up items and complete quests along the way.

One of the flaws with having a dungeon master in adventure games is ultimately that one player tends to have less fun or more responsibility (depending on how you measure such things). Dungeoneer does away with that by effectively having everyone be the dungeonmaster. Each player gets to sick monsters and bad events upon the other players depending on how much peril those players have collected. Likewise each player gets to participate in laying out the map for the dungeon/wilderness by laying down a card on his turn.

The most unique element of Dungeoneer (and the place where it can outpace some of the adventure board games) is that over a half dozen card sets have been published for it, and they're all compatible to various degrees. You can mix multiple dungeons together without problem. You can use wilderness and dungeon decks in parallel. (Each wilderness deck has numerous "portal" cards which can lead to dungeons.) Only the newest deck, "epic dungeoneer" is a little less compatible because it offers an adventure at a different level (levels 4-7 rather than 1-4).

The result is an always variable adventure game that can be fine-tuned for the exact adventure that you want.

I've said elsewhere that I think that adventure games miss a few notable elements of RPGs, namely: roleplaying, storytelling, and campaigns. Though Dungeoneer doesn't yet support them, I think the current system is versatile that it could expand to include them.

1. Roleplaying

This is the hardest element to include any official support for. The main problem is that a board game is, out of necessity, entirely objective. Conversely roleplaying is entirely subjective. It takes an unbiased observer (the gamemaster) to determine the success of roleplaying in RPGs, and the model for adventure game gamemasters thus far has mainly put them in the role of biased participant.

Thus I don't see much opportunity for true roleplaying in adventure games except as a natural outgrowth of the game's theming and color, and therefore a side dish rather than a main course. Dungeoneer does have decent theming and color, but so do most other adventure games. Though its tightly concentrated card decks, Dungeoneer might get a slight leg up, but not much.

2. Storytelling

Likewise storytelling is a somewhat hard sell in adventure games. The only way to really accomplish it is through a coherent story told via the game components--which Dungeoneer provides.

However, one of the advantages of a totally modular system of the sort that you find in a card game design is that you can always mix and match cards as you see fit. Thus a player could, if he wanted, create an arbitrary mix of cards which told the precise story he wanted. The most recent release, Epic Dungeoneer: Call of the Lich Lord also showed how to extend this card-based storytelling by including certain quests and monsters which are laid out at the start of the game, and through an "event" which has a permanent effect upon the game until it's resolved.

Fixing cards doesn't require any new components. Likewise, writing an event that takes place doesn't actually require a card to do so. You could write it on a piece of paper. Thus, it'd be pretty easy for a player to create some unique stories with the cards of Dungeoneer.

Which leads me to another idea that I've discussed before: scenarios. Atlas Games could easily release a set of scenarios for Dungeoneer as a gaming book. Each scenario would require one or more decks of cards to play, and might be composed specific cards from those decks. More importantly each scenario would have special events and special quests which existed only in that scenario writeup and which would have various notable effects upon the game.

3. Campaigns

The idea of campaign adventure games, where players use the same characters over multiple games, has only been well-explored by HeroQuest. However, Dungeoneer is tantalizing close to this ideal. Especially as I look at the new Epic adventure, I consider ways in which a player might raise his character all the way up from level 1-7 (or 1-10 when Legendary Dungeoneer) is released.

Here's one method I envision.

Each game is played as a competition, but players don't actually increase their levels during the game. (They just collect their quests, and use those as victory markers.) So, you play a level 1 game, then a level 2 game, etc. Each time, you still have to complete three quests, and whoever does so first is considered the "winner" of the game. At the end of the game each player marks down a number of items & traits that they had at the end of the game (probably a number equal to the level of the game they played or maybe half the level). When the next game starts they get to keep those items & traits.

Thus, you get a campaign of 10 games (by the time Legendary Dungeoneer comes out), with continuity of character and slowly increasing power throughout the campaign. Each week you play in a different wilderness or dungeon (probably iterating from one to the other, to represent the traversal of geography).

Here's another method I envision:

Players set out a huge map with a wilderness and three linked dungeons (for heroic, epic, and legendary levels). The wilderness also has global quests for all the levels of play, so that at any point a player can choose to try and complete wilderness adventures or else dive into the appropriate dungeon. You make sure to keep the decks for each locale separate, to preserve the feel of each dungeon.

Players thus level up from 1-10, through a massive interlinking set of plays.

The downside of this is that it'd be a very long game. A Dungeoneer game can last 1-3 hours, with Epic seeming to go a bit faster than the original. If that power curve continues, you're probably talking 5-8 hours for a full 10-level Dungeoneer game, plus a massive amount of table space.

But, it's possible. And if you could figure out ways to preserve your state (say with special electrostat boards which could maintain the layout of a set of cards even when put away), this would become much more reasonable timewise.

Given that there's only one Epic game out thus far, and no Legendary decks, this is all a flight of fancy, but I think it's a good one, and I look forward to see how it evolves officially in the future.

Conclusion

Adventure games have a long history, but they haven't grown as much as they could have over that timespan. I think that Dungeoneer if well-expanded and developed, shows part of the potential of the gameplay style, and it's something that I hope will continue to grow.

Wednesday, August 09, 2006

Scattered Thoughts


This week I finally broke down and bought Ticket to Ride (the original version). I resisted for a long time since I don’t really need another light game but when my husband announced he wanted to invite people from work over for a cook-out, I had visions of finding someone who showed an interest in all the funny-sounding games I have laying around. Luring someone to the dark side is a dream I have yet to fulfill and Ticket to Ride sounds like the perfect bait. Of course, the reality will probably be horseshoes, Guitar Hero on the PS2 and, if I’m really unlucky, a bunch of drunks gathered around for a rousing game of LCR. Send good thoughts my way, please.
~~~~

My husband and I played a few games of Blokus Trigon this week but I don’t enjoy keeping track of two sets of pieces so we created our own Trigon Duo. Actually, we shrunk the board in 2 ways for 2 different kinds of play. First, I marked off the first two rows facing each player and one row from each of the four side edges. This makes an almost perfect size for 2 players. Second, I marked off only one row facing the two players and two rows off of each of the sides. This creates a very tight, almost impossible, sized board which we played as a two-player puzzle trying to fit as many pieces on the board as possible.
~~~~

If you’re interested in card games that you can play on your computer against AIs, check out the Thanos card game site. The downloads are all free and the interface is pretty nice. This is a good way to try out many types of games from simple trick-taking games to point trick-taking games; from climbing games to rummy type games.
~~~~

My most-played game for the first six months of this year is a war game—Command & Colors: Ancinets.
~~~~

Until next time, if you can’t stand the heat, turn on the air conditioner and play a board game.

