Tuesday, December 12, 2006

The Gone Gaming 2006 Board Game Internet Awards


Dear readers,

I, and the staff of Gone Gaming, are proud to announce the Gone Gaming: Board Game Internet Awards for 2006.

Award Categories

This award will honor the best of the world of online board gaming as nominated by our readers, and includes the following categories:

Best game resource site
Best publisher site
Best game club site
Best online magazine
Best online gaming site
Best blog
Best podcast/videocast
Best new site (2006)

Best strategy article (2006)
Best review article (2006)
Best session report (2006)
Best industry article (2006)
Best humorous article (2006)
Best article series (2006)

Best downloadable board game



How this works

I will post separate entries on this blog, one for each of the above categories. To nominate a site or article, simply respond to the appropriate post with your nomination before the deadline (see the rules, below). Note that it is ok to nominate your own article or site.

After receiving the nominations, the staff of Gone Gaming will review the nominated sites and vote on them. The votes will be collated and ranked, and the winners will be posted to this site.

Winners and runners-up will be able to place an image proclaiming their win on their site. There may be up to five runners-up in each category.


Rules

1. Valid sites for this award should primarily cover modern board gaming, including Euro-style and wargaming. Sites that primarily cover old-style board games (such as Chess), CCGs, RPGs, poker, or miniatures are not eligible. In case of doubt, the Gone Gaming staff will decide on the validity of a site.

1a. Sites that require payment to access will not be considered.

1b. Sites that require registration to access may be considered.

2. Sites will be judged based on their English language content. Unfortunately, we are not able to judge non-English content at this time.

3. A site nomination will be deemed invalid if the Gone Gaming staff says so. Invalid nominations will be removed, in order to avoid clutter.

4. You can nominate a site in more than one category. However, please nominate a site in a category only if it is appropriate.

5. A site should only be nominated once in a category. Before nominating a site, please check to see whether or not it has already been nominated. Duplicate nominations will be removed, in order to avoid clutter. Remember: you are not voting for a site, you are only nominating a site.

6. The Gone Gaming blog may not be nominated. Sites by Gone Gaming members may be nominated.

7. A nomination must be in the following format:

For a site:
Site name
URL with hyperlink

Gone Gaming
http://boregamegeeks.blogspot.com

For an article:
Site name
Post Name
Post URL with hyperlink

Gone Gaming
foo post
http://boregamegeeks.blogspot.com/foo+post


8. If your site is nominated but you do not want it to be in the voting, please send me an email (shadejon-[at]-gmail-[dot]-com) with your site name, URL, and a statement that you do not wish to be nominated.

9. Nominations close at midnight (EST) at the end of Saturday, Dec 30. The awards will be announced by midnight (EST) at the end of Saturday, Jan 13. Update: due to some illnesses and travels, the announcement is delayed until Jan 23. We apologize for any inconvenience.

The Gone Gaming Staff

Update: Best Humorous Article re-added due to popular demand.

GG:BGIA Nominating Post: Best Humorous Article

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Humorous Article (2006). In general, any article about board or card games, either for a particular game, or games in general, that was posted in 2006 will be considered.

To nominate an article, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
A Funny Hogwarts Story
http://www.hogwartsgames.com/fun


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Downloadable Game

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Downloadable Game. In general, any otherwise unpublished board or card game whose rules and components are freely available to download from the Internet will be considered.

To nominate a game, respond to this post with your nomination in the following format:

Name of site
Name of Game
URL of site with hyperlink

e.g.

Hogwarts Games
Hogwarts Game
http://www.hogwartsgames.com/gam


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Article Series

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Article Series. In general, any multi-article series about board or card games that was posted in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
The Winners Guide to Hogwarts
http://www.hogwartsgames.com/win


Note: It would be helpful to link to all parts of the series if the links to them are not easily discovered.

Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Industry Article

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Industry Article (2006). In general, any article about board and/or card games in general, or the board or card game industry, such as analysis, promotional, informational, or advocacy, posted in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
About Hogwarts
http://www.hogwartsgames.com/abo


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Session Report

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Session Report. In general, any report on a board game session, either for one particular game, several games at an event, or for a convention, that was posted in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
A Report on Hogwarts
http://www.hogwartsgames.com/rep


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Review Article

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Review Article (2006). In general, any article reviewing something related to the game industry, such as a game or a publisher, that was posted in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
A Review of Hogwarts
http://www.hogwartsgames.com/rev


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Strategy Article

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Strategy Article (2006). In general, any article about game strategy, either for a particular board or card game, or board or card games in general, that was posted in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
Name of Post
URL of site with hyperlink

e.g.

Hogwarts Games
The Winners Guide to Hogwarts
http://www.hogwartsgames.com/win


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best New Site

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best New Site (2006). In general, any site that is primarily about board or card games and went online in 2006 will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Game Podcast/Videocast

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Podcast/Videocast Site. n general, any podcast or videocast about board or card games, either for a particular game, or in general, will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Game Blog

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Game Blog Site. In general, any blog that is primarily about board and/or card games will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Online Gaming Site

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Online Gaming Site. In general, any online site that allows you to play board and/or card games will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Online Magazine

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Online Magazine Site. In general, any collated and edited online regular journal or magazine about a board/card game or board/card games will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Game Club Site

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Game Club Site. In general, any online site maintained by or for a board and/or card game club will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Publisher Site

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Publisher Site. In general, any online site maintained by a board or card game publisher will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

GG:BGIA Nominating Post: Best Game Resource Site

For more information on the Gone Gaming: Board Game Internet Awards, as well as important rules regarding the nominations procedure, please see this post.

This post is a placeholder to accept nominations for the GG:BGIA for Best Game Resource Site. In general, any general game site containing board and/or card game information, forums, or news will be considered.

To nominate a site, respond to this post with your nomination in the following format:

Name of site
URL of site with hyperlink

e.g.

Hogwarts Games
http://www.hogwartsgames.com


Nominations will be closed at midnight following Saturday, Dec 30, 2006.

Saturday, December 09, 2006

Bigger is better

As I write this, hunkered down in the living room with the cooler and the fan running, it's 39 ° (Celsius) outside - that's somewhere over 100 ° Fahrenheit. It's going to be a long, hot summer.

This week, some friends taught me to play Alles im Eimer (The Bucket King) on BSW. This is a gorgeous little game, but what really struck me was what fun it would be to enlarge.

We're having a barbecue just before Christmas, and a couple of over-sized games would be great fun. I want something a little more interesting (do I mean more Euro, or more unusual?) than garden chess or draughts.

The Bucket King would work really well. While I'm tempted to invest in 90 colourful buckets, I can see Fraser rolling his eyes at the thought of storing them somewhere. Instead, I'm going to go to the party supplies shop and buy some plastic tumblers in five colours - although we may need to weight them down somehow, perhaps with play-doh or plaster.

Anyway, that one idea got me riffing on other games that I could oversize. Some ideas are more practical than others, though:

* Pirates' Cove in the olympic-sized swimming pool up the road, with a couple of floating pontoons for the central islands. Or maybe Crocodile Pool Party, if Tom Vasel were anywhere nearby.
* Trias with our toy dinosaurs (might need a bit of work to make the giant hexagons though)
* Lots of dexterity games would work well - Make & Break, Hamsterrolle, Balance ...
* Cartagena or Big City would work well, too - but again, it would involve a lot of work. And at this time of year, I have to confess that I'm all about simplicity.
* And the Waldschattenspiel would be fun with leftover christmas trees - at least before the flame got too close!
* Given a big enough room, Fearsome Floors would be pretty good and easy. Mark out the grid, nominate someone to be the monster, and off you go.
* I'm sure, too, that there's something you could do with Igloo Pop, cardboard boxes and plenty of small children.
* And how about Power Grid, with a real grid and little light-up houses? (Now I really *am* getting carried away and breaking all the rules)

The thought of re-creating Ticket to Ride with the girls' wooden Thomas the Tank Engine train set is almost TOO tempting ... now there's a project for the holidays!