Mary

Tuesday, August 08, 2006

Index for Gone Gaming 02/06 - 07/06

Index for 08/05 - 01/06 can be found here.


A six month index, Feb '06 - Jul '06 (tags are arbitrary and inconsistent):
Coldfoot

Al Grande: Private Eye (humor)
Big Head of Pointless Steam (social)
Coldfoot on death, obits, a couple non-depressing items, and the ultimate test to determine your fitness to belong to the cult of night owls (personal)
Coldfoot on Firearms, Romance, and Being a Sneaky SOB (social, internet)
Count Your Blessings (personal, pictures)
DenaliCon (session report)
Eagerly Awaiting Winter (personal)
From the Book of I Teuber Chapters 12 & 13: (humor)
From the kitchen of Dame Coldfoot and Wolfgang Krocker: Boardgame Salad (humor)
Game Notes (reviews)
Gaming from 60 B.C. to 1 A.C/The pre-history of modern games (market)
A Good Excuse to Play More Games/Finally Came Up With a Tag Line (social)
I missed posting the last couple Fridays (personal)
It's a cooperative game, not winner take all (internet)
Just let me have my game couch and I will be happy. (personal)
New Epidemic Sweeps the Nation (social)
Odds and Ends/Here I Stand (personal, review:Here I Stand)
On Being a Stranded Boardgamer (social)
The Search for Kids Games (social, reviews)
Settlers Primer (reviews:Catan series)
Trading Places (personal, social)

GROGnads

the BIG 'game' A (sports, design)
CONTACT! (market)
"Cruising" around the 'Gaming World' (social)
the "Doctor" is in the 'hizz-ouse"! (personal, market)
OLD "habits" are 'hard' to break (personal)
"Tactics & Strategy" of 'development': the Watching (market)
to fondly bid adieu (market)
Urine the "Euro-nuch" ZONE (internet)
WHAT the "hey all" (design, personal)
What's NEW "pussycat"? (personal)
YOU may be NEXT (social)

sodaklady

Adaptations For Two Players (rules)
Board Game => Card Game (market, review:Commands & Colors: Ancients)
Conversations in Gaming (personal, humor)
A Game I'm Looking Forward To (preview:Mauerbauer)
The Game Psychiatrist--The Substitute (humor, review:Flandern 1302)
Games in Rhyme (puzzle)
In Defense of the Homemade Games (ethics)
Is It Just a Phase Or Do We Evolve? (social)
Join Me On Tranquility Island (personal)
A Lesson From Bess (personal, session report)
Life: The Game (social)
Miss Manners: Online Play (social)
No Easy Answer (market)
One Is The Loneliest Number (social, review:Bolide)
Time For A Vacation (personal)
X-Play Reviews a Board Game (humor)
You Might Be A Gamer If... (humor )

Alex Rockwell/Kris Hall

Alex
Caylus, the new Addiction! (strategy)

Kris
Build Your Own Game Convention (interview)
THE COMING TRIUMPH OF THE WARGAME-EURO HYBRID (market)
Current Crises, Future Games (market)
MY FIRST ORIGINS (con)
SPITEFUL GAMERS AND SUICIDE BOMBERS (social)
VARYING SUPPORT FOR VARIANTS (market)

Yehuda

Board Game Violence Special Report (humor, social)
Do You Like Brussel Sprouts? (social)
Elegance in Games (design)
Encounter 5/9 (prose)
The Game Cabinet (internet)
Game Design (design, personal)
Game Group (social)
Game Koans (humor)
A Gamer's Haggadah (humor)
Games that I have never lost, and never will (humor)
Generic mainstream news articles, so you won't have to read all those other ones (humor, market)
Grog and Mog (humor)
If - A Europoem (poem)
Inside and Outside the Game Experience (design)
Is it My Turn? (design)
Lazy Tuesday: Chess Pictures (pictures)
Love Songs and Poems (humor, poems)
Ludolinguistics (social, humor)
The Ludonimicron (prose)
Opponents say the darndest things before you squash 'em (humor)
Please, I'm begging you ... don't make stupid plays just to get the game over with! (social)
Session Report (humor)
Skype Me (personal)
Social Dynamics (social)
Topic Du Jour: Game Burnout (social)

Joe Gola

Blue Moon (review)
Blue Moon City (review)
The Door to the Outside (personal)
Getting Literal, in More Ways Than One (design)

DWTripp


The best game you never played (review:Legions of Steel)
Does this copy of Gettysburg make me look phat? (social)
Geeky Goodness (social)
THE GONE GAMING FIRST ANNIVERSARY TOUR (social)
How stupid is too stupid? (personal, humor)
How to avoid being a Whiny Little Puke (social)
How to grow a set and not be a whiner (social)
How two French guys ripped me off and stole my game design (personal, market)
I changed the names to protect the guilty (social, design)
Is that a humungous telescope in your pocket? Or are you just happy to see me? (social)
Movin' On Up! (personal, session report)
Make room! Make room! (personal, reviews)
Nasty Suprises (design)
Please, I'm begging you...take your turn before something horrible happens! (social)
Politically Correct Gaming? (social)
The Politics of Gaming (social)
The Price of Being Lazy (or) Why Appelcline Is My Hero (session report, personal)
Sick Day (personal)
Somebody Needs A Hug (social)
Who you really ought to thank for the Golden Age of Gaming (social)
Who's at your table? (humor, social)
Why Easter sucks & four miniature game recommendations (personal)
Why Johnny can't game: Spousal interference and the effects of Panty-Waist behaviour on the Board Game industry (social)

Shannon Appelcline

Adventure Games, Part Two: In the Cards (market)
Anatomy of a Game: Blue Moon (strategy)
Anatomy of a Game: Carcassonne, Part One: The Original Game (design, strategy)
Anatomy of a Game: Carcassonne, Part Two: Balance & Tiles (design)
Anatomy of a Game: Carcassonne, Part Three: Cooperation & Competition (design)
Anatomy of a Game: Carcassonne, Part Four: Complexity & The Rivers (design)
Computerized Board Games: Six Mini-Reviews (reviews)
The Creature that Ate the (Gaming) World (market)
Fantasy Flight's Adventure Games & That Old Time Roleplaying (market, reviews)
Games to Watch For: Nurnberg '06 (market)
The Golden Age of Board Games (market)
If It's Broken, Don't Replay It! (design)
The Italian Design Scene, Part One: The Analysis (market)
The Italian Design Scene, Part Two: The Reference (market)
Last Season's Hot Games: A Top Ten from Essen 2005, Part One (reviews)
Last Season's Hot Games: A Top Ten from Essen 2005, Part Two (reviews)
The Problem with Blind Bidding (design)
The Problem with Luck II (design)
Six Degrees of Collaboration (market)
Strategy of a Game: Blue Moon, Part One: Hoax & Vulca (strategy)
Strategy of a Game: Blue Moon, Part Two: Flit & Mimix (strategy)
A Theory of Board Game Design: Definitions of Terms (design)
A Theory of Computerized Board Game Design (design)
Three Collaborative Designers: Faidutti, Colovini & Schacht (market)
Upcoming Companies, Part One: Atlas, Cafe, Cheapass (market)
Upcoming Companies, Part Two: Face 2 Face, Jolly Roger, Your Move (market)