The best ones, though, are the travel ones. Life-sized Deutschlandreise, Thurn und Taxis or Trans Europa all sound good - even The London Game or On the Underground - or a very slow and steady "Around the World in 80 days". Not these holidays, though.


How about you? Which games could you (or would you) upsize - using simple, cheap and readily available household equipment? Or not ...

Friday, December 08, 2006

I Couldn't Design Canal Mania

In London in the early 1890s, Oscar Wilde wrote a series of hit comedy plays that culminated in The Importance of Being Ernest. Reviewers started noting that Wilde’s recipe for a hit play included lots of witty banter attached to a conventional someone-has-a-secret plot. Some reviewers eventually hinted that they or their favorite playwrights could probably also have similar hit plays if they were willing to stoop to using Wilde’s formula. This kind of smugness provoked George Bernard Shaw to write: “Apparently, I am the only man in London who cannot write an Oscar Wilde play at will.”

I was reminded of this story because so many of the reviews of Canal Mania have noted that the game is a merger of Ticket to Ride card-drawing and Age of Steam cube shuttling that you might think that there was nothing to the game but borrowed and overly-familiar game mechanisms. Yes, lots of things about Canal Mania will remind you of other games. So much so that my original opening for this essay was going to be something like this:

On a dark and stormy night, Alan Moon brought his teleportation experiment to fruition. He slipped a copy of Ticket to Ride into telepod A, and then hurried to the control panel to press the button that would close the heavy door.

Unseen by Mr. Moon, a copy of
Age of Steam--drawn by the smell of plastic railroad engines--slipped into the telepod.

Moon pressed the button. The door of telepod A slid shut with a satisfying hiss.

Moon’s fingers danced over the control panel, completing the initiation sequence in seconds.

Light blazed from the window of telepod A. Across the room, light began flicking from the window of telepod B.

Moon stared at the control panel computer screen. The computer message sent a shiver of delight up his spine: Teleportation Complete.

He jabbed a shaking finger at another button.

The door of telepod B slid open.

Moon ran toward the pod. But as his staring eyes beheld what was within, his grin of triumph became a grimace of horror.
Ticket to Ride was nowhere to be seen.

On the floor of the telepod was--

It’s all too easy to be snide.

And it’s all too easy to mock Canal Mania as the abandoned-on-the-doorstep love child of Alan Moon and Martin Wallace. At least most of the reviewers have admitted that Canal Mania is a good game in spite of its assembled-from-borrowed-parts heritage. The general attitude is: Of course, it’s a good game. Ragnor Brothers stole from the best.

Well, I think there is a little more going on with the game than just borrowing-as-game-design.

For one thing, the designers apparently opened at least one history book about British canals. In the game, players build historical canals. The game also uses historical canal builders as an excuse to give players some special ability cards. The special abilities may or may not have much to do with the real-life careers of these men, but the historical figures give the game additional period flavor.

Also, the game’s cube-shuttling system forces players to reverse the usual strategy that gamers must employ in Age of Steam (and in Railroad Tycoon, Age of Steam’s prettier sister). Instead of building transportation networks near available goods, players in Canal Mania must place cubes near the networks they have already built or hope to build. This also means that Canal Mania players will shuttle cubes over other players’ networks far more often than players in Railroad Tycoon. Making cube placement part of players’ draw-card strategy may seem like a modest change from the Martin Wallace games, but it only takes a few innovations to give Canal Mania a different flavor from the earlier games.