Fraser and Melissa

Another report on the Australian Games Expo (session report)
Busy few weeks (personal, reviews)
Daughter the Younger's requests (personal, kids)
Daughters, BSW vs FtF and some new games (personal, reviews)
Gaming at Work (social)
Gaming with the Infantry (reviews, cookies)
A household revolution (social)
In the kitchen (personal, cookies)
Inaugural Australian Games Expo (con)
Museum excitement - and an experiment (personal, podcast)
An old flame rekindled (session report)
Quiet Night at GameDockers (session report)
Quiet times (session report, internet)
Ratings where BGG and I agree the least (reviews)
School Game Evening (session report)
“Sleep Well, darling. Don’t let the Meeples bite.” (prose)
Some lunchtime card variations (session report)
A Tale of One City (internet)
A Tale of Two Cities (session report)
Two evenings and an afternoon of gaming (session report)
Virtual Conventions (internet)
Watching the development of Strategy and Tactics (social)
Where the Geek and I (occasionally) disagree (ratings)

Guests

Dwayne: Bring 'em Back Alive!! Big-Game Hunting for fun & profit. (market)
Dwayne: Bring 'em Back Alive: Disorder in the Court (social, internet)
Gerald McD: Gaming with a Grandma (personal)
Gerald McD: Gaming with Parents, Uncles, Aunts, Cousins (personal)
Jay Little: Games that Tamper with the Space-Time Continuum (personal)
John Farrell: Building a Gaming Culture (personal)
Josh Adelson: Incompleteness (bizarre)
Sagrilarus: Taking a "Risk" to Teach Strategy (education)
Sexy Amy: Be careful what you ask for. You just might get it. (personal)

Sunday, August 06, 2006

The Anniversary Tour—Connecticut



At 2:15 PM on Sunday the eight of us staggered off the plane from Australia, unwashed, unshaved, pale as lab rats, and, frankly, somewhat delirious from lack of sleep. Ordinarily Danbury Airport does not receive international flights, but, because of the high-profile nature of the Gone Gaming Goodwill Tour, Connecticut Governor Jodi Rell (R) insisted on our touching down in CT for a formal greeting by her cabinet and the various local chambers of commerce. Pro that she is, she did not bat an eye at the dazed and blinking group that literally fell down the stairs onto the tarmac (with mid-air Yehuda inexplicably screaming "It's under a big doubleya!!!"), but instead smiled and greeted each with a gift of a golden nutmeg, the highest honor that the state can afford to bestow. It was a touching ceremony, right up to the point when a wild-eyed Brian bit one of the Governor's staffers on the hand, and then we had to hightail it into our taxis.

I had originally planned to bring the group to Mystic Seaport and Mystic Aquarium, but on Thursday my wife Charlene sent me a telegram indicating that the ships on exhibit at the seaport had all been commandeered by Admiral Mullen and the Commander-in-Chief for a blockade of Tierra del Fuego, and moreover that Pebbles the Beluga whale was experiencing a bout of violent enteritis which was causing the entire aquarium to smell like the ass end of a porpoise. Undaunted, we did the next best thing and went to the Sycamore in Bethel, a 50's-themed diner which serves food so heavy and incapacitating that it was very nearly classified as a Schedule I narcotic in the Controlled Substances Act of 1970. A round of Dagwoods and some homemade root beer mellowed out my guests in a hurry, and by the time the check had come a glassy-eyed Mary had slouched her way under the table and then quietly informed the group that she was building a fort. Yehuda was unable to partake in the meal, sadly, but luckily we had some kosher goat leftovers from Monday and we were able to make him a sandwich.

At 4:30 we were back at my place, and Charlene met us at the door under a red, white and blue banner reading "Welcome International Visitors and the Gone Gaming Goodwill Tour." My seven guests brushed past her without a word and went directly to the game shelves.

"Typical euro-poop," drawled D.W., shaking his head. "I've dug more flavorful stuff out of my ear."

"No Trias, no Magna Grecia, no Torres...kind of a let-down, really," said Mary.

Shannon stifled a yawn.

"I came all the way back to America for this?" muttered Yehuda.

"Did you remember to feed the wallaby before we left?" Melissa asked Fraser.

"How about Puerto Rico?" asked Brian.

"Veto!" growled D.W.

"How about El Grande?" asked Shannon.

"We just played that on Friday," groaned Yehuda.

"El Caballero?" Proposed Fraser.

"I'm sick of area influence," said Mary. "Let's play something different."

"Lucky Loop?"

"What? That game sucks."

"Clash of the Gladiators?"

"How is that any better?"

"Tower of Babel?"

"More Knizia euro-poop. Bzzzt! Next!"

"What about Struggle of Empires?"

"And have to wade through a Warfrog rulebook? No thank you."

"Oh, they're not that bad..."

"Bzzzt! Next!"

"Power Grid?"

"Auctions again? Puh-leeeze."

"We can't have any auctions? Well that rules out Merchants of Amsterdam, High Society, Princes of the Renaissance, Amun-Re, Palazzo and Fifth Avenue."

"How about Taj Mahal?"

"If you'd read my article last week, you would have learned that Taj Mahal is actually a rolling Stansky auction with half-stops."

"I think you mean a modified double blind auction."

"Atlantic Star?"

"Bzzzt!"

"I know perfectly well what I mean. It's a Stansky auction."

"Say, is that the Hans im Glück edition?"

"Double blind!"

Is Royal Turf open or closed betting?"

"Stanksy!"

"Depends on the variant you use."

"Double blind!"

"Which one plays better?"

"Stansky!"

"Depends on how many are playing."

"Double blind!"

"We could split into two groups."

"Stansky, you insufferable buffoon!"

"Let's do that. I want to be on a different game from Fraser. He keeps kicking me under the table."

"Double blind, you pompous orangutan!"

"What? I do not!"

"Stansky, you stinking planarian!"

"Do too! Look at my ankles! They're covered in bruises!"

"Double blind, you festering gobbet of guttersnot!"

"Maybe if you kept your crummy ankles on your side of the table we wouldn't have this problem!"

"Yeah, really, quit being an under-the-table hog!"

"Oh! I will slap your face, you witch!"

"Oooh! How about Durch die Wüste?"

"GODDAMMIT NO MORE EURO-POOP!!!!"

At this point the argument began to take on a wheezy, gasping character as various hands closed around various windpipes, but it was just at that moment my six-year-old son walked into the room holding a cardboard box.

"Do you want to play Candyland?"

Melissa let go of the fistful of Mary's hair that she had been clutching. "Oh, what an adorable little boy!"

Coughing as Brain grudgingly relinquished his throat, Fraser muttered "well, it does have a strong theme, D.W."

"Actually," announced Yehuda as he loosened the strings to the tile bag that Shannon had knotted around his neck, "I've been working on an advanced variant." He took the box from my son and walked it over to the table.

"With the advancement track and the special power selection you were talking about?" said Mary. "Oh, I'd like to try that."

"Interestingly, if you overlay a hex grid onto the board, you will actually get a fairly good 18xx map," said Shannon.

"Hey, that sounds pretty cool," said Brian. "Can you work that into the design, Yehuda?"

"Candyland 18xx...why that's genius."

"Look, minis!" said D.W. as he picked up one of my son's Thomas the Tank Engine trains. "Cool!"

"You know," said Brian, if we pull the little bazookas off these army guys and glue them to the trains...."

"Holy goat shit. This just might work."

"Okay, everyone, gather 'round. The start player takes Skarloey, nineteen shares of stock, two face down bonus cards and one from the display, a mounted howitzer and twelve influence cubes..."

So we played Advanced MechaCandyland 18xx. I started out with Percy and was able to upgrade to Salty, but Melissa blocked off my route to the Sugar Plum Forest and I had to make a long, circuitous detour through the Molasses Swamp. Yehuda and D.W. got into a pissing match and ultimately Sir Topham Hatt led the fourth battalion deep into Berlinger territory to liberate the Gum Drop People. With the tide turning, Melissa and Mary signed a trade agreement which effectively destroyed the market for Fraser's toffee, basically putting him out of the running and generating a certain amount of huffy Australian sulking. Shannon executed a perfect builder strategy but neglected to gain majority shareholder status of Sodor Railways, allowing Brain to swing Cranky the Crane two extra steps along the peanut brittle action rondelle. My son was flying under the radar nicely and was only two lollipops away from winning the game when the phone rang. I got up and answered it.

"Hello?"

The voice on the other end was strange; it had a kind of stop-and-go quality to it, like a car with a bad timing belt; it was sort of like if Thurston Howell III and Snagglepuss had a baby that grew up to use a lot of rabbit-ear air quotes. "Hey, euro snoots and 'snoot-"ettes,"' what's going in the realm of on? That is, iff'n you can 'catcherate' the drift of my wood, ell-oh-ell!"

"Er..."

"...riverrun, past Eve and Adam's, from swerve of shore to bend of bay...."

"Um, can I help you, sir? For whom are you calling?"

"'Eh wot?' Only for the lords and ladieez of 'blogtirpation' and all things gonegamery, you erf, and I think you know for what 'moi' am 'driving' at here in this rumble seat (wink!)! Knock on 'wood' (for those that are the 'creem' of weak) unless you don't have the 'hammers' for such an endeavor, and in that case you'd better just 'insinuate' your head in the sand and hope that someone 'builds' a castle around it! You savvy?"

"What? Is this about the car for sale? Well, it's a '99 Ford Escort, fair condition, but the tires are practically new. Would you like to come by later this week, maybe after five?"

"Crrrrrretin!!" At that point I was subjected to nearly twenty minutes of bafflingly incoherent invective which finally ended with a screamed shout of "Your head a-splode!!" and an angry click.

There was silence when I returned to the living room. The game had disappeared from the table and was replaced by a loudly snoring Brian. Passed out nearby on two of the chairs were Shannon and Yehuda, tidy piles of annotated rules on their laps. Mary was curled up on one end of the couch, while on the other Fraser and Melissa were leaning against each other, fast asleep, each holding half-finished postcards to Biggie and Otto. The only ones left awake were my six-year-old son and a grizzled old coot from Texas, both sitting on the floor and playing with toy motorcycles.

"Mine's a Harley! Brrrrrm!"

"Harley! Brm!"



No wallabies were harmed in the writing of this post.

Saturday, August 05, 2006

The Anniversary Tour -- Australia

It was a great day in Melbourne when the Gone Gaming crew arrived on their world tour. Sadly, we weren't able to supply a mayoral reception, but we did manage a minibus and the girls were waiting with a giant "welcome gamers" sign. You come to Australia, you expect to see the beach - at least that's what we'd figured when we made our plans. And the beach is where Fraser and I get a lot of gaming done, so we had, in expectation of our friends' visit, hired the big old house we go to every January and loaded the bus up with what we considered an appropriate assortment of games.

DW, after learning our destination, immediately demanded to be put off the minibus so he could go to the Harley rentals booth at the airport. We left him (muttering something about "price-gouging convicts") with a chorus of reminders to "Drive on the left!" and headed for Lorne.

DW had done his research and knew that there was a beach (and a motorcycle GP track) at Philip Island, but was eventually persuaded that it was Lorne we were going to.



We figured our friends might want to see some native Australian animals, so a stop at Victoria's Open-Range Zoo was in order. We all enjoyed seeing the cheetahs, monkeys, lions, rhinos, giraffes, zebras and hippos, although Shannon and Mary seemed to think something was missing (I can't imagine what - but Fraser and I were mighty annoyed that the meerkats seemed to like them better than they liked us). When we piled back into the bus, there was quite a spirited discussion of what you might call rhinocerous-shaped playing pieces (rheeples was the popular favourite, although Coldie put up a strong argument for rhiples.). We believe this stopover gave time for DW and his Harley to cruise down the rest of the Great Ocean Road and then back again to Lorne.

But life is not all about boardgames (strange as that may seem to some). Destination number one was not the gaming table but the beach. It was pretty funny to us that we'd gone from Summer in Alaska to Winter in Melbourne and really hadn't changed our clothes (in fact, it got warmer) - and that Fraser and I were both rugged up in our winter gear while the others were wearing their chic resort casual best. Weirdly, Coldfood muttered about sauerkraut every time he came near us - I wonder whether he had Australia and Austria confused. It was great to catch up with Yehuda, who was staying with some jewish friends just around the corner from the house we had rented.

at the beach



That's all of us at the beach in Lorne - from left to right, Fraser (and the remains of our sandcastle), Joe, Melissa, DW, Shannon, Yehuda, Mary, Brian (Coldfoot). What you can't see in that shot (Sorry ladies) is the lifeguard.