Because cubes don’t have to stop in most cities when moved, players often concentrate on building extra-long continuous networks to maximize their points. This is a bit of a challenge because players can only build a canal between two cities if they get the appropriate government contract card. And because players can only hold two uncompleted contracts at a time, there is constant pressure to finish one canal so that a player can grab another important contract card before someone else snatches it up.

I think Railroad Tycoon will always be my favorite transportation network game. As far as I am concerned, Eagle Games did not live and die in vain because at least they gave the hobby RRT. (Someday when I don’t have an inspired idea for my weekly blog, I will do a joy-of-toys essay, and RRT will be one of my prime examples).

But even though Railroad Tycoon is my true love, I will enjoy flings with Canal Mania.
And just for the record: even if I borrowed every ingenious game mechanism that Alan Moon or Martin Wallace ever invented, I still couldn’t have designed Canal Mania.

Thursday, December 07, 2006

Mathematics & Game Design, Part Two

In October I published an article called Mathematics & Game Design, Part One. Therein I wrote about some of the problems that appear when games make their math too obvious. But in closing I stated, "Though I think math should largely be hidden from players, designers absolutely need to think about it."

In this article I want to look at the other side of that coin by examining two games that had potential, but where I was let down by the lack of mathematical analysis applied to the games--which ultimately resulted in them not standing up to, at least, my play (though in both cases they would have stood up to more casual play, if players did not think about the math).

Desert Bazaar

Desert Bazaar is the first game in Brian Yu's pushout of designer games for Mattel, an admirable goal in and of itself. The gameplay is pretty simple: each turn you either draw 1-4 resource cards (probably 2+ on average) or you play as many resource cards as you want to build tents.

Tents are represented by tiles. Each one shows what resources are needed to build the tent. It always takes three resources to build a tent, sometimes one each of three types, sometimes two of one type and one of another. However there's a catch: each tent also represents a type of resource, and if you build a new tent adjacent to an old tent with the right type of resource, you don't have to play that card. This can reduce the tent building cost from 3 cards to 2 cards (often), 1 card (sometimes) or 0 cards (infrequently).

Tents are arranged into encampments, by the by, which are just groups of connected tents. This has some effects on placement, but notably whenever you form a new encampment, you're clearly not getting to use any resources from adjacent tents, because there aren't any.

And, building tents gives you victory points: 3 points for the first tent in an encampment (2 immediately, 1 when the encampment finishes or the game ends), 2 points for the last, and 1 for each additional.

At the most basic level, the game is thus about the most efficient use of cards to achieve victory points. The fewer cards you use, and the more victory points that you get as a result, the better you're doing. The following chart details this in short, by outlining the math of building the first through seventh tent in an encampment:

TentMin. CardsMax. CardsPointsRatio for Min.Ratio for Max.
#1
3 cards
3 cards
3 points
1 card/point
1 card/point
#2
2 cards
3 cards
1 point
2 cards/point
3 cards/point
#3
1 card
3 cards
1 point
1 card/point
3 cards/point
#4
0 cards
3 cards
1 point
0 cards/point
3 cards/point
#5
0 cards
3 cards
1 point
0 cards/point
3 cards/point
#6
0 cards
3 cards
1 point
0 cards/point
3 cards/point
#7
0 cards
3 cards
2 points
0 cards/point
1.5 cards/point

Now at first Desert Bazaar looked to me like a game which allowed for a lot of cleverness, where you could build a bunch of tents each taking advantage of one or two nearby tents and come out way ahead. But, that turned out not to be the case. In building tents you're always limited to a set of no more than 4 tents to choose from, and thus it becomes increasingly hard to take advantage of more than 1 or 2 adjacent tents per build, and thus you might occasionally get a 0 card/point build, your average ratio on a turn where you tried to build a lot was likely to be 1 card/point or higher.