We dissuaded the overeager hordes from a swim in the ocean - when there's nothing between you and Antarctica except some water, you want to be sure it's a HOT day before you risk the chill factor - and headed up the hill to the house, after a stop at the Newsagent where Yehuda collected a copy of Australian Monopoly for his collection. (We didn't have the heart to tell him that all Australians grow up with the English Monopoly set).

We had a surprise waiting for Shannon - some friends from Melbourne's "Cthulhu Conglomerate" who knew him from his Chaosium days were waiting for him at the house, with a copy of Arkham Horror and a set of Mythos cards. That took care of him for a while.

Coldfoot seemed surprised at the house's lack of double glazing and insulation, and that the pipes ran up the outside of the house. He was amazed that the very old thermometer was inside the house, and very puzzled that it went over 100ĀŗF (and not below 0ĀŗF).

After getting everyone a beer, Fraser, Coldfoot, Mary and I settled down for a game of Hansa, which we bought on Mary's recommendation - or, to be more accurate, on the mind control that Mary exercises through Geeklists and forums. Meanwhile DW, Joe and Yehuda took it in turns to get whipped by Biggie at first Connect Four and then San Juan (Biggie later asked me what a "namby pamby nancy Eurosnoot game" meant). Our surprise guest Grognads made a great showing at Make 'n' Break, though.

Time for the serious stuff now - the group divided for Power Grid and Princes of Florence. While the others set up, Coldfoot and I had a quick game of Colour Clowns with Otto - although I am not sure where she got the idea that "I will crap in your weaving hut" is an acceptable thing to say to a gaming partner.

The poker chips being used as substitute Elektros in Power Grid were the closest that DW got to a game of poker, although he was pretty excited at the opportunity to play for "peanuts".

By "peanuts", he meant Australian Dollars.

If only there had been a TV at the house, he might have had a chance to catch some of the WPT Poker show.

Australian coat of arms

We barbecued the national coat of arms for dinner - roo and emu sausages, washed down with a couple of bottles of good Aussie red. And a salad. And a couple of bottles of good Aussie white. And some beer, to keep things lively. And, to make things really Australian, we added Fairy Bread, Pie Floaters and Pavlova with passionfruit and strawberries. It was a shame Yehuda couldn't stick around for dinner, I think he would have enjoyed the rather rowdy game of Apples to Apples - although sadly, no-one seemed keen on my plans for Werewolf.

With time running out for this leg of the tour, we decided it was time for a good Australian game. I pushed for Freya's Folly or Sunda to Sahul, but Fraser wanted the sheep - and out came his ancient copy of Squatter, Australia's greatest-selling game. I sat this one out, but enjoyed listening to everyone developing their sheep stations and increasing their sheep herds and the sizes of their wool clips.

By now, it was getting late, so we told the girls it was time for bed, settling them to sleep in the minibus. Biggie wanted to keep gaming, and let her displeasure be known, telling Fraser, "You are cruising for a smiting, Daddy."

I wonder where she learned to say that.

The drive back to Melbourne was uneventful but pretty, as we took a detour through the city centre. We had planned to visit Eurogamesfest but were running short of time, especially as we were somehow catching a time machine back to the US to avoid missing a day due to the International Date Line. If we'd been taking a commercial flight, we would have had to leave before we'd arrived, which is never fun.

It was sad to leave the kids again, but exciting to be on the way to the next stop on our world tour. We felt that this travelling makes us kind of suck as parents, though, as tomorrow is the Bigster's 8th birthday. The truth is, we'd have been happy to keep going for a few more weeks - next time, we might try to spend a bit longer at each stop.

Friday, August 04, 2006

The Anniversary Tour--Alaska

The Gone Gaming Anniversary Tour next arrived in Fairbanks, Alaska. Oh to be home again! Up to this point the heat was killing me. Even in Berkeley it was scorching hot. To tell the truth, it had been so hot up to this point that the red shirt I've been wearing might as well have been a turtleneck sweater. "Why didn't you take off the red shirt?", you are thinking. As fate would have it I needed to wear the red shirt just to hide the giant pit stains on the blue shirt. My 24-hour antiperspirant didn't even last until noon in Idaho, and I had already gone through half of my second can by the time we left South Dakota.

We were fortunate, the flight from San Francisco to Fairbanks was painless with only a brief stop in Seattle. Although the midnight sun is waning everyone was surprised that the sun was still up when we arrived at 11:00 p.m. Since it was too late to see the sights we retired to Coldfoot Manor for a late night game.

Yehuda suggested we play a game with an Alaska theme. I was stumped. Alaska Monopoly was out, as was The Yukon Gold Rush (Alaska Monopoly by another name). An Alaska theme. I drew a blank. Someone spotted my copy of McMulti, a game about drilling for oil, refining it, and bringing the finished product to market, and suggested playing a game of it.

"Nah," I said, "the only thing most Alaskans know about the oil business is that they get a check from the state every year from the profit on oil leases." Then a light bulb went off, "How about Caylus?" I said.

"Caylus?!? For an Alaska theme?"

"It's perfect. Every round you get money just for playing. It's the perfect Alaska theme. Only five can play, though."

DW looked pretty skeptical. "Caylus? That's one of them Eurosnoot games. You guys play, I'm going to bed." So DW - being old and all - retired early while Shannon, Yehuda, Mary, Joe and I played a game of Caylus. The Aussies decided to sit on the porch (wearing jackets, of course) with Dame Coldfoot under the midnight sun to marvel at a land without snakes, poisonous insects nor crocodiles.

We were up early the next morning to see some of the local attractions before the tourists started congregating. We piled into a rented Suburban and saw the sights. I drove, thank you very much. After all the walking in Berkley on the previous day there was no way I was going to walk my fat ass any further than was necessary.

The pipeline.



The Santa statue at Santaland RV Park in North Pole.


The Musk Ox Farm.

(Picture deleted on the advice of counsel)

There was an incident at the Musk Ox Farm involving French tourist on a BMW motorcycle. I decided not to post that picture until the lawyers give the OK. I might post it on my blog after the litigation is over.

After a brief wait at the Santa statue, waiting for the North Pole Fire Department to rescue Fraser from dangling on Santa's nose (you can't take Aussies anywhere), we went into Fairbanks to look around. Joe and DW had heard stories about "Two Street" during the glory days of the pipeline construction, and requested we take a trip downtown.

Two Street is an affectionate name for Second Avenue. In the pipeline heyday of the 70s and 80s it consisted of bars, hookers, and illegal poker games. Today there is a Marriott, a parking garage, and numerous touristy stores selling Russian Matryoshka (stacking dolls) and authentic Alaskan jade figurines made in Korea. Only two bars remain on Two Street, and the rumor is that one of them will be out of business by this winter.

DW spotted the card room just off of Two Street. He excused himself while the rest of the group wandered the shops. He didn't stay long, he came out muttering, "Pan? What the hell is pan? Card rooms are for poker. What's this pan-euro-card-game crap, anyway?"

"Pan is the game in Fairbanks, DW."

"Looks like they're playing... playing..."

"Rummy," I ventured.

"Rummy. In a card room no less. If I wanted to play Rummy, I'd play Ticket to Ride."

Including the brief stop on Two Street to shop for souvenirs, we saw everything there was to see in Fairbanks in about 45 minutes. We let DW stew in the back seat still mumbling about Alaska and card rooms, and it was back to Coldfoot Manor for games.

I would have liked - nay, would have loved - to have played an RPG with this group. I know Yehuda and DW have experience with RPGs and Shannon - well, let's just say - Shannon is the RPG man. I had to hold my tongue though, I don't own any RPGs, nor do any of my acquaintances. Then again, this wasn't the Gone RPGing world tour.

To start things off we all played a game of Formula De, which came to be called the one-lap-death-match, or Formula DeMolition Derby. When the smoke cleared Mary crossed the finish line first, never having gotten out of second gear. Melissa was the only other survivor. Her brakes were shot, the transmission was fried and all four wheels were flat, but she survived. That was good enough for second place. And just between you and me... (looking around cautiously) After seeing Shannon drive a pretend car, I think it is a good thing that he doesn't own a car. Ahem. Anyway...

After Formula DeMolition Derby I heard rumblings about a charades rematch. That wasn't happening. Not on my watch. We hurriedly broke in to two groups for Age of Steam and Railroad Tycoon while Mary was in the bathroom. After that time just flew. I know I played one game of Puerto Rico and another of El Grande. I'm not sure what the others played, I didn't keep track because I was having too much fun. The important thing was that we didn't play charades... again.

Then it was off to the airport. Fairbanks to Anchorage to Seattle to LA to Honolulu to Tokyo to Seoul to Singapore to Port Moresby? , yes to Port Moresby and eventually to Australia (that's what you get when you use PriceLine) for the next leg of the tour. Accounting for the time change we arrived about a week after we left Fairbanks. DW tells me that if we had flown the other direction we would have arrived about a week before we left Fairbanks. We'll have to remember that on the next tour.

All I can say is: Thank God it was winter Down Under, I have heard that Australian antiperspirant is made from seaweed and smells like sauerkraut.

Thursday, August 03, 2006

The Anniversary Tour--California

I'm not a big fan of travel. Since 1996, I've been working at a company that had a GenCon presence almost every year, and I've only reluctantly been dragged out there three times. Beyond that, I usually enjoy working too much (and feel too responsible for it) to take much time off, so my wife and I don't do a lot of traveling either. Just a trip every year or two.

Which all goes to say that I was happy to have the anniversary tour stopping in my home town, Berkeley, CA. It was a day of home rest before the return to the road.

I think everyone was expecting a bit of a culture shock, but Berkeley's really a pretty normative college town. Sure the student body sometimes goes off sending calculators to Nicaragua, and the City Council occasionally writes up resolutions declaiming this or that national issue, and sure the whole city is a Nuclear-free zone, but that's all pretty far removed from regular life, which is more likely to center around book stores and cafes than protests and smoke-ins. (Heck, I think it's even been more than a decade since the last smoke-in at Berkeley, and I wouldn't even know where to tell you to get pot around here ... not that anyone asked.)

So everyone arrived in the city, and I showed them around the campus. I think they actually wanted to see San Francisco, but I'm stubborn that way. I told them we could see San Francisco tomorrow. (Ha!) But in any case, I love the Berkeley campus, and I know lots about it, so show them I did.

I showed them Sproul Plaza and talked about the Free Speech Movement that split the university asunder in the 1960s. Everyone but Yehuda seemed pretty bored by that, and I think Yehuda was just being the perfect gentleman. I showed them Dwinelle Hall where my campus gaming group met for four years, and told them about the labyrinthine hallways and the two brothers who built the building but couldn't agree how it should connect up. I thought DW might be excited by the idea of sojourning through its dungeon-like corridors, but he instead seemed entirely entranced by the nubile young co-eds who were about and showing generous amounts of skin thanks to one of Berkeley's rare hot days.

I showed them other interesting campus areas too, like Strawberry Creek and California Hall (where, speaking of nubile co-eds, we had some nude-ins last year) and finally, after circling around the campus some more, we ended up at the Campanille. Joe and Yehuda alike seemed intrigued by the ideas of tons of rare and secrets books being housed in the tower.

A passerby was kind enough to take an obligatory picture at the Campanille, and afterward we trekked back to my house, about a mile south of campus.

I think some of the others were a bit disgruntled by the amount of trekking we did. We must have covered 4 or 5 miles heading out to campus, circling around, and back. I scarcely noticed because it's been 17 years since I had a car now (and maybe 15 years since I've driven one, other than this week's debacle in Idaho), but some of my more vehicle-bound guests were feeling the exertion more.

Thursdays is usually my review night. I have a regular group of friends with whom I play one or two new games every Thursday. We talk about each game afterward to compare strengths and weaknesses. I take notes, then I write up reviews, usually the next Monday and Tuesday.

However this week I decided to let that all go, and instead let my Gone Gaming friends play whatever we all decided on. I'd been tempted to invite my normal Thursday-night group over too, but I was already concerned about how I was going to fit eight players into my relatively small dining room, let alone 12 or 13.

We started in on the normal what-should-we-play bit, and Mary said that we should try and play something together. I had visions of Charades filling my head, and once this decade was already enough for me. The black team from South Dakota still thinks that my one-motion Charade for Puerto Rico was brilliant, and I just didn't have the heart to tell them that holding up a single finger to designate the #1 BGG game was about as far as my Charades skills extended.

Fortunately I had an 8-player game in the hole. When Melissa mentioned the word "werewolf", I knew I had to act quickly. I said "hold on a second" and hustled upstairs to the junk room. (We won't tell DW that I store all of my American games from Runebound to Empire Builder in our spare bedroom, out of sight, nor that my wife and I call it the junk room because it tends to accumulate ... junk.)