Unfortunately the ratio of just building a standalone tent was 1 card/point. Thus, it was almost always better to build a standalone tent, than to try and be clever at all. After I realized this in a second game, my standard strategy became: build a standalone tent, build a second standalone tent, build a tent between them, using both their colors, and then if possible build a fourth tent which took advantage of two or three of the tent colors. The result was a ratio of 1 card/point or slightly better, and since two of the tents were standalone, I had more tents to choose from to try and get a set that that would support each other.

Perhaps a better way to explain this problem is that the margin for cleverness was too narrow. At first it looked like any move you came up with which allowed for a better than 3 card/point ratio was good, but in truth it became clear that you needed better than a 1 card/point ratio to win, and thus something was only clever if you got into the tight (and difficult) range of 0-1.

If this game had been looked at mathematically, I'd betting that first-time tent would have been worth 2 points, not 3. The math here is really simple, but it made the difference between a game that worked for serious players, and one that did not.

Take Stock

The math for Take Stock, a stock market game by Z-Man Games is more complex, but I could tell from my first play that it didn't work quite right, and I knew it was because the author (Simon Hunt) didn't do his math homework.

This is one of several games that uses stock cards for dual purposes: to mark the value of stocks or to increase your own personal portfolio. You can always play any stock to increase the value of the stock (but with a no more than 4 point jump at a time) or to gain stock certificates for yourself. At the end of a round you multiply the final value of the stock times your number of shares to get your score

There's a direct correlation between stock value and stock certificate count: 2-4 are worth no certificates; 5-7 are worth 1; 8-10 are worth 2; and 11-12 are worth 3.

Now the game greatly depends upon plenty of cards being played to each stock. First, the number of cards in a stock ultimately (and artificially) constrains how many certificates each player can play, which in turn marks the end of a round. Second, playing an "11" or "12" can end a round early. Either of these is important to make sure the game doesn't drag. Unfortunately the math of the game is set up in such a way as to greatly discourage people from playing the higher value cards.

Consider, for example, the value of playing an "11", the lower valued "stop" card. Since a stock value can jump no more than 4 points, this means the current value must be "7" to "10". Now keep in mind that this "11" also has a value of 3 stock certificates.

The following chart shows how much you'd earn from playing that "11" to increase the value of the stock, based upon the current value, and the current number of certificates you have:

Current Value1 Cert.2 Certs.3 Certs.4 Certs.5 Certs.6 Certs.
Value 7
+4
+8
+12
+16
+20
+24
Value 8
+3
+6
+9
+12
+15
+18
Value 9
+2
+4
+6
+8
+10
+12
Value 10
+1
+2
+3
+4
+5
+6

Now compare this to the fact that laying down that same card as 3 certificates gives you 21 points for value 7 (3*7), 24 for value 8, 27 for value 9, or 30 for value 10. Therefore, the only time you'd ever want to play a value 11 as a value (absent being able to catch a lot of people out by ending the round early, which really isn't that likely) is when you're making the maximal leap (from 7 to 11) and when you have a 6 certificates already out, which is a pretty hugely unlikely number. This one good play is marked in bold italics.

As with Desert Bazaar the margin for success is so narrow as to be almost non-existent.

This describes the problem at the top end, but it generally exists for playing all of the higher cards as values rather than certificates. Here's a similar chart for playing an "8", which is the first of the two certificate cards.

Current Value1 Cert.2 Certs.3 Certs.4 Certs.5 Certs.6 Certs.
Value 4
+4
+8
+12
+16
+20
+24
Value 5
+3
+6
+9
+12
+15
+18
Value 6
+2
+4
+6
+8
+10
+12
Value 7
+1
+2
+3
+4
+5
+6

Now the value of an "8" certificate in these cases is: +8 (for 4); +10 (for 5); +12 (for 6); or +14 (for 7). Again the good plays are marked in bold italics. I generally did not consider the break-evens good plays because they also increase the value for all your opponents.

The chart is better, but there's still a pretty scant set of options for profitably increasing the value of a stock rather than just greedily keeping the certificate to yourself: only a third of the chart.