And so I came back downstairs carrying Arkam Horror with the new Curse of the Dark Pharaoh expansion included.

"How about this one?" I said. It seemed an entirely appropriate offering, since I had a minor hand in its release, and it was previously published by a Bay Area company that I used to work for, Chaosium.

DW, puzzled, said, "That's not a Eurosnoot game!"

And indeed it wasn't.

Everyone gamely agreed, even though I know it wasn't quite some peoples' sort of game. But one of the advantages of American-style games is that they tend to rise or fall based upon the quality of the company, and we had the best.

It took us three and a half long hours, but we defeated Nyarlathotep. Melissa and Mary formed a brilliant one-two pickup team for health and sanity. DW kept wildly diving through gates and surviving against all odds. Yehuda browsed all the stores, collecting artifacts that were of use to us all. Joe worked out teamplay optimizations that were always right and which we sometimes listened to. Brian and Fraser were the big monster busters, while I kept offering up what everyone could do, though they were all doing fine on their own. In the end Joe became the new First Citizen of Arkham. And then we put the game back away into a billion different plastic bags. (I get them for 10 cents each at my local game store. Go ahead and offer up your own punchline there.)

Only afterward did we break up, and play a few more games separately, until the night grew too deep. Joe, Mary, Brian, and I did another Torres game, because it's one of my favorites. Meanwhile DW couldn't talk anyone into anything else from my stash of American games, but that's well enough because I don't think there was time for another. I saw him, Yehuda, Fraser, and Melissa finally settling down to a game of Hoity Toity, which I think was purposeful irony on Melissa's part. There was a bunch of Knizia fillers, since I have a full shelf of them, too and some other short stuff. After Yehuda collapsed on the couch suffering from severe jetlag, we even got in a 7-player game of Citadels despite DW's agonized cries about it being a French game. Mary always acts so nice, but she kept assassinating me, darn it. I'm happy to say that Brian won that one, not our assassin queen.

It was a wonderful day and I wouldn't change a thing. Well, maybe one thing. I think my cat, Cobweb, liked Mary better than she likes me.

Wednesday, August 02, 2006

The Anniversary Tour--South Dakota

It felt like a dream, all my Gone Gaming friends in my home, discussing and playing games, laughing and teasing each other like kids on a sugar high. Although you’re all probably familiar with DW’s acerbic wit, Joe’s wonderful sense of humor and Yehuda’s wild imagination, you’d probably be surprised to hear how delightfully silly Shannon can be. We were all wiping tears from our eyes and gasping for breath when he pulled a green wig from his satchel and did a brilliant impersonation of Friedemann Friese. DW was a little late because he'd flown home to check on his goat--the sole survivor of our visit to Idaho--and then drove his Harley to North Dakota, where he called for directions. "South Dakota, DW," I told him. " Doesn't that two-wheeled beast do right turns?"




Fraser, again displaying his amazing sense of balance, Brian (Koldfoot), Shannon, myself, Joe Gola, DW and Yehuda at Mt. Rushmore.




Anyway, we started off the day’s activities with a trip to Mt. Rushmore which turned out to be more exciting than you’d imagine. The crowd of tourists were less than impressed when DW tried to ride his motorcycle through the Avenue of Flags. You’ve never seen so many angry tourists at one time and their language was more colorful than all the flags on display put together. After explaining to park security that he was from Idaho, they let him go and gave us a stern warning to keep an eye on him.





The Avenue of Flags, minus DW and his Harley.






In the gift shop we were not surprised to find copies of South Dakota Monopoly, which we all purchased. Just kidding. Only Yehuda bought one.

To start off the day’s gaming, I wanted something we could all play together which leaves pretty slim pickings since I don’t have any party games. I suggested Charades using game titles and since no one threw a giant hissy-fit tantrum, we broke into 2 groups, each with the sole purpose of driving the other team crazy.

We drew Go pieces to determine the teams. The black team DW, Brian, Shannon and Joe vs. the white team Fraser, Melissa, Yehuda and yours truly. A couple of rules were established—only English titles were allowed and no expansions. The teams each came up with 5 titles, one for each player and an extra in case of any disputes about the qualifications of a title.

Since this was all my idea, I volunteered to go first. I reached into the pile of folded paper and pulled out… Conquest of the Empire. My brain froze. Con. Quest. Empire.

“Are you ready?” asked Joe, keeper of the time.

“Uuhh,” I hesitated. Empire. Conquest. “Sure.” After signaling that this was a 4-word title and I was going for the 1st word, I proceeded to hack and slash at a make-believe opponent ending with my foot proudly placed on my opponent’s make-believe chest.

“Fight.” “Sword.” “Slash.” “Triumph.” O.k., now we’re getting close. Work with it, guys, and I did that “come on” finger waggle. “Victory.” “Conquer.” Ah-hah! Pointing at Fraser and then doing the so-so see-saw movement with my hand, I manage to draw “conquest” from my brilliant teammates who then filled in “of the” all by themselves.

Empire. Oh, boy. First syllable—draw an “M” in the air. “M. Empire! Conquest of the Empire!” Oh, yeah. Time to do a little happy dance!

First up for the black team was Joe who read his chosen title, then open and closed his mouth a couple of times like he wanted to say something but couldn’t. Joe Gola, speechless. It was a moment to cherish.

Finally, he signaled he was ready. Two words, first word: and he commenced to tie something around his waist. "No, wait," he signed, hands waving in the air. He then put something over his head and across his chest from left shoulder to right hip. A sash. Yes.

Second word, first syllable, small word—and he takes some imaginary item and clutches it to his chest. Me. My. Yes, my is right.

Second word, second syllable, sounds like—standing on his toes, palm on his head then rising straight up. Grow? Stretch? No. Now he bends his knees, reaches his hand out in front of him, palm down and about 2 feet off of the floor. The next moment, he’s stretched on his toes with his hand stretched way over his head. Ah-hah…tall! Sounds like tall…fall, wall, hall. Hall!

Sash My-hall...Taj Mahal. We were so impressed that there was congratulations and applause from both teams.

Fraser’s turn now. He reads the title and his eyes pop open with amazement. “Crikey, you guys are vicious!” Snickers and full-scale guffaws emanate from The Beastie Boys on the other side of the room.

After a few head-scratching moments, Fraser says he’s ready to give it a go. Two words, first word, sounds like—he points towards the ceiling, drawing a large square with his finger. A whole in the roof? No. His fingers rain down something from the ceiling and then he shields his eyes. Ohhh, a skylight. Yes! Sounds like skylight—twilight, of course. Twilight Struggle? No. Twilight Imperium? Yes! Well done, Fraser. High fives all around.

A quick game of rock-paper-scissors awarded the next turn to DW who almost choked on his tongue when he read his title. “I’m not doing this! This is bullshit! Who came up with this?” as he uncrumples the paper to show us. Fingers point in all directions, smiles on every face.

“That’s a legitimate clue, DW. If you don’t do it, you forfeit the game,” Yehuda tells him. Unanimous agreement from the remaining white team members. “Come on, DW,” adds Melissa, “don’t spoil the fun.”

“YOUR fun,” he grumbles, but his mind finally begins to think of a plan. Two words, the whole thing at once—he squares his shoulders, tips his nose high into the air, and with a sharp twist of his head averts his gaze from all of us. Amidst the laughter, Brian manages to say, “Euro-snoot!” Hand signals signify that they’re on the right track so ideas are flung faster than DW can keep track of. Snooty. Arrogant. Blue-nose” Cocky. Snob. No, no, DW signals. This obviously isn’t working. Time to try something desperate.

Second word, two syllables, first syllable--he turns his back to everyone and mimes a man urinating. By now his team is nearly useless with laughter but a red-faced DW finishes his make-believe business and flushes. He then points at the imaginary facility. John. Toilet. Yes, now shorten it, says DW’s hands. Toi? Yes. Second syllable—he curls his index finger and drinks from an invisible cup then points at the contents. Coffee. No. Tea. Yes. Toi-tea. And a light dawns in everyone’s eyes and the whole team yells, “Hoity Toity” and breaks into cheers, both for their brilliance and DW’s.

Yehuda demonstrated his gentlemanly side by insisting that Melissa take the next turn, which turned out to be lucky for her since she got an easy one while Yehuda…well, I’m getting ahead of myself.

Melissa read her title, thought for a moment and a sly smile slid across her face. “Right! I’m ready.” Two words, second word, sounds like—she took a finger and outlined her pocket, then stuck her hand in it and pointed to it with her other hand. Pocket. Yes. Sounds like…socket, locket, rocket. Yes, rocket! “Stephenson’s Rocket,” Fraser said, jumping up from his seat and giving his wife a hug. Oh, yeah. Record time, 18 seconds. It was our good luck that Fraser’s waiting for this one to be reprinted so it was pretty much in the front of his mind.

Next up was Brian who read his title and declared it was illegal. “This isn’t English!”

“But it’s the English title,” we argued.

“This isn’t an English word, it’s not any language; it’s a made up word!”

We relented, DVONN was discarded and he drew another paper from the dwindling pile. “I changed my mind. I’ll do the first one; I love the first one; sorry I said anything.”

Nope. No way. You wanted it, you got it.

Two words, first word—Brian points to Fraser and Melissa then draws a house in the air, a roof and two walls. Their house, Australia? Yes! Make it longer, though, he signs. Australian? Right! Now the tough part. Second word, four syllables, first syllable—he points to all the guys on the black team, towards Yehuda and Fraser all while nodding his head “yes”. Then he points to Melissa and me and shakes his head “no”. Boy. Man. Ah! Almost. Men! Second syllable—small word. A. Yes. Men-a. “Menopause—Australian Menopause!” Joe yells. Oh, get real! Who would play a game called Australian Menopause? Melissa and I exchange a look and yell, “We would!” while laughing at the men. “Minotaur,” guesses Shannon. No.

Brian is thinking furiously while all this is going on, I can tell by the glassy look in his eyes. An idea! Third and fourth syllables—twelve fingers are displayed (not all at once, of course) and he sits in a chair looking bored but watching some action going on which we can’t see. Twelve, h reiterates. Don’t you get it? Suddenly DW realizes what Brian is doing. Jury! Men-a-jury. They threw this weird sounding word around a few times before Joe and Shannon both heard it at the same time. Australian Menagerie. They finally got it but it took a while, which hurt their total time score especially considering Melissa’s quick turn. One last player to go for each team.

Yehuda drew from the last 2 pieces of paper for our side. An eyebrow went up and a happy grin lit his face. “Ready!” he said. Two words, first word, three syllables, first syllable—and he quickly points to the black team, Fraser and himself while nodding his head “yes”. Men! Menopause! Laughter ensues. Shhh, we’re wasting time. Second syllable—small word. A. Yes. Menagerie again? No. But he points towards the black team, specifically Shannon. Minotaur? Exactly! Minotaur Lords? Yes!

Well, that was a very lucky break for us and now we’re ahead by quite a bit with only Shannon to go for the black team. He’s going to have to pull off an incredible feat in order to give his team the win.

Shannon takes the last remaining piece of paper from their pile, reads it and actually laughs! Oh-oh, what’s going on in his ingenious mind?

Two words, whole title at once—and with a big grin on his face, he holds up one finger in front of him. That’s all. My team and I do a mental head slap as the black team yells Die Macher and Puerto Rico, knowing one of them had to be the right answer. Puerto Rico! The number one most popular game on the Geek. Why we didn’t see that coming, I don’t know but there it is. Shannon got his title in 5 seconds to win the game for his team.

From the laughter and discussion of the game afterwards, I’d say everyone had a good time. By the way, the last clue, the one we didn’t have to use, was Advanced Civilization. Ewwww.

We then split up to play various games with different combinations of people. I got to play Trias with Fraser, Melissa and Shannon and let me warn you that the soft-spoken Melissa is a devious dino dunker. She’d sooner send your little guys swimming than look at them. She managed to win by a fair amount.

I played Das Ende Der Triumvirats with Yehuda and Brian. Crassus Yehudus won with a Competence Victory, Caesar Brianus had been elected Consul once and Pompeius Marius seems to have spent way too much time lying around eating peeled grapes or something.

My dream of playing Command & Colors with DW came true, too. We played the Lake Trasimenus scenario with me as the Carthaginians through the luck of the draw. Good thing, too, because I barely managed the win even though they start with a stronger position. This was a great experience and I think I learned a few things from a master wargamer.

Finally, I got to play Torres with Joe, Shannon and Brian. This was a very close game, hard-fought to the very end. Shannon won with me behind him by 2 points. Joe and Brian finished 2 and 3 points behind me, respectively. I play Torres a lot online and do very well but this is different since I don’t have all the time in the world to walk through all of my options. But we all took our time planning our moves while trying to ignore the rowdy game of Hacienda in the other room.



Two tired kitties after a long day with strangers.



It was a wonderful day and I wouldn’t change a thing. Well, maybe one thing. I think my cat, Bess, liked Shannon better than she likes me.