Now as a mentioned, the total number of value cards played to a stock define the number of cards that you can play as stock certificates and thus when the round ends. Generally you need 4-7 value cards on one stock to be able to finish a round. Just looking at the above numbers you can see that becomes a very tough battle. People are mostly willing to play the 1-7, but if any numbers at all are skipped (and some will be because there's only one of each and a whole deck of cards) then it becomes harder and harder to finish out a round. It becomes a sort of Free Rider's Paradox, where no one has any incentive to expend the resource that will help every one.

Here the problem is a lot larger and more integral than in Desert Bazaar. I think the relation between stock values and stock certificates is almost totally broken, and that undercuts
the game for anyone playing seriously.

Conclusion

Last time I said that I, as player, don't want to see the math in a game. But I always want the designers to have carefully considered it if the game has a truly mathematical basis, and I think Desert Bazaarand Take Stock were both games that were hurt by their lack of mathematical care, to the point where as a serious gamer I can not play them.

It somewhat explains what Reiner Knizia, a professor of mathematics, can produce such well-designed games: even when the math isn't showing its underlying basis is very important.

Wednesday, December 06, 2006

Extended Forecast: Stay Indoors and Play Games

It's only December and I'm already tiring of winter, this is especially depressing when you consider that winter doesn't officially begin for 17 more days. Fortunately the arrival of winter denotes the start of the indoor boardgaming league. This year's teams are "Team Knizia" with moi as the self appointed captain and "Team Vlad" headed up by the wife. "Team Puerto Rico" has co-captains this year, both of whom have been able to get their PR fix via the computer. "Team Yellow and Sons" has been swamped with work and not able to attend as often, likewise "Team Purple" moved out of town and can't make it in for games as often. The lack of a regular game night has hampered "Team RPG" and "Team Twenty-Something", but we're working on that.

For some reason the league missed our yearly Advanced Civilization game on the day after Thanksgiving, but to tell the truth I preferred playing several shorter games that day. Antike, Taj Mahal and Fury of Dracula have dominated the league this season. FoD is wearing out its welcome, but Taj Mahal and Antike will probably hit the table for years to come.

Speaking of Antike, as a gamer who likes the Civ-Lite genre, allow me to make a couple observations. Forget raiding the refrigerator between turns or taking a bathroom break during Antike. It will be your turn before you get your zipper down.

Antike is the Civ-Lite game that makes you feel like it is always your turn. Rounds go fast. On your turn you can only do one thing. Occasionally players will choose to move their military units which may take slightly longer, but still goes relatively quickly.

Every round players receive one coin token. Coins build up with amazing speed. This constantly causes players to ponder as they look at their pile of coins, "Did I pay for that last item? How'd I get so much money?"

I've now had a chance to play Hollywood Blockbuster, the reprint of the popular game Traumfabrik. Traumfabrik was only available in German until quite recently. Although I don't consider it to be an upper tier game, it was fun. I wonder if Hollywood Blockbuster would be a decent gateway game. Actors and directors depicted in the game have familiar sounding names: Spikely, Woodrow Alien, Jack Nickeldime, Brad Pittfall, etc. That familiarity may serve to make the game less intimidating to a newbie. Gameplay itself is quite simple. Judging the value of a token in order to make a bid is the toughest part of the game.

Hollywood Blockbuster is played over four identical rounds. Nothing in the round is complicated. After the first round, subsequent rounds should go smoothly. I can see this game as a game veterans and non-gamers could easily play together.

Lastly: I didn't think it could happen. I have a new favorite game. After a couple games of Taj Mahal I tepidly said that it could possibly be my second favorite game, edging Puerto Rico out of that slot. After several more plays I find myself even more enamored with the game. With more play Taj Mahal has replaced another Knizia gem, Tigris and Euphrates, as my favorite game.

It's a good 'un